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Aviral Agarwal

dblp:230/7734 · DBLP profile ↗
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2ranked-venue papers
0as first author
1since 2021 · last 2024
0009-0003-4787-7205ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 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.

Human-computer interaction and pervasive computing
1 paper
Immersive interaction · 100%
Computer graphics and multimedia
2 papers
Visual content generation and editing · 77% Virtual and augmented reality · 23%
Artificial intelligence
2 papers
Face, body and person analysis · 88% Generative modeling · 12%

Topics — the 4 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › Face, body and person analysis › face manipulation
facial expression transfer
0.812024
VOODOO XP: Expressive One-Shot Head Reenactment for VR Telepresence · ACM Trans. Graph. 2024
Immersive interaction
telepresence
0.812024
VOODOO XP: Expressive One-Shot Head Reenactment for VR Telepresence · ACM Trans. Graph. 2024
Immersive interaction
virtual reality
0.812024
VOODOO XP: Expressive One-Shot Head Reenactment for VR Telepresence · ACM Trans. Graph. 2024
Machine learning › Generative modeling › generative adversarial network
conditional GAN
0.112018
paGAN: real-time avatars using dynamic textures · ACM Trans. Graph. 2018

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

transformer blocks · 2.3multi-stage self-supervision · 2.3cross-reenactment architecture · 2.3conditional generative adversarial network · 0.7blendshape blending · 0.7UV texture mapping · 0.7
YearPublicationVenuePosition
2024 VOODOO XP: Expressive One-Shot Head Reenactment for VR Telepresence
abstract
We introduce VOODOO XP: a 3D-aware one-shot head reenactment method that can generate highly expressive facial expressions driven by an input video from a single 2D portrait. Our approach is real-time, view-consistent, and can be instantly used without calibration or fine-tuning. We demonstrate our solution in a monocular video setting and an end-to-end VR telepresence system for two-way communication. Compared to 2D head reenactment methods, 3D-aware approaches aim to preserve the identity of the subject and ensure view-consistent facial geometry for novel camera poses, which makes them suitable for immersive applications. While various facial disentanglement techniques have been introduced, cutting-edge 3D-aware neural reenactment techniques still lack expressiveness and fail to reproduce complex and fine-scale facial expressions. We present a novel cross-reenactment architecture that directly transfers the driver's facial expressions to transformer blocks of the input source's 3D lifting module. We show that highly effective disentanglement is possible using a new multi-stage self-supervision approach. It relies on a coarse-to-fine training strategy, which is combined with explicit face neutralization and 3D lifted frontalization during its initial training stage. We further integrate our novel head reenactment solution into an accessible high-fidelity VR telepresence system, where any person can instantly build a personalized neural head avatar from any photo and bring it to life using the headset. Furthermore, our proposed method demonstrates state-of-the-art expressiveness and likeness preservation on diverse subjects and capture conditions.
Egor Zakharov, Long-Nhat Ho, Adilbek Karmanov, Ariana Bermudez Venegas, McLean Goldwhite, Aviral Agarwal, Liwen Hu 0001, Anh Tuan Tran 0001, Hao Li 0015
ACM Trans. Graph.7
2018 paGAN: real-time avatars using dynamic textures
abstract
With the rising interest in personalized VR and gaming experiences comes the need to create high quality 3D avatars that are both low-cost and variegated. Due to this, building dynamic avatars from a single unconstrained input image is becoming a popular application. While previous techniques that attempt this require multiple input images or rely on transferring dynamic facial appearance from a source actor, we are able to do so using only one 2D input image without any form of transfer from a source image. We achieve this using a new conditional Generative Adversarial Network design that allows fine-scale manipulation of any facial input image into a new expression while preserving its identity. Our photoreal avatar GAN (paGAN) can also synthesize the unseen mouth interior and control the eye-gaze direction of the output, as well as produce the final image from a novel viewpoint. The method is even capable of generating fully-controllable temporally stable video sequences, despite not using temporal information during training. After training, we can use our network to produce dynamic image-based avatars that are controllable on mobile devices in real time. To do this, we compute a fixed set of output images that correspond to key blendshapes, from which we extract textures in UV space. Using a subject's expression blendshapes at run-time, we can linearly blend these key textures together to achieve the desired appearance. Furthermore, we can use the mouth interior and eye textures produced by our network to synthesize on-the-fly avatar animations for those regions. Our work produces state-of-the-art quality image and video synthesis, and is the first to our knowledge that is able to generate a dynamically textured avatar with a mouth interior, all from a single image.
Koki Nagano, Jaewoo Seo, Jun Xing, Lingyu Wei, Zimo Li, Shunsuke Saito, Aviral Agarwal, Jens Fursund, Hao Li 0015
ACM Trans. Graph.7