Demo Data from EDBT 2026 / reviewers in the wild / expert
Philip Davidson
dblp:14/5937
· DBLP profile ↗
14ranked-venue papers
0as first author
2since 2021 · last 2022
0009-0009-2986-8210ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 13 · 2 since 2021Artificial intelligence and machine learning · 3Human-computer interaction and ubiquitous computing · 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.
| Artificial intelligence
8 papers |
3D vision · 85% Video understanding and tracking · 10% Segmentation and scene understanding · 4% | |
| Computer graphics and multimedia
7 papers |
Virtual and augmented reality · 25% Image and video processing · 19% Rendering · 16% | |
| Human-computer interaction and pervasive computing
2 papers |
Interaction techniques and input · 79% Immersive interaction · 21% |
Topics — the 30 heaviest of 35, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer vision › 3D vision
depth estimation |
0.6 | 2 | 2018 | The need 4 speed in real-time dense visual tracking · ACM Trans. Graph. 2018 UltraStereo: Efficient Learning-Based Matching for Active Stereo Systems · CVPR 2017 |
Computer vision › 3D vision
3d reconstruction |
0.6 | 3 | 2018 | Fusion4D: real-time performance capture of challenging scenes · ACM Trans. Graph. 2016 Holoportation: Virtual 3D Teleportation in Real-time · UIST 2016 The need 4 speed in real-time dense visual tracking · ACM Trans. Graph. 2018 |
Computer vision › 3D vision › stereo vision
stereo matching |
0.6 | 2 | 2017 | Low Compute and Fully Parallel Computer Vision with HashMatch · ICCV 2017 UltraStereo: Efficient Learning-Based Matching for Active Stereo Systems · CVPR 2017 |
Computer vision › 3D vision › motion capture
human performance capture |
0.5 | 2 | 2017 | Motion2fusion: real-time volumetric performance capture · ACM Trans. Graph. 2017 Fusion4D: real-time performance capture of challenging scenes · ACM Trans. Graph. 2016 |
Computer vision › 3D vision › 3d reconstruction
volumetric reconstruction |
0.4 | 2 | 2018 | Motion2fusion: real-time volumetric performance capture · ACM Trans. Graph. 2017 Real-time compression and streaming of 4D performances · ACM Trans. Graph. 2018 |
Computer vision › 3D vision › novel view synthesis
free-viewpoint rendering |
0.4 | 1 | 2019 | Volumetric Capture of Humans With a Single RGBD Camera via Semi-Parametric Learning · CVPR 2019 |
Computer vision › 3D vision
novel view synthesis |
0.4 | 1 | 2019 | Volumetric Capture of Humans With a Single RGBD Camera via Semi-Parametric Learning · CVPR 2019 |
Computational photography and imaging › 3d scanning
volumetric performance capture |
0.4 | 1 | 2019 | The relightables: volumetric performance capture of humans with realistic relighting · ACM Trans. Graph. 2019 |
Virtual and augmented reality
telepresence |
0.3 | 2 | 2018 | Holoportation: Virtual 3D Teleportation in Real-time · UIST 2016 LookinGood: enhancing performance capture with real-time neural re-rendering · ACM Trans. Graph. 2018 |
Computer vision › Video understanding and tracking › motion tracking
dense tracking |
0.3 | 1 | 2018 | The need 4 speed in real-time dense visual tracking · ACM Trans. Graph. 2018 |
Computer vision › Video understanding and tracking
object tracking |
0.3 | 1 | 2018 | The need 4 speed in real-time dense visual tracking · ACM Trans. Graph. 2018 |
Image and video processing
image restoration |
0.3 | 1 | 2018 | LookinGood: enhancing performance capture with real-time neural re-rendering · ACM Trans. Graph. 2018 |
Rendering
neural rendering |
0.3 | 1 | 2018 | LookinGood: enhancing performance capture with real-time neural re-rendering · ACM Trans. Graph. 2018 |
Multimedia systems and quality of experience › video streaming
real-time streaming |
0.3 | 1 | 2018 | Real-time compression and streaming of 4D performances · ACM Trans. Graph. 2018 |
Image and video processing › image restoration › multi-task image restoration
super-resolution and denoising |
0.3 | 1 | 2018 | LookinGood: enhancing performance capture with real-time neural re-rendering · ACM Trans. Graph. 2018 |
Computer vision › 3D vision › stereo vision
active stereo |
0.3 | 1 | 2017 | UltraStereo: Efficient Learning-Based Matching for Active Stereo Systems · CVPR 2017 |
Computer vision › 3D vision › geometric estimation › registration
non-rigid registration |
0.3 | 1 | 2017 | Motion2fusion: real-time volumetric performance capture · ACM Trans. Graph. 2017 |
Computer vision › Segmentation and scene understanding › dense prediction
pixel labeling |
0.3 | 1 | 2017 | Low Compute and Fully Parallel Computer Vision with HashMatch · ICCV 2017 |
Computer vision › 3D vision › depth estimation
stereo depth estimation |
0.3 | 1 | 2017 | Low Compute and Fully Parallel Computer Vision with HashMatch · ICCV 2017 |
Virtual and augmented reality › immersive interaction
hand tracking |
0.3 | 1 | 2017 | Articulated distance fields for ultra-fast tracking of hands interacting · ACM Trans. Graph. 2017 |
Multimedia analysis and retrieval
image retrieval |
0.3 | 1 | 2017 | Low Compute and Fully Parallel Computer Vision with HashMatch · ICCV 2017 |
Interaction techniques and input › input sensing › tracking
hand tracking |
0.3 | 1 | 2017 | Articulated distance fields for ultra-fast tracking of hands interacting · ACM Trans. Graph. 2017 |
Computer vision › 3D vision › 3d reconstruction
multi-view stereo |
0.2 | 1 | 2016 | Fusion4D: real-time performance capture of challenging scenes · ACM Trans. Graph. 2016 |
Computer vision › 3D vision › 3d reconstruction
non-rigid reconstruction |
0.2 | 1 | 2016 | Fusion4D: real-time performance capture of challenging scenes · ACM Trans. Graph. 2016 |
Computer vision › 3D vision › 3d reconstruction › volumetric reconstruction
real-time volumetric reconstruction |
0.2 | 1 | 2016 | Holoportation: Virtual 3D Teleportation in Real-time · UIST 2016 |
Computer vision › 3D vision › 3d reconstruction › volumetric reconstruction
volumetric fusion |
0.2 | 1 | 2016 | Fusion4D: real-time performance capture of challenging scenes · ACM Trans. Graph. 2016 |
Virtual and augmented reality › telepresence
3d telepresence |
0.2 | 1 | 2016 | Holoportation: Virtual 3D Teleportation in Real-time · UIST 2016 |
Rendering › appearance acquisition
reflectance map estimation |
0.1 | 1 | 2019 | The relightables: volumetric performance capture of humans with realistic relighting · ACM Trans. Graph. 2019 |
Rendering
relighting |
0.1 | 1 | 2019 | The relightables: volumetric performance capture of humans with realistic relighting · ACM Trans. Graph. 2019 |
Computer vision › 3D vision
pose estimation |
0.1 | 1 | 2018 | The need 4 speed in real-time dense visual tracking · ACM Trans. Graph. 2018 |
Methods — techniques the papers use, named apart from their topics
signed distance function · 1.2variational optimization · 0.7quantization · 0.7latent space embedding · 0.7semi-parametric learning · 0.4neural network · 0.4machine learning reconstruction pipeline · 0.4color gradient illumination · 0.4active depth sensing · 0.4temporal consistency · 0.3space-time feature matching · 0.3semantic reconstruction error · 0.3self-supervised learning · 0.3machine learning depth refinement · 0.3active stereo · 0.3hybrid tracking · 0.3gradient-based optimization · 0.3binary patch representation · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2022 | Sandwiched Image Compression: Increasing the resolution and dynamic range of standard codecsabstractGiven a standard image codec, we compress images that may have higher resolution and/or higher bit depth than allowed in the codec's specifications, by sandwiching the standard codec between a neural pre-processor (before the standard encoder) and a neural post-processor (after the standard decoder). Using a differentiable proxy for the the standard codec, we design the neural pre-and post-processors to transport the high resolution (super-resolution, SR) or high bit depth (high dynamic range, HDR) images as lower resolution and lower bit depth images. The neural processors accomplish this with spatially coded modulation, which acts as watermarks to preserve the important image detail during compression. Experiments show that compared to conventional methods of transmitting high resolution or high bit depth through lower resolution or lower bit depth codecs, our sandwich architecture gains ~9dB for SR images and $\sim$3dB for HDR images at the same rate over large test sets. We also observe significant gains in visual quality. Onur G. Guleryuz, Philip A. Chou, Hugues Hoppe, Danhang Tang, Ruofei Du, Philip Davidson, Sean Ryan Fanello |
PCS | 6 |
| 2021 | Sandwiched Image Compression: Wrapping Neural Networks Around A Standard CodecabstractWe sandwich a standard image codec between two neural networks: a preprocessor that outputs neural codes, and a postprocessor that reconstructs the image. The neural codes are compressed as ordinary images by the standard codec. Using differentiable proxies for both rate and distortion, we develop a rate-distortion optimization framework that trains the networks to generate neural codes that are efficiently compressible as images. This architecture not only improves rate-distortion performance for ordinary RGB images, but also enables efficient compression of alternative image types (such as normal maps of computer graphics) using standard image codecs. Results demonstrate the effectiveness and flexibility of neural processing in mapping a variety of input data modalities to the rigid structure of standard codecs. A surprising result is that the rate-distortion-optimized neural processing seamlessly learns to transport color images using a single-channel (grayscale) codec. Onur G. Guleryuz, Philip A. Chou, Hugues Hoppe, Danhang Tang, Ruofei Du, Philip Davidson, Sean Ryan Fanello |
ICIP | 6 |
| 2019 | Volumetric Capture of Humans With a Single RGBD Camera via Semi-Parametric LearningabstractVolumetric (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 |
CVPR | 9 |
| 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. | 3 |
| 2018 | TwinFusion: High Framerate Non-rigid Fusion through Fast Correspondence TrackingabstractReal time non-rigid reconstruction pipelines are extremely computationally expensive and easily saturate the highest end GPUs currently available. This requires careful strategic choices to be made about a set of highly interconnected parameters that divide up the limited compute. At the same time, offline systems, prove the value of increasing voxel resolution, more iterations, and higher frame rates. To this end, we demonstrate a set of remarkably simple but effective modifications to these algorithms that significantly reduce the average per-frame computation cost allowing these parameters to be increased. Specifically, we divide the depth stream into sub-frames and fusion-frames, disabling both model accumulation (fusion) and non-rigid alignment (model tracking) on the former. Instead, we efficiently track point correspondences across neighboring sub-frames. We then leverage these correspondences to initialize the standard non-rigid alignment to a fusion-frame where data can then be accumulated into the model. As a result, compute resources in the modified non-rigid reconstruction pipeline can be immediately re-purposed to increase voxel resolution, use more iterations or to increase the frame rate. To demonstrate the latter, we leverage recent high frame rate depth algorithms to build a novel “twin” sensor consisting of a low-res/highfps sub-frame camera and a second low-fps/high-res fusion camera. Jonathan Taylor 0001, Sean Ryan Fanello, Andrea Tagliasacchi, Mingsong Dou, Philip Davidson, Adarsh Kowdle, Shahram Izadi |
3DV | 6 |
| 2018 | The need 4 speed in real-time dense visual trackingabstractThe advent of consumer depth cameras has incited the development of a new cohort of algorithms tackling challenging computer vision problems. The primary reason is that depth provides direct geometric information that is largely invariant to texture and illumination. As such, substantial progress has been made in human and object pose estimation, 3D reconstruction and simultaneous localization and mapping. Most of these algorithms naturally benefit from the ability to accurately track the pose of an object or scene of interest from one frame to the next. However, commercially available depth sensors (typically running at 30fps) can allow for large inter-frame motions to occur that make such tracking problematic. A high frame rate depth camera would thus greatly ameliorate these issues, and further increase the tractability of these computer vision problems. Nonetheless, the depth accuracy of recent systems for high-speed depth estimation [Fanello et al. 2017b] can degrade at high frame rates. This is because the active illumination employed produces a low SNR and thus a high exposure time is required to obtain a dense accurate depth image. Furthermore in the presence of rapid motion, longer exposure times produce artifacts due to motion blur, and necessitates a lower frame rate that introduces large inter-frame motion that often yield tracking failures. In contrast, this paper proposes a novel combination of hardware and software components that avoids the need to compromise between a dense accurate depth map and a high frame rate. We document the creation of a full 3D capture system for high speed and quality depth estimation, and demonstrate its advantages in a variety of tracking and reconstruction tasks. We extend the state of the art active stereo algorithm presented in Fanello et al. [2017b] by adding a space-time feature in the matching phase. We also propose a machine learning based depth refinement step that is an order of magnitude faster than traditional postprocessing methods. We quantitatively and qualitatively demonstrate the benefits of the proposed algorithms in the acquisition of geometry in motion. Our pipeline executes in 1.1ms leveraging modern GPUs and off-the-shelf cameras and illumination components. We show how the sensor can be employed in many different applications, from [non-]rigid reconstructions to hand/face tracking. Further, we show many advantages over existing state of the art depth camera technologies beyond framerate, including latency, motion artifacts, multi-path errors, and multi-sensor interference. Adarsh Kowdle, Christoph Rhemann, Sean Ryan Fanello, Andrea Tagliasacchi, Jonathan Taylor 0001, Philip Davidson, Mingsong Dou, Cem Keskin, Sameh Khamis, David Kim 0002, Danhang Tang, Vladimir Tankovich, Julien P. C. Valentin, Shahram Izadi |
ACM Trans. Graph. | 6 |
| 2018 | LookinGood: enhancing performance capture with real-time neural re-renderingabstractMotivated 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. | 8 |
| 2018 | Real-time compression and streaming of 4D performancesabstractWe introduce a realtime compression architecture for 4D performance capture that is two orders of magnitude faster than current state-of-the-art techniques, yet achieves comparable visual quality and bitrate. We note how much of the algorithmic complexity in traditional 4D compression arises from the necessity to encode geometry using an explicit model (i.e. a triangle mesh). In contrast, we propose an encoder that leverages an implicit representation (namely a Signed Distance Function) to represent the observed geometry, as well as its changes through time. We demonstrate how SDFs, when defined over a small local region (i.e. a block), admit a low-dimensional embedding due to the innate geometric redundancies in their representation. We then propose an optimization that takes a Truncated SDF (i.e. a TSDF), such as those found in most rigid/non-rigid reconstruction pipelines, and efficiently projects each TSDF block onto the SDF latent space. This results in a collection of low entropy tuples that can be effectively quantized and symbolically encoded. On the decoder side, to avoid the typical artifacts of block-based coding, we also propose a variational optimization that compensates for quantization residuals in order to penalize unsightly discontinuities in the decompressed signal. This optimization is expressed in the SDF latent embedding, and hence can also be performed efficiently. We demonstrate our compression/decompression architecture by realizing, to the best of our knowledge, the first system for streaming a real-time captured 4D performance on consumer-level networks. Danhang Tang, Mingsong Dou, Peter Lincoln, Philip Davidson, Jonathan Taylor 0001, Sean Ryan Fanello, Cem Keskin, Adarsh Kowdle, Sofien Bouaziz, Shahram Izadi, Andrea Tagliasacchi |
ACM Trans. Graph. | 4 |
| 2017 | UltraStereo: Efficient Learning-Based Matching for Active Stereo SystemsabstractEfficient estimation of depth from pairs of stereo images is one of the core problems in computer vision. We efficiently solve the specialized problem of stereo matching under active illumination using a new learning-based algorithm. This type of active stereo i.e. stereo matching where scene texture is augmented by an active light projector is proving compelling for designing depth cameras, largely due to improved robustness when compared to time of flight or traditional structured light techniques. Our algorithm uses an unsupervised greedy optimization scheme that learns features that are discriminative for estimating correspondences in infrared images. The proposed method optimizes a series of sparse hyperplanes that are used at test time to remap all the image patches into a compact binary representation in O(1). The proposed algorithm is cast in a PatchMatch Stereo-like framework, producing depth maps at 500Hz. In contrast to standard structured light methods, our approach generalizes to different scenes, does not require tedious per camera calibration procedures and is not adversely affected by interference from overlapping sensors. Extensive evaluations show we surpass the quality and overcome the limitations of current depth sensing technologies. Sean Ryan Fanello, Julien P. C. Valentin, Christoph Rhemann, Adarsh Kowdle, Vladimir Tankovich, Philip Davidson, Shahram Izadi |
CVPR | 6 |
| 2017 | Low Compute and Fully Parallel Computer Vision with HashMatchabstractNumerous computer vision problems such as stereo depth estimation, object-class segmentation and fore-ground/background segmentation can be formulated as per-pixel image labeling tasks. Given one or many images as input, the desired output of these methods is usually a spatially smooth assignment of labels. The large amount of such computer vision problems has lead to significant research efforts, with the state of art moving from CRF-based approaches to deep CNNs and more recently, hybrids of the two. Although these approaches have significantly advanced the state of the art, the vast majority has solely focused on improving quantitative results and are not designed for low-compute scenarios. In this paper, we present a new general framework for a variety of computer vision labeling tasks, called HashMatch. Our approach is designed to be both fully parallel, i.e. each pixel is independently processed, and low-compute, with a model complexity an order of magnitude less than existing CNN and CRF-based approaches. We evaluate HashMatch extensively on several problems such as disparity estimation, image retrieval, feature approximation and background subtraction, for which HashMatch achieves high computational efficiency while producing high quality results. Sean Ryan Fanello, Julien P. C. Valentin, Adarsh Kowdle, Christoph Rhemann, Vladimir Tankovich, Carlo Ciliberto, Philip Davidson, Shahram Izadi |
ICCV | 7 |
| 2017 | Motion2fusion: real-time volumetric performance captureabstractWe present Motion2Fusion, a state-of-the-art 360 performance capture system that enables *real-time* reconstruction of arbitrary non-rigid scenes. We provide three major contributions over prior work: 1) a new non-rigid fusion pipeline allowing for far more faithful reconstruction of high frequency geometric details, avoiding the over-smoothing and visual artifacts observed previously. 2) a high speed pipeline coupled with a machine learning technique for 3D correspondence field estimation reducing tracking errors and artifacts that are attributed to fast motions. 3) a backward and forward non-rigid alignment strategy that more robustly deals with topology changes but is still free from scene priors. Our novel performance capture system demonstrates real-time results nearing 3x speed-up from previous state-of-the-art work on the exact same GPU hardware. Extensive quantitative and qualitative comparisons show more precise geometric and texturing results with less artifacts due to fast motions or topology changes than prior art. Mingsong Dou, Philip Davidson, Sean Ryan Fanello, Sameh Khamis, Adarsh Kowdle, Christoph Rhemann, Vladimir Tankovich, Shahram Izadi |
ACM Trans. Graph. | 2 |
| 2017 | Articulated distance fields for ultra-fast tracking of hands interactingabstractThe state of the art in articulated hand tracking has been greatly advanced by hybrid methods that fit a generative hand model to depth data, leveraging both temporally and discriminatively predicted starting poses. In this paradigm, the generative model is used to define an energy function and a local iterative optimization is performed from these starting poses in order to find a "good local minimum" (i.e. a local minimum close to the true pose). Performing this optimization quickly is key to exploring more starting poses, performing more iterations and, crucially, exploiting high frame rates that ensure that temporally predicted starting poses are in the basin of convergence of a good local minimum. At the same time, a detailed and accurate generative model tends to deepen the good local minima and widen their basins of convergence. Recent work, however, has largely had to trade-off such a detailed hand model with one that facilitates such rapid optimization. We present a new implicit model of hand geometry that mostly avoids this compromise and leverage it to build an ultra-fast hybrid hand tracking system. Specifically, we construct an articulated signed distance function that, for any pose, yields a closed form calculation of both the distance to the detailed surface geometry and the necessary derivatives to perform gradient based optimization. There is no need to introduce or update any explicit "correspondences" yielding a simple algorithm that maps well to parallel hardware such as GPUs. As a result, our system can run at extremely high frame rates (e.g. up to 1000fps). Furthermore, we demonstrate how to detect, segment and optimize for two strongly interacting hands, recovering complex interactions at extremely high framerates. In the absence of publicly available datasets of sufficiently high frame rate, we leverage a multiview capture system to create a new 180fps dataset of one and two hands interacting together or with objects. Jonathan Taylor 0001, Vladimir Tankovich, Danhang Tang, Cem Keskin, David Kim 0002, Philip Davidson, Adarsh Kowdle, Shahram Izadi |
ACM Trans. Graph. | 6 |
| 2016 | Holoportation: Virtual 3D Teleportation in Real-timeabstractWe present an end-to-end system for augmented and virtual reality telepresence, called Holoportation. Our system demonstrates high-quality, real-time 3D reconstructions of an entire space, including people, furniture and objects, using a set of new depth cameras. These 3D models can also be transmitted in real-time to remote users. This allows users wearing virtual or augmented reality displays to see, hear and interact with remote participants in 3D, almost as if they were present in the same physical space. From an audio-visual perspective, communicating and interacting with remote users edges closer to face-to-face communication. This paper describes the Holoportation technical system in full, its key interactive capabilities, the application scenarios it enables, and an initial qualitative study of using this new communication medium. Sergio Orts, Christoph Rhemann, Sean Ryan Fanello, Wayne Chang, Adarsh Kowdle, Yury Degtyarev, David Kim 0002, Philip Davidson, Sameh Khamis, Mingsong Dou, Vladimir Tankovich, Charles T. Loop, Qin Cai, Philip A. Chou, Sarah Mennicken, Julien P. C. Valentin, Vivek Pradeep, Shenlong Wang, Sing Bing Kang, Pushmeet Kohli, Yuliya Lutchyn, Cem Keskin, Shahram Izadi |
UIST | 8 |
| 2016 | Fusion4D: real-time performance capture of challenging scenesabstractWe contribute a new pipeline for live multi-view performance capture, generating temporally coherent high-quality reconstructions in real-time. Our algorithm supports both incremental reconstruction, improving the surface estimation over time, as well as parameterizing the nonrigid scene motion. Our approach is highly robust to both large frame-to-frame motion and topology changes, allowing us to reconstruct extremely challenging scenes. We demonstrate advantages over related real-time techniques that either deform an online generated template or continually fuse depth data nonrigidly into a single reference model. Finally, we show geometric reconstruction results on par with offline methods which require orders of magnitude more processing time and many more RGBD cameras. Mingsong Dou, Sameh Khamis, Yury Degtyarev, Philip Davidson, Sean Ryan Fanello, Adarsh Kowdle, Sergio Orts, Christoph Rhemann, David Kim 0002, Jonathan Taylor 0001, Pushmeet Kohli, Vladimir Tankovich, Shahram Izadi |
ACM Trans. Graph. | 4 |