Demo Data from EDBT 2026 / reviewers in the wild / expert
Roger Blanco Ribera
dblp:00/7628 · also Roger Blanco i Ribera
· DBLP profile ↗
7ranked-venue papers
2as first author
1since 2021 · last 2021
0000-0003-2460-1647ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 7 · 2 first-author · 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.
| Computer graphics and multimedia
2 papers |
Computer animation and physical simulation · 100% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation
facial animation |
0.3 | 1 | 2017 | Facial retargeting with automatic range of motion alignment · ACM Trans. Graph. 2017 |
Computer animation and physical simulation › facial animation
facial motion retargeting |
0.3 | 1 | 2017 | Facial retargeting with automatic range of motion alignment · ACM Trans. Graph. 2017 |
Computer animation and physical simulation
motion editing |
0.2 | 1 | 2016 | SketchiMo: sketch-based motion editing for articulated characters · ACM Trans. Graph. 2016 |
Computer animation and physical simulation › facial animation
blendshape animation |
0.1 | 1 | 2017 | Facial retargeting with automatic range of motion alignment · ACM Trans. Graph. 2017 |
Methods — techniques the papers use, named apart from their topics
manifold alignment · 0.3discrete differential properties · 0.3sketch-based optimization engine · 0.2projective constraints · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2021 | Deep Learning-Based Unsupervised Human Facial RetargetingabstractAbstract Traditional approaches to retarget existing facial blendshape animations to other characters rely heavily on manually paired data including corresponding anchors, expressions, or semantic parametrizations to preserve the characteristics of the original performance. In this paper, inspired by recent developments in face swapping and reenactment, we propose a novel unsupervised learning method that reformulates the retargeting of 3D facial blendshape‐based animations in the image domain. The expressions of a source model is transferred to a target model via the rendered images of the source animation. For this purpose, a reenactment network is trained with the rendered images of various expressions created by the source and target models in a shared latent space. The use of shared latent space enable an automatic cross‐mapping obviating the need for manual pairing. Next, a blendshape prediction network is used to extract the blendshape weights from the translated image to complete the retargeting of the animation onto a 3D target model. Our method allows for fully unsupervised retargeting of facial expressions between models of different configurations, and once trained, is suitable for automatic real‐time applications. Seonghyeon Kim, Sunjin Jung, Kwanggyoon Seo, Roger Blanco Ribera, Jun-yong Noh |
Comput. Graph. Forum | 4 |
| 2017 | Sparse Rig Parameter Optimization for Character AnimationabstractWe propose a novel motion retargeting method that efficiently estimates artist-friendly rig space parameters. Inspired by the workflow typically observed in keyframe animation, our approach transfers a source motion into a production friendly character rig by optimizing the rig space parameters while balancing the considerations of fidelity to the source motion and the ease of subsequent editing. We propose the use of an intermediate object to transfer both the skeletal motion and the mesh deformation. The target rig-space parameters are then optimized to minimize the error between the motion of an intermediate object and the target character. The optimization uses a set of artist defined weights to modulate the effect of the different rig space parameters over time. Sparsity inducing regularizers and keyframe extraction streamline any additional editing processes. The results obtained with different types of character rigs demonstrate the versatility of our method and its effectiveness in simplifying any necessary manual editing within the production pipeline. Jaewon Song, Roger Blanco Ribera, Kyungmin Cho, Mi You, John P. Lewis, Byungkuk Choi, Jun-yong Noh |
Comput. Graph. Forum | 2 |
| 2017 | Facial retargeting with automatic range of motion alignmentabstractWhile facial capturing focuses on accurate reconstruction of an actor's performance, facial animation retargeting has the goal to transfer the animation to another character, such that the semantic meaning of the animation remains. Because of the popularity of blendshape animation, this effectively means to compute suitable blendshape weights for the given target character. Current methods either require manually created examples of matching expressions of actor and target character, or are limited to characters with similar facial proportions (i.e., realistic models). In contrast, our approach can automatically retarget facial animations from a real actor to stylized characters. We formulate the problem of transferring the blendshapes of a facial rig to an actor as a special case of manifold alignment, by exploring the similarities of the motion spaces defined by the blendshapes and by an expressive training sequence of the actor. In addition, we incorporate a simple, yet elegant facial prior based on discrete differential properties to guarantee smooth mesh deformation. Our method requires only sparse correspondences between characters and is thus suitable for retargeting marker-less and marker-based motion capture as well as animation transfer between virtual characters. Roger Blanco Ribera, Eduard Zell, John P. Lewis, Jun-yong Noh, Mario Botsch |
ACM Trans. Graph. | 1 |
| 2016 | SketchiMo: sketch-based motion editing for articulated charactersabstractWe present SketchiMo, a novel approach for the expressive editing of articulated character motion. SketchiMo solves for the motion given a set of projective constraints that relate the sketch inputs to the unknown 3 D poses. We introduce the concept of sketch space, a contextual geometric representation of sketch targets---motion properties that are editable via sketch input---that enhances, right on the viewport, different aspects of the motion. The combination of the proposed sketch targets and space allows for seamless editing of a wide range of properties, from simple joint trajectories to local parent-child spatiotemporal relationships and more abstract properties such as coordinated motions. This is made possible by interpreting the user's input through a new sketch-based optimization engine in a uniform way. In addition, our view-dependent sketch space also serves the purpose of disambiguating the user inputs by visualizing their range of effect and transparently defining the necessary constraints to set the temporal boundaries for the optimization. Byungkuk Choi, Roger Blanco Ribera, John P. Lewis, Yeongho Seol, Seokpyo Hong, Haegwang Eom, Sunjin Jung, Jun-yong Noh |
ACM Trans. Graph. | 2 |
| 2015 | Interactive Rigging with Intuitive ToolsabstractRigging is a core element in the process of bringing a 3D character to life. The rig defines and delimits the motions of the character and provides an interface for an animator with which to interact with the 3D character. The quality of the rig has a key impact on the expressiveness of the character. Creating a usable, rich, production ready rig is a laborious task requiring direct intervention by a trained professional because the goal is difficult to achieve with fully automatic methods. We propose a semi-automatic rigging editing framework which eases the need for manual intervention while maintaining an important degree of control over the final rig. Starting by automatically generated base rig, we provide interactive operations which efficiently configure the skeleton structure and mesh skinning. Seungbae Bang, Byungkuk Choi, Roger Blanco Ribera, Meekyoung Kim, Sung-Hee Lee, Jun-yong Noh |
Comput. Graph. Forum | 3 |
| 2012 | Video Panorama for 2D to 3D ConversionabstractAbstract Accurate depth estimation is a challenging, yet essential step in the conversion of a 2D image sequence to a 3D stereo sequence. We present a novel approach to construct a temporally coherent depth map for each image in a sequence. The quality of the estimated depth is high enough for the purpose of2D to 3D stereo conversion. Our approach first combines the video sequence into a panoramic image. A user can scribble on this single panoramic image to specify depth information. The depth is then propagated to the remainder of the panoramic image. This depth map is then remapped to the original sequence and used as the initial guess for each individual depth map in the sequence. Our approach greatly simplifies the required user interaction during the assignment of the depth and allows for relatively free camera movement during the generation of a panoramic image. We demonstrate the effectiveness of our method by showing stereo converted sequences with various camera motions. Roger Blanco Ribera, Sungwoo Choi, Younghui Kim, Jungjin Lee, Jun-yong Noh |
Comput. Graph. Forum | 1 |
| 2011 | Stereoscopic image generation of background terrain scenesabstractAbstract The reconstruction of 3D terrain geometry from images is essential for compositing CG objects into a live‐action background or for 2D to 3D conversion of terrain scenes. We present a novel mesh refinement algorithm for the creation of stereoscopic images of terrain scenes. Previous approaches emphasise the smoothness of the resulting terrain mesh over accuracy 1 . Point cloud‐based methods cannot effectively recover the entire surface, leading to visual discrepancies after monocular sequences are converted into 3D stereo. As misalignment or inaccurate 3D terrain data over corresponding 2D background images can result in visual fatigue when stereo sequences are generated, ensuring accuracy of the reconstructed geometry is very important. To achieve the necessary accuracy, our method evaluates mesh errors utilising a texture projection onto the geometry and refines the mesh using Laplacian‐based editing. Our algorithm automatically generates stereoscopic images of terrain scenes. In addition, our method simplifies identification and compositing of foreground objects on the terrain geometry. Copyright © 2011 John Wiley & Sons, Ltd. Huicheol Hwang, Kyehyun Kim, Roger Blanco Ribera, Jun-yong Noh |
Comput. Animat. Virtual Worlds | 3 |