Demo Data from VLDB 2026 / reviewers in the wild / expert
Karl Bladin
dblp:210/5377
· DBLP profile ↗
3ranked-venue papers
1as first author
0since 2021 · last 2020
0000-0001-7789-0142ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-authorArtificial intelligence and machine learning · 1
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.
| Computer graphics and multimedia
3 papers |
Rendering · 36% Geometric modeling and processing · 23% Visual content generation and editing · 23% | |
| Artificial intelligence
2 papers |
Face, body and person analysis · 50% 3D vision · 50% | |
| Interdisciplinary, comprehensive, and emerging computing
1 paper |
Computational social science and digital humanities · 100% |
Topics — the 6 heaviest of 8, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer vision › 3D vision
3d face modeling |
0.4 | 1 | 2020 | Dynamic facial asset and rig generation from a single scan · ACM Trans. Graph. 2020 |
Geometric modeling and processing
3d morphable model |
0.4 | 1 | 2020 | Learning Formation of Physically-Based Face Attributes · CVPR 2020 |
Rendering
level-of-detail rendering |
0.3 | 1 | 2018 | Globe Browsing: Contextualized Spatio-Temporal Planetary Surface Visualization · IEEE Trans. Vis. Comput. Graph. 2018 |
Rendering › rendering optimization › rendering acceleration
out-of-core rendering |
0.3 | 1 | 2018 | Globe Browsing: Contextualized Spatio-Temporal Planetary Surface Visualization · IEEE Trans. Vis. Comput. Graph. 2018 |
Visualization and visual analytics
spatiotemporal visualization |
0.3 | 1 | 2018 | Globe Browsing: Contextualized Spatio-Temporal Planetary Surface Visualization · IEEE Trans. Vis. Comput. Graph. 2018 |
Computational social science and digital humanities
spatial data visualization |
0.1 | 1 | 2018 | Globe Browsing: Contextualized Spatio-Temporal Planetary Surface Visualization · IEEE Trans. Vis. Comput. Graph. 2018 |
Methods — techniques the papers use, named apart from their topics
self-supervised neural network · 0.9physically-based rendering · 0.9joint distribution modeling · 0.9deep generative model · 0.9image acquisition pipeline · 0.7chunked level-of-detail · 0.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2020 | Learning Formation of Physically-Based Face AttributesabstractBased on a combined data set of 4000 high resolution facial scans, we introduce a non-linear morphable face model, capable of producing multifarious face geometry of pore-level resolution, coupled with material attributes for use in physically-based rendering. We aim to maximize the variety of the participant’s face identities, while increasing the robustness of correspondence between unique components, including middle-frequency geometry, albedo maps, specular intensity maps and high-frequency displacement details. Our deep learning based generative model learns to correlate albedo and geometry, which ensures the anatomical correctness of the generated assets. We demonstrate potential use of our generative model for novel identity generation, model fitting, interpolation, animation, high fidelity data visualization, and low-to-high resolution data domain transferring. We hope the release of this generative model will encourage further cooperation between all graphics, vision, and data focused professionals, while demonstrating the cumulative value of every individual’s complete biometric profile. Ruilong Li, Karl Bladin, Chinmay Chinara, Owen Ingraham, Pengda Xiang, Xinglei Ren, Pratusha Prasad, Bipin Kishore, Jun Xing, Hao Li 0015 |
CVPR | 2 |
| 2020 | Dynamic facial asset and rig generation from a single scanabstractThe creation of high-fidelity computer-generated (CG) characters for films and games is tied with intensive manual labor, which involves the creation of comprehensive facial assets that are often captured using complex hardware. To simplify and accelerate this digitization process, we propose a framework for the automatic generation of high-quality dynamic facial models, including rigs which can be readily deployed for artists to polish. Our framework takes a single scan as input to generate a set of personalized blendshapes, dynamic textures, as well as secondary facial components ( e.g. , teeth and eyeballs). Based on a facial database with over 4, 000 scans with pore-level details, varying expressions and identities, we adopt a self-supervised neural network to learn personalized blendshapes from a set of template expressions. We also model the joint distribution between identities and expressions, enabling the inference of a full set of personalized blendshapes with dynamic appearances from a single neutral input scan. Our generated personalized face rig assets are seamlessly compatible with professional production pipelines for facial animation and rendering. We demonstrate a highly robust and effective framework on a wide range of subjects, and showcase high-fidelity facial animations with automatically generated personalized dynamic textures. Jiaman Li, Zhengfei Kuang, Mingming He, Karl Bladin, Hao Li 0015 |
ACM Trans. Graph. | 5 |
| 2018 | Globe Browsing: Contextualized Spatio-Temporal Planetary Surface VisualizationabstractResults of planetary mapping are often shared openly for use in scientific research and mission planning. In its raw format, however, the data is not accessible to non-experts due to the difficulty in grasping the context and the intricate acquisition process. We present work on tailoring and integration of multiple data processing and visualization methods to interactively contextualize geospatial surface data of celestial bodies for use in science communication. As our approach handles dynamic data sources, streamed from online repositories, we are significantly shortening the time between discovery and dissemination of data and results. We describe the image acquisition pipeline, the pre-processing steps to derive a 2.5D terrain, and a chunked level-of-detail, out-of-core rendering approach to enable interactive exploration of global maps and high-resolution digital terrain models. The results are demonstrated for three different celestial bodies. The first case addresses high-resolution map data on the surface of Mars. A second case is showing dynamic processes, such as concurrent weather conditions on Earth that require temporal datasets. As a final example we use data from the New Horizons spacecraft which acquired images during a single flyby of Pluto. We visualize the acquisition process as well as the resulting surface data. Our work has been implemented in the OpenSpace software [8], which enables interactive presentations in a range of environments such as immersive dome theaters, interactive touch tables, and virtual reality headsets. Karl Bladin, Emil Axelsson, Erik Broberg, Carter Emmart, Patric Ljung, Alexander Bock 0002, Anders Ynnerman |
IEEE Trans. Vis. Comput. Graph. | 1 |