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Anastasia Tkach

dblp:167/1154 · DBLP profile ↗
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8ranked-venue papers
2as first author
1since 2021 · last 2024
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 8 · 2 first-author · 1 since 2021Artificial intelligence and machine learning · 3 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
5 papers
3D vision · 79% Face, body and person analysis · 17% Video understanding and tracking · 3%
Computer graphics and multimedia
3 papers
Image and video processing · 34% Rendering · 29% Computational photography and imaging · 20%

Topics — the 16 heaviest of 16, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › 3D vision
3d human pose estimation
0.812024
EgoPoseFormer: A Simple Baseline for Stereo Egocentric 3D Human Pose Estimation · ECCV (55) 2024
Computer vision › 3D vision › pose estimation
hand tracking
0.522017
Online generative model personalization for hand tracking · ACM Trans. Graph. 2017
Sphere-meshes for real-time hand modeling and tracking · ACM Trans. Graph. 2016
Computer vision › 3D vision › novel view synthesis
free-viewpoint rendering
0.412019
Volumetric Capture of Humans With a Single RGBD Camera via Semi-Parametric Learning · CVPR 2019
Computer vision › 3D vision
novel view synthesis
0.412019
Volumetric Capture of Humans With a Single RGBD Camera via Semi-Parametric Learning · CVPR 2019
Computational photography and imaging › 3d scanning
volumetric performance capture
0.412019
The relightables: volumetric performance capture of humans with realistic relighting · ACM Trans. Graph. 2019
Image and video processing
image restoration
0.312018
LookinGood: enhancing performance capture with real-time neural re-rendering · ACM Trans. Graph. 2018
Rendering
neural rendering
0.312018
LookinGood: enhancing performance capture with real-time neural re-rendering · ACM Trans. Graph. 2018
Image and video processing › image restoration › multi-task image restoration
super-resolution and denoising
0.312018
LookinGood: enhancing performance capture with real-time neural re-rendering · ACM Trans. Graph. 2018
Computer vision › Face, body and person analysis
human pose estimation
0.312017
Low-Dimensionality Calibration through Local Anisotropic Scaling for Robust Hand Model Personalization · ICCV 2017
Geometric modeling and processing › shape representation
geometric representation
0.212016
Sphere-meshes for real-time hand modeling and tracking · ACM Trans. Graph. 2016
Rendering › appearance acquisition
reflectance map estimation
0.112019
The relightables: volumetric performance capture of humans with realistic relighting · ACM Trans. Graph. 2019
Rendering
relighting
0.112019
The relightables: volumetric performance capture of humans with realistic relighting · ACM Trans. Graph. 2019
Virtual and augmented reality
telepresence
0.112018
LookinGood: enhancing performance capture with real-time neural re-rendering · ACM Trans. Graph. 2018
Computer vision › Face, body and person analysis › human pose estimation › articulated pose estimation
hand pose estimation
0.112017
Online generative model personalization for hand tracking · ACM Trans. Graph. 2017
Computer vision › Video understanding and tracking
object tracking
0.112017
Low-Dimensionality Calibration through Local Anisotropic Scaling for Robust Hand Model Personalization · ICCV 2017
Computer vision › Face, body and person analysis › hand analysis
hand modeling
0.112016
Sphere-meshes for real-time hand modeling and tracking · ACM Trans. Graph. 2016

Methods — techniques the papers use, named apart from their topics

transformer · 0.8optimization · 0.5non-rigid deformation · 0.5semi-parametric learning · 0.4neural network · 0.4machine learning reconstruction pipeline · 0.4color gradient illumination · 0.4active depth sensing · 0.4temporal consistency · 0.3semantic reconstruction error · 0.3self-supervised learning · 0.3uncertainty estimation · 0.3online optimization · 0.3multi-stage optimization · 0.3anisotropic scaling · 0.3
YearPublicationVenuePosition
2024 EgoPoseFormer: A Simple Baseline for Stereo Egocentric 3D Human Pose Estimation
Chenhongyi Yang, Anastasia Tkach, Shreyas Hampali, Linguang Zhang, Elliot Crowley, Cem Keskin
ECCV (55)2
2019 Volumetric Capture of Humans With a Single RGBD Camera via Semi-Parametric Learning
abstract
Volumetric (4D) performance capture is fundamental for AR/VR content generation. Whereas previous work in 4D performance capture has shown impressive results in studio settings, the technology is still far from being accessible to a typical consumer who, at best, might own a single RGBD sensor. Thus, in this work, we propose a method to synthesize free viewpoint renderings using a single RGBD camera. The key insight is to leverage previously seen “calibration” images of a given user to extrapolate what should be rendered in a novel viewpoint from the data available in the sensor. Given these past observations from multiple viewpoints, and the current RGBD image from a fixed view, we propose an end-to-end framework that fuses both these data sources to generate novel renderings of the performer. We demonstrate that the method can produce high fidelity images, and handle extreme changes in subject pose and camera viewpoints. We also show that the system generalizes to performers not seen in the training data. We run exhaustive experiments demonstrating the effectiveness of the proposed semi-parametric model (i.e. calibration images available to the neural network) compared to other state of the art machine learned solutions. Further, we compare the method with more traditional pipelines that employ multi-view capture. We show that our framework is able to achieve compelling results, with substantially less infrastructure than previously required.
Rohit Pandey, Anastasia Tkach, Shuoran Yang, Pavel Pidlypenskyi, Jonathan Taylor 0001, Ricardo Martin-Brualla, Andrea Tagliasacchi, George Papandreou, Philip Davidson, Cem Keskin, Shahram Izadi, Sean Ryan Fanello
CVPR2
2019 The relightables: volumetric performance capture of humans with realistic relighting
abstract
We present "The Relightables", a volumetric capture system for photorealistic and high quality relightable full-body performance capture. While significant progress has been made on volumetric capture systems, focusing on 3D geometric reconstruction with high resolution textures, much less work has been done to recover photometric properties needed for relighting. Results from such systems lack high-frequency details and the subject's shading is prebaked into the texture. In contrast, a large body of work has addressed relightable acquisition for image-based approaches, which photograph the subject under a set of basis lighting conditions and recombine the images to show the subject as they would appear in a target lighting environment. However, to date, these approaches have not been adapted for use in the context of a high-resolution volumetric capture system. Our method combines this ability to realistically relight humans for arbitrary environments, with the benefits of free-viewpoint volumetric capture and new levels of geometric accuracy for dynamic performances. Our subjects are recorded inside a custom geodesic sphere outfitted with 331 custom color LED lights, an array of high-resolution cameras, and a set of custom high-resolution depth sensors. Our system innovates in multiple areas: First, we designed a novel active depth sensor to capture 12.4 MP depth maps, which we describe in detail. Second, we show how to design a hybrid geometric and machine learning reconstruction pipeline to process the high resolution input and output a volumetric video. Third, we generate temporally consistent reflectance maps for dynamic performers by leveraging the information contained in two alternating color gradient illumination images acquired at 60Hz. Multiple experiments, comparisons, and applications show that The Relightables significantly improves upon the level of realism in placing volumetrically captured human performances into arbitrary CG scenes.
Peter Lincoln, Philip Davidson, Jay Busch, Xueming Yu, Matt Whalen, Geoff Harvey, Sergio Orts, Rohit Pandey, Jason Dourgarian, Danhang Tang, Anastasia Tkach, Adarsh Kowdle, Emily Cooper, Mingsong Dou, Sean Ryan Fanello, Graham Fyffe, Christoph Rhemann, Jonathan Taylor 0001, Paul E. Debevec, Shahram Izadi
ACM Trans. Graph.12
2018 LookinGood: enhancing performance capture with real-time neural re-rendering
abstract
Motivated by augmented and virtual reality applications such as telepresence, there has been a recent focus in real-time performance capture of humans under motion. However, given the real-time constraint, these systems often suffer from artifacts in geometry and texture such as holes and noise in the final rendering, poor lighting, and low-resolution textures. We take the novel approach to augment such real-time performance capture systems with a deep architecture that takes a rendering from an arbitrary viewpoint, and jointly performs completion, super resolution, and denoising of the imagery in real-time. We call this approach neural (re-)rendering , and our live system "LookinGood". Our deep architecture is trained to produce high resolution and high quality images from a coarse rendering in real-time. First, we propose a self-supervised training method that does not require manual ground-truth annotation. We contribute a specialized reconstruction error that uses semantic information to focus on relevant parts of the subject, e.g. the face. We also introduce a salient reweighing scheme of the loss function that is able to discard outliers. We specifically design the system for virtual and augmented reality headsets where the consistency between the left and right eye plays a crucial role in the final user experience. Finally, we generate temporally stable results by explicitly minimizing the difference between two consecutive frames. We tested the proposed system in two different scenarios: one involving a single RGB-D sensor, and upper body reconstruction of an actor, the second consisting of full body 360° capture. Through extensive experimentation, we demonstrate how our system generalizes across unseen sequences and subjects.
Ricardo Martin-Brualla, Rohit Pandey, Shuoran Yang, Pavel Pidlypenskyi, Jonathan Taylor 0001, Julien P. C. Valentin, Sameh Khamis, Philip Davidson, Anastasia Tkach, Peter Lincoln, Adarsh Kowdle, Christoph Rhemann, Dan B. Goldman, Cem Keskin, Steven M. Seitz, Shahram Izadi, Sean Ryan Fanello
ACM Trans. Graph.9
2017 Low-Dimensionality Calibration through Local Anisotropic Scaling for Robust Hand Model Personalization
abstract
We present a robust algorithm for personalizing a sphere-mesh tracking model to a user from a collection of depth measurements. Our core contribution is to demonstrate how simple geometric reasoning can be exploited to build a shape-space, and how its performance is comparable to shape-spaces constructed from datasets of carefully calibrated models. We achieve this goal by first re-parameterizing the geometry of the tracking template, and introducing a multi-stage calibration optimization. Our novel parameterization decouples the degrees of freedom for pose and shape, resulting in improved convergence properties. Our analytically differentiable multi-stage calibration pipeline optimizes for the model in the natural low-dimensional space of local anisotropic scalings, leading to an effective solution that can be easily embedded in other tracking/calibration algorithms. Compared to existing sphere-mesh calibration algorithms, quantitative experiments assess our algorithm possesses a larger convergence basin, and our personalized models allows to perform motion tracking with superior accuracy.
Edoardo Remelli, Anastasia Tkach, Andrea Tagliasacchi, Mark Pauly
ICCV2
2017 Online generative model personalization for hand tracking
abstract
We present a new algorithm for real-time hand tracking on commodity depth-sensing devices. Our method does not require a user-specific calibration session, but rather learns the geometry as the user performs live in front of the camera, thus enabling seamless virtual interaction at the consumer level. The key novelty in our approach is an online optimization algorithm that jointly estimates pose and shape in each frame, and determines the uncertainty in such estimates. This knowledge allows the algorithm to integrate per-frame estimates over time, and build a personalized geometric model of the captured user. Our approach can easily be integrated in state-of-the-art continuous generative motion tracking software. We provide a detailed evaluation that shows how our approach achieves accurate motion tracking for real-time applications, while significantly simplifying the workflow of accurate hand performance capture. We also provide quantitative evaluation datasets at http://gfx.uvic.ca/datasets/handy
Anastasia Tkach, Andrea Tagliasacchi, Edoardo Remelli, Mark Pauly, Andrew W. Fitzgibbon
ACM Trans. Graph.1
2016 Sphere-meshes for real-time hand modeling and tracking
abstract
Modern systems for real-time hand tracking rely on a combination of discriminative and generative approaches to robustly recover hand poses. Generative approaches require the specification of a geometric model. In this paper, we propose a the use of sphere-meshes as a novel geometric representation for real-time generative hand tracking. How tightly this model fits a specific user heavily affects tracking precision. We derive an optimization to non-rigidly deform a template model to fit the user data in a number of poses. This optimization jointly captures the user's static and dynamic hand geometry, thus facilitating high-precision registration. At the same time, the limited number of primitives in the tracking template allows us to retain excellent computational performance. We confirm this by embedding our models in an open source real-time registration algorithm to obtain a tracker steadily running at 60Hz. We demonstrate the effectiveness of our solution by qualitatively and quantitatively evaluating tracking precision on a variety of complex motions. We show that the improved tracking accuracy at high frame-rate enables stable tracking of extended and complex motion sequences without the need for per-frame re-initialization. To enable further research in the area of high-precision hand tracking, we publicly release source code and evaluation datasets.
Anastasia Tkach, Mark Pauly, Andrea Tagliasacchi
ACM Trans. Graph.1
2015 Robust Articulated-ICP for Real-Time Hand Tracking
abstract
Abstract We present a robust method for capturing articulated hand motions in realtime using a single depth camera. Our system is based on a realtime registration process that accurately reconstructs hand poses by fitting a 3D articulated hand model to depth images. We register the hand model using depth, silhouette, and temporal information. To effectively map low‐quality depth maps to realistic hand poses, we regularize the registration with kinematic and temporal priors, as well as a data‐driven prior built from a database of realistic hand poses. We present a principled way of integrating such priors into our registration optimization to enable robust tracking without severely restricting the freedom of motion. A core technical contribution is a new method for computing tracking correspondences that directly models occlusions typical of single‐camera setups. To ensure reproducibility of our results and facilitate future research, we fully disclose the source code of our implementation.
Andrea Tagliasacchi, Matthias Schröder 0002, Anastasia Tkach, Sofien Bouaziz, Mario Botsch, Mark Pauly
Comput. Graph. Forum3