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Lukasz Zalewski

dblp:15/3072 · DBLP profile ↗
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1ranked-venue papers
1as first author
0since 2021 · last 2005
—ORCID · none

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

Artificial intelligence and machine learning · 1 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author

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
1 paper
Computer animation and physical simulation · 100%
Artificial intelligence
1 paper
Face, body and person analysis · 77% Probabilistic and Bayesian machine learning · 23%

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

TopicWeightPapersLastEvidence papers
Computer vision › Face, body and person analysis › face modeling
facial expression modeling
0.112005
2D Statistical Models of Facial Expressions for Realistic 3D Avatar Animation · CVPR (2) 2005
Computer animation and physical simulation › character animation
3d avatar animation
0.112005
2D Statistical Models of Facial Expressions for Realistic 3D Avatar Animation · CVPR (2) 2005
Computer animation and physical simulation
facial animation
0.112005
2D Statistical Models of Facial Expressions for Realistic 3D Avatar Animation · CVPR (2) 2005
Machine learning › Probabilistic and Bayesian machine learning › structured models
latent variable model
0.012005
2D Statistical Models of Facial Expressions for Realistic 3D Avatar Animation · CVPR (2) 2005

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

morph-based animation · 0.1hierarchical latent variable model · 0.1combinatorial logic · 0.1
YearPublicationVenuePosition
2005 2D Statistical Models of Facial Expressions for Realistic 3D Avatar Animation
abstract
We address the issue of modelling facial expressions for realistic 3D avatar animation. We introduce a hierarchical decomposition of a human face into different components and model them according to their intrinsic functionalities. The parametrisation of the expressions is achieved in a two-level framework. First level accounts for the low level component facial actions and is represented by hierarchical latent variable models. The second level models the final expressions as a combination of subcomponent information extracted from the lower level using combinatorial logic. Finally we produce continuous animation curves that are used to animate 3D avatar in a morph-based fashion. Our approach is entirely based on 2D information extracted from the input source.
Lukasz Zalewski, Shaogang Gong
CVPR (2)1