VLDB 2026 Research / reviewers in the wild / expert
Jay Busch
dblp:26/7188
· DBLP profile ↗
13ranked-venue papers
0as 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 · 13 · 1 since 2021Artificial 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
10 papers |
Computational photography and imaging · 42% Rendering · 32% Virtual and augmented reality · 15% | |
| Artificial intelligence
1 paper |
3D vision · 100% |
Topics — the 21 heaviest of 25, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Rendering › image-based rendering
light field rendering |
0.4 | 1 | 2020 | Immersive light field video with a layered mesh representation · ACM Trans. Graph. 2020 |
Image and video coding › light field compression
light field video coding |
0.4 | 1 | 2020 | Immersive light field video with a layered mesh representation · ACM Trans. Graph. 2020 |
Computational photography and imaging › illumination estimation
HDR lighting estimation |
0.4 | 1 | 2019 | DeepLight: Learning Illumination for Unconstrained Mobile Mixed Reality · CVPR 2019 |
Computational photography and imaging
illumination estimation |
0.4 | 1 | 2019 | DeepLight: Learning Illumination for Unconstrained Mobile Mixed Reality · CVPR 2019 |
Computational photography and imaging
image relighting |
0.4 | 1 | 2019 | Single image portrait relighting · ACM Trans. Graph. 2019 |
Virtual and augmented reality › mixed reality
mixed reality rendering |
0.4 | 1 | 2019 | DeepLight: Learning Illumination for Unconstrained Mobile Mixed Reality · CVPR 2019 |
Rendering › relighting
portrait relighting |
0.4 | 1 | 2019 | Single image portrait relighting · ACM Trans. Graph. 2019 |
Computational photography and imaging › 3d scanning
volumetric performance capture |
0.4 | 1 | 2019 | The relightables: volumetric performance capture of humans with realistic relighting · ACM Trans. Graph. 2019 |
Computational photography and imaging › illumination estimation
illumination capture |
0.2 | 1 | 2016 | Practical multispectral lighting reproduction · ACM Trans. Graph. 2016 |
Rendering › global illumination
image-based lighting |
0.2 | 1 | 2016 | Practical multispectral lighting reproduction · ACM Trans. Graph. 2016 |
Rendering
relighting |
0.2 | 2 | 2019 | Deep reflectance fields: high-quality facial reflectance field inference from color gradient illumination · ACM Trans. Graph. 2019 The relightables: volumetric performance capture of humans with realistic relighting · ACM Trans. Graph. 2019 |
Rendering › appearance acquisition
shape and reflectance capture |
0.2 | 1 | 2013 | Acquiring reflectance and shape from continuous spherical harmonic illumination · ACM Trans. Graph. 2013 |
Rendering › lighting
spherical harmonic lighting |
0.2 | 1 | 2013 | Acquiring reflectance and shape from continuous spherical harmonic illumination · ACM Trans. Graph. 2013 |
Computer animation and physical simulation › performance capture
facial performance capture |
0.1 | 1 | 2011 | Multiview face capture using polarized spherical gradient illumination · ACM Trans. Graph. 2011 |
Rendering › appearance acquisition
reflectance map estimation |
0.1 | 1 | 2019 | The relightables: volumetric performance capture of humans with realistic relighting · ACM Trans. Graph. 2019 |
Computer animation and physical simulation
performance capture |
0.1 | 1 | 2010 | Temporal upsampling of performance geometry using photometric alignment · ACM Trans. Graph. 2010 |
Virtual and augmented reality › telepresence
3d teleconferencing |
0.1 | 1 | 2009 | Achieving eye contact in a one-to-many 3D video teleconferencing system · ACM Trans. Graph. 2009 |
Rendering
reflectance modeling |
0.0 | 1 | 2013 | Acquiring reflectance and shape from continuous spherical harmonic illumination · ACM Trans. Graph. 2013 |
Computer vision › 3D vision › 3d reconstruction
multi-view stereo |
0.0 | 1 | 2011 | Multiview face capture using polarized spherical gradient illumination · ACM Trans. Graph. 2011 |
Computer vision › 3D vision › 3d reconstruction › multi-view stereo
stereo reconstruction |
0.0 | 1 | 2011 | Multiview face capture using polarized spherical gradient illumination · ACM Trans. Graph. 2011 |
Computational photography and imaging
photometric stereo |
0.0 | 1 | 2010 | Temporal upsampling of performance geometry using photometric alignment · ACM Trans. Graph. 2010 |
Methods — techniques the papers use, named apart from their topics
deep neural network · 0.8color gradient illumination · 0.8video compression · 0.4texture atlasing · 0.4multiplane image · 0.4deepview view interpolation · 0.4machine learning reconstruction pipeline · 0.4image-based relighting · 0.4environment map · 0.4active depth sensing · 0.4photometric stereo · 0.1message passing stereo · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | GANtlitz: Ultra High Resolution Generative Model for Multi-Modal Face TexturesabstractAbstract High‐resolution texture maps are essential to render photoreal digital humans for visual effects or to generate data for machine learning. The acquisition of high resolution assets at scale is cumbersome, it involves enrolling a large number of human subjects, using expensive multi‐view camera setups, and significant manual artistic effort to align the textures. To alleviate these problems, we introduce GANtlitz (A play on the german noun Antlitz, meaning face), a generative model that can synthesize multi‐modal ultra‐high‐resolution face appearance maps for novel identities. Our method solves three distinct challenges: 1) unavailability of a very large data corpus generally required for training generative models, 2) memory and computational limitations of training a GAN at ultra‐high resolutions, and 3) consistency of appearance features such as skin color, pores and wrinkles in high‐resolution textures across different modalities. We introduce dual‐style blocks, an extension to the style blocks of the StyleGAN2 architecture, which improve multi‐modal synthesis. Our patch‐based architecture is trained only on image patches obtained from a small set of face textures (<100) and yet allows us to generate seamless appearance maps of novel identities at 6k × 4k resolution. Extensive qualitative and quantitative evaluations and baseline comparisons show the efficacy of our proposed system. (see https://www.acm.org/publications/class-2012 ) Aurel Gruber, Edo Collins, Abhimitra Meka, Franziska Mueller 0001, Kripasindhu Sarkar, Sergio Orts, Luca Prasso, Jay Busch, Markus Gross 0001, Thabo Beeler |
Comput. Graph. Forum | 8 |
| 2020 | Immersive light field video with a layered mesh representationabstractWe present a system for capturing, reconstructing, compressing, and rendering high quality immersive light field video. We accomplish this by leveraging the recently introduced DeepView view interpolation algorithm, replacing its underlying multi-plane image (MPI) scene representation with a collection of spherical shells that are better suited for representing panoramic light field content. We further process this data to reduce the large number of shell layers to a small, fixed number of RGBA+depth layers without significant loss in visual quality. The resulting RGB, alpha, and depth channels in these layers are then compressed using conventional texture atlasing and video compression techniques. The final compressed representation is lightweight and can be rendered on mobile VR/AR platforms or in a web browser. We demonstrate light field video results using data from the 16-camera rig of [Pozo et al. 2019] as well as a new low-cost hemispherical array made from 46 synchronized action sports cameras. From this data we produce 6 degree of freedom volumetric videos with a wide 70 cm viewing baseline, 10 pixels per degree angular resolution, and a wide field of view, at 30 frames per second video frame rates. Advancing over previous work, we show that our system is able to reproduce challenging content such as view-dependent reflections, semi-transparent surfaces, and near-field objects as close as 34 cm to the surface of the camera rig. Michael Broxton, John Flynn, Ryan S. Overbeck, Daniel Erickson, Peter Hedman, Matthew DuVall, Jason Dourgarian, Jay Busch, Matt Whalen, Paul E. Debevec |
ACM Trans. Graph. | 8 |
| 2019 | DeepLight: Learning Illumination for Unconstrained Mobile Mixed RealityabstractWe present a learning-based method to infer plausible high dynamic range (HDR), omnidirectional illumination given an unconstrained, low dynamic range (LDR) image from a mobile phone camera with a limited field of view (FOV). For training data, we collect videos of various reflective spheres placed within the camera's FOV, leaving most of the background unoccluded, leveraging that materials with diverse reflectance functions reveal different lighting cues in a single exposure. We train a deep neural network to regress from the LDR background image to HDR lighting by matching the LDR ground truth sphere images to those rendered with the predicted illumination using image-based relighting, which is differentiable. Our inference runs at interactive frame rates on a mobile device, enabling realistic rendering of virtual objects into real scenes for mobile mixed reality. Training on automatically exposed and white-balanced videos, we improve the realism of rendered objects compared to the state-of-the art methods for both indoor and outdoor scenes. Chloe LeGendre, Wan-Chun Ma, Graham Fyffe, John Flynn, Laurent Charbonnel, Jay Busch, Paul E. Debevec |
CVPR | 6 |
| 2019 | The relightables: volumetric performance capture of humans with realistic relightingabstractWe 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. | 4 |
| 2019 | Deep reflectance fields: high-quality facial reflectance field inference from color gradient illuminationabstractWe present a novel technique to relight images of human faces by learning a model of facial reflectance from a database of 4D reflectance field data of several subjects in a variety of expressions and viewpoints. Using our learned model, a face can be relit in arbitrary illumination environments using only two original images recorded under spherical color gradient illumination. The output of our deep network indicates that the color gradient images contain the information needed to estimate the full 4D reflectance field, including specular reflections and high frequency details. While capturing spherical color gradient illumination still requires a special lighting setup, reduction to just two illumination conditions allows the technique to be applied to dynamic facial performance capture. We show side-by-side comparisons which demonstrate that the proposed system outperforms the state-of-the-art techniques in both realism and speed. Abhimitra Meka, Christian Häne, Rohit Pandey, Michael Zollhöfer, Sean Ryan Fanello, Graham Fyffe, Adarsh Kowdle, Xueming Yu, Jay Busch, Jason Dourgarian, Peter Denny, Sofien Bouaziz, Peter Lincoln, Matt Whalen, Geoff Harvey, Jonathan Taylor 0001, Shahram Izadi, Andrea Tagliasacchi, Paul E. Debevec, Christian Theobalt, Julien P. C. Valentin, Christoph Rhemann |
ACM Trans. Graph. | 9 |
| 2019 | Single image portrait relightingabstractLighting plays a central role in conveying the essence and depth of the subject in a portrait photograph. Professional photographers will carefully control the lighting in their studio to manipulate the appearance of their subject, while consumer photographers are usually constrained to the illumination of their environment. Though prior works have explored techniques for relighting an image, their utility is usually limited due to requirements of specialized hardware, multiple images of the subject under controlled or known illuminations, or accurate models of geometry and reflectance. To this end, we present a system for portrait relighting : a neural network that takes as input a single RGB image of a portrait taken with a standard cellphone camera in an unconstrained environment, and from that image produces a relit image of that subject as though it were illuminated according to any provided environment map. Our method is trained on a small database of 18 individuals captured under different directional light sources in a controlled light stage setup consisting of a densely sampled sphere of lights. Our proposed technique produces quantitatively superior results on our dataset's validation set compared to prior works, and produces convincing qualitative relighting results on a dataset of hundreds of real-world cellphone portraits. Because our technique can produce a 640 × 640 image in only 160 milliseconds, it may enable interactive user-facing photographic applications in the future. Tiancheng Sun, Jonathan T. Barron, Yun-Ta Tsai, Zexiang Xu, Xueming Yu, Graham Fyffe, Christoph Rhemann, Jay Busch, Paul E. Debevec, Ravi Ramamoorthi |
ACM Trans. Graph. | 8 |
| 2017 | Multi-View Stereo on Consistent Face TopologyabstractWe present a multi-view stereo reconstruction technique that directly produces a complete high-fidelity head model with consistent facial mesh topology. While existing techniques decouple shape estimation and facial tracking, our framework jointly optimizes for stereo constraints and consistent mesh parameterization. Our method is therefore free from drift and fully parallelizable for dynamic facial performance capture. We produce highly detailed facial geometries with artist-quality UV parameterization, including secondary elements such as eyeballs, mouth pockets, nostrils, and the back of the head. Our approach consists of deforming a common template model to match multi-view input images of the subject, while satisfying cross-view, cross-subject, and cross-pose consistencies using a combination of 2D landmark detection, optical flow, and surface and volumetric Laplacian regularization. Since the flow is never computed between frames, our method is trivially parallelized by processing each frame independently. Accurate rigid head pose is extracted using a PCA-based dimension reduction and denoising scheme. We demonstrate high-fidelity performance capture results with challenging head motion and complex facial expressions around eye and mouth regions. While the quality of our results is on par with the current state-of-the-art, our approach can be fully parallelized, does not suffer from drift, and produces face models with production-quality mesh topologies. Graham Fyffe, Koki Nagano, Loc Huynh, Shunsuke Saito, Jay Busch, Val Jones 0002, Hao Li 0015, Paul E. Debevec |
Comput. Graph. Forum | 5 |
| 2016 | Practical multispectral lighting reproductionabstractWe present a practical framework for reproducing omnidirectional incident illumination conditions with complex spectra using a light stage with multispectral LED lights. For lighting acquisition, we augment standard RGB panoramic photography with one or more observations of a color chart with numerous reflectance spectra. We then solve for how to drive the multispectral light sources so that they best reproduce the appearance of the color charts in the original lighting. Even when solving for non-negative intensities, we show that accurate lighting reproduction is achievable using just four or six distinct LED spectra for a wide range of incident illumination spectra. A significant benefit of our approach is that it does not require the use of specialized equipment (other than the light stage) such as monochromators, spectroradiometers, or explicit knowledge of the LED power spectra, camera spectral response functions, or color chart reflectance spectra. We describe two simple devices for multispectral lighting capture, one for slow measurements of detailed angular spectral detail, and one for fast measurements with coarse angular detail. We validate the approach by realistically compositing real subjects into acquired lighting environments, showing accurate matches to how the subject would actually look within the environments, even for those including complex multispectral illumination. We also demonstrate dynamic lighting capture and playback using the technique. Chloe LeGendre, Xueming Yu, Dai Liu, Jay Busch, Val Jones 0002, Sumanta N. Pattanaik, Paul E. Debevec |
ACM Trans. Graph. | 4 |
| 2013 | Measurement-Based Synthesis of Facial MicrogeometryabstractAbstract We present a technique for generating microstructure‐level facial geometry by augmenting a mesostructure‐level facial scan with detail synthesized from a set of exemplar skin patches scanned at much higher resolution. Additionally, we make point‐source reflectance measurements of the skin patches to characterize the specular reflectance lobes at this smaller scale and analyze facial reflectance variation at both the mesostructure and microstructure scales. We digitize the exemplar patches with a polarization‐based computational illumination technique which considers specular reflection and single scattering. The recorded microstructure patches can be used to synthesize full‐facial microstructure detail for either the same subject or to a different subject. We show that the technique allows for greater realism in facial renderings including more accurate reproduction of skin's specular reflection effects. Paul Graham, Borom Tunwattanapong, Jay Busch, Xueming Yu, Val Jones 0002, Paul E. Debevec, Abhijeet Ghosh |
Comput. Graph. Forum | 3 |
| 2013 | Acquiring reflectance and shape from continuous spherical harmonic illuminationabstractWe present a novel technique for acquiring the geometry and spatially-varying reflectance properties of 3D objects by observing them under continuous spherical harmonic illumination conditions. The technique is general enough to characterize either entirely specular or entirely diffuse materials, or any varying combination across the surface of the object. We employ a novel computational illumination setup consisting of a rotating arc of controllable LEDs which sweep out programmable spheres of incident illumination during 1-second exposures. We illuminate the object with a succession of spherical harmonic illumination conditions, as well as photographed environmental lighting for validation. From the response of the object to the harmonics, we can separate diffuse and specular reflections, estimate world-space diffuse and specular normals, and compute anisotropic roughness parameters for each view of the object. We then use the maps of both diffuse and specular reflectance to form correspondences in a multiview stereo algorithm, which allows even highly specular surfaces to be corresponded across views. The algorithm yields a complete 3D model and a set of merged reflectance maps. We use this technique to digitize the shape and reflectance of a variety of objects difficult to acquire with other techniques and present validation renderings which match well to photographs in similar lighting. Borom Tunwattanapong, Graham Fyffe, Paul Graham, Jay Busch, Xueming Yu, Abhijeet Ghosh, Paul E. Debevec |
ACM Trans. Graph. | 4 |
| 2011 | Multiview face capture using polarized spherical gradient illuminationabstractWe present a novel process for acquiring detailed facial geometry with high resolution diffuse and specular photometric information from multiple viewpoints using polarized spherical gradient illumination. Key to our method is a new pair of linearly polarized lighting patterns which enables multiview diffuse-specular separation under a given spherical illumination condition from just two photographs. The patterns -- one following lines of latitude and one following lines of longitude -- allow the use of fixed linear polarizers in front of the cameras, enabling more efficient acquisition of diffuse and specular albedo and normal maps from multiple viewpoints. In a second step, we employ these albedo and normal maps as input to a novel multi-resolution adaptive domain message passing stereo reconstruction algorithm to create high resolution facial geometry. To do this, we formulate the stereo reconstruction from multiple cameras in a commonly parameterized domain for multiview reconstruction. We show competitive results consisting of high-resolution facial geometry with relightable reflectance maps using five DSLR cameras. Our technique scales well for multiview acquisition without requiring specialized camera systems for sensing multiple polarization states. Abhijeet Ghosh, Graham Fyffe, Borom Tunwattanapong, Jay Busch, Xueming Yu, Paul E. Debevec |
ACM Trans. Graph. | 4 |
| 2010 | Temporal upsampling of performance geometry using photometric alignmentabstractWe present a novel technique for acquiring detailed facial geometry of a dynamic performance using extended spherical gradient illumination. Key to our method is a new algorithm for jointly aligning two photographs, under a gradient illumination condition and its complement, to a full-on tracking frame, providing dense temporal correspondences under changing lighting conditions. We employ a two-step algorithm to reconstruct detailed geometry for every captured frame. In the first step, we coalesce information from the gradient illumination frames to the full-on tracking frame, and form a temporally aligned photometric normal map, which is subsequently combined with dense stereo correspondences yielding a detailed geometry. In a second step, we propagate the detailed geometry back to every captured instance guided by the previously computed dense correspondences. We demonstrate reconstructed dynamic facial geometry, captured using moderate to video rates of acquisition, for every captured frame. Cyrus A. Wilson, Abhijeet Ghosh, Pieter Peers, Jen-Yuan Chiang, Jay Busch, Paul E. Debevec |
ACM Trans. Graph. | 5 |
| 2009 | Achieving eye contact in a one-to-many 3D video teleconferencing systemabstractWe present a set of algorithms and an associated display system capable of producing correctly rendered eye contact between a three-dimensionally transmitted remote participant and a group of observers in a 3D teleconferencing system. The participant's face is scanned in 3D at 30Hz and transmitted in real time to an autostereoscopic horizontal-parallax 3D display, displaying him or her over more than a 180° field of view observable to multiple observers. To render the geometry with correct perspective, we create a fast vertex shader based on a 6D lookup table for projecting 3D scene vertices to a range of subject angles, heights, and distances. We generalize the projection mathematics to arbitrarily shaped display surfaces, which allows us to employ a curved concave display surface to focus the high speed imagery to individual observers. To achieve two-way eye contact, we capture 2D video from a cross-polarized camera reflected to the position of the virtual participant's eyes, and display this 2D video feed on a large screen in front of the real participant, replicating the viewpoint of their virtual self. To achieve correct vertical perspective, we further leverage this image to track the position of each audience member's eyes, allowing the 3D display to render correct vertical perspective for each of the viewers around the device. The result is a one-to-many 3D teleconferencing system able to reproduce the effects of gaze, attention, and eye contact generally missing in traditional teleconferencing systems. Val Jones 0002, Magnus Lang, Graham Fyffe, Xueming Yu, Jay Busch, Ian McDowall, Mark T. Bolas, Paul E. Debevec |
ACM Trans. Graph. | 5 |