Tiberiu Popa

dblp:15/3519 · DBLP profile ↗
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36ranked-venue papers
5as first author
7since 2021 · last 2026
0000-0003-2223-4476ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 35 · 4 first-author · 7 since 2021Human-computer interaction and ubiquitous computing · 7 · 1 since 2021Artificial intelligence and machine learning · 2 · 1 first-author
YearPublicationVenuePosition
2026 Sketch-guided Cage-based 3D Gaussian Splatting Deformation
abstract
3D Gaussian Splatting (GS) is one of the most promising novel 3D representations that has received great interest in computer graphics and computer vision. While various systems have introduced editing capabilities for 3D GS, such as those guided by text prompts, fine-grained control over deformation remains an open challenge. In this work, we present a novel sketch-guided 3D GS deformation system that allows users to intuitively modify the geometry of a 3D GS model by drawing a silhouette sketch from a single view-point. Our approach introduces a new deformation method that combines cage-based deformations with a variant of Neural Jacobian Fields, enabling fine-grained control. Additionally, it leverages 2D diffusion priors and ControlNet to ensure the generated deformations are semantically plausible. Through a series of experiments, we demonstrate the effectiveness of our method and showcase its ability to animate static 3D GS models as one of its applications.
Tianhao Xie, Noam Aigerman, Eugene Belilovsky, Tiberiu Popa
WACV4
2026 End-to-End Fine-Tuning of 3D Texture Generation using Differentiable Rewards
abstract
While recent 3D generative models can produce high-quality texture images, they often fail to capture human preferences or meet task-specific requirements. Moreover, a core challenge in the 3D texture generation domain is that most existing approaches rely on repeated calls to 2D text-to-image generative models, which lack an inherent understanding of the 3D structure of the input 3D mesh object. To alleviate these issues, we propose an end-to-end differentiable, reinforcement-learning-free framework that embeds human feedback, expressed as differentiable reward functions, directly into the 3D texture synthesis pipeline. By back-propagating preference signals through both geometric and appearance modules of the proposed framework, our method generates textures that respect the 3D geometry structure and align with desired criteria. To demonstrate its versatility, we introduce three novel geometry-aware reward functions, which offer a more controllable and interpretable pathway for creating high-quality 3D content from natural language. By conducting qualitative, quantitative, and user-preference evaluations against state-of-the-art methods, we demonstrate that our proposed strategy consistently outperforms existing approaches. Our implementation code is publicly available at: https://github.com/AHHHZ975/Differentiable-Texture-Learning
AmirHossein Zamani, Tianhao Xie, Amir G. Aghdam, Tiberiu Popa, Eugene Belilovsky
WACV4
2026 SSILK: Self-Supervised Integration of Latent Kinematics for Joint-Driven Neural Garments
Maksym Perepichka, Arnaud Schoentgen, Eric Paquette, Tiberiu Popa
Comput. Graph. Forum4
2023 Visual dubbing pipeline with localized lip-sync and two-pass identity transfer
Dhyey Patel, Houssem Zouaghi, Sudhir P. Mudur, Eric Paquette, Serge Laforest, Martin Rouillard, Tiberiu Popa
Comput. Graph.7
2023 Face Editing Using Part-Based Optimization of the Latent Space
abstract
Abstract We propose an approach for interactive 3D face editing based on deep generative models. Most of the current face modeling methods rely on linear methods and cannot express complex and non‐linear deformations. In contrast to 3D morphable face models based on Principal Component Analysis (PCA), we introduce a novel architecture based on variational autoencoders. Our architecture has multiple encoders (one for each part of the face, such as the nose and mouth) which feed a single decoder. As a result, each sub‐vector of the latent vector represents one part. We train our model with a novel loss function that further disentangles the space based on different parts of the face. The output of the network is a whole 3D face. Hence, unlike part‐based PCA methods, our model learns to merge the parts intrinsically and does not require an additional merging process. To achieve interactive face modeling, we optimize for the latent variables given vertex positional constraints provided by a user. To avoid unwanted global changes elsewhere on the face, we only optimize the subset of the latent vector that corresponds to the part of the face being modified. Our editing optimization converges in less than a second. Our results show that the proposed approach supports a broader range of editing constraints and generates more realistic 3D faces.
Mohammad Amin Aliari, Andre Beauchamp, Tiberiu Popa, Eric Paquette
Comput. Graph. Forum3
2022 CLIP-Mesh: Generating textured meshes from text using pretrained image-text models
abstract
We present a technique for zero-shot generation of a 3D model using only a target text prompt. Without any 3D supervision our method deforms the control shape of a limit subdivided surface along with its texture map and normal map to obtain a 3D asset that corresponds to the input text prompt and can be easily deployed into games or modeling applications. We rely only on a pre-trained CLIP model that compares the input text prompt with differentiably rendered images of our 3D model. While previous works have focused on stylization or required training of generative models we perform optimization on mesh parameters directly to generate shape, texture or both. To constrain the optimization to produce plausible meshes and textures we introduce a number of techniques using image augmentations and the use of a pretrained prior that generates CLIP image embeddings given a text embedding.
Nasir Mohammad Khalid, Tianhao Xie, Eugene Belilovsky, Tiberiu Popa
SIGGRAPH Asia4
2021 Local control editing paradigms for part-based 3D face morphable models
abstract
Abstract We propose an approach to construct realistic 3D facial morphable models (3DMM) that allows an intuitive facial attribute editing workflow. Current face modeling methods using 3DMM suffer from a lack of local control. We thus create a 3DMM by combining local part‐based 3DMM for the eyes, nose, mouth, ears, and facial mask regions. Our local principal component analysis (PCA)‐based approach uses a novel method to select the best eigenvectors from the local 3DMM to ensure that the combined 3DMM is expressive, while allowing accurate reconstruction. We provide different editing paradigms, all designed from the analysis of the data set. Some use anthropometric measurements from the literature and others allow the user to control the dominant modes of variation extracted from the data set. Our part‐based 3DMM is compact, yet accurate, and compared to other 3DMM methods, it provides a new trade‐off between local and global control. We tested our approach on a data set of 135 scans used to derive the 3DMM, plus 19 scans that served for validation. The results show that our part‐based 3DMM approach has excellent generative properties and allows the user intuitive local control.
Donya Ghafourzadeh, Sahel Fallahdoust, Cyrus Rahgoshay, Andre Beauchamp, Adeline Aubame, Tiberiu Popa, Eric Paquette
Comput. Animat. Virtual Worlds6
2020 Part-Based 3D Face Morphable Model with Anthropometric Local Control
abstract
We propose an approach to construct realistic 3D facial morphable models (3DMM) that allows an intuitive facial attribute editing workflow. Current face modeling methods using 3DMM suffer from a lack of local control. We thus create a 3DMM by combining local part-based 3DMM for the eyes, nose, mouth, ears, and facial mask regions. Our local PCA-based approach uses a novel method to select the best eigenvectors from the local 3DMM to ensure that the combined 3DMM is expressive, while allowing accurate reconstruction. The editing controls we provide to the user are intuitive as they are extracted from anthropometric measurements found in the literature. Out of a large set of possible anthropometric measurements, we filter those that have meaningful generative power given the face data set. We bind the measurements to the part-based 3DMM through mapping matrices derived from our data set of facial scans. Our part-based 3DMM is compact, yet accurate, and compared to other 3DMM methods, it provides a new trade-off between local and global control. We tested our approach on a data set of 135 scans used to derive the 3DMM, plus 19 scans that served for validation. The results show that our part-based 3DMM approach has excellent generative properties and allows the user intuitive local control.
Donya Ghafourzadeh, Cyrus Rahgoshay, Sahel Fallahdoust, Andre Beauchamp, Adeline Aubame, Tiberiu Popa, Eric Paquette
Graphics Interface6
2020 Local Editing of Cross-Surface Mappings with Iterative Least Squares Conformal Maps
abstract
In this paper, we propose a novel approach to improve a given surface mapping through local refinement. The approach receives an established mapping between two surfaces and follows four phases: (i) inspection of the mapping and creation of a sparse set of landmarks in mismatching regions; (ii) segmentation with a low-distortion region-growing process based on flattening the segmented parts; (iii) optimization of the deformation of segmented parts to align the landmarks in the planar parameterization domain; and (iv) aggregation of the mappings from segments to update the surface mapping. In addition, we propose a new approach to deform the mesh in order to meet constraints (in our case, the landmark alignment of phase (iii)). We incrementally adjust the cotangent weights for the constraints and apply the deformation in a fashion that guarantees that the deformed mesh will be free of flipped faces and will have low conformal distortion. Our new deformation approach, Iterative Least Squares Conformal Mapping (ILSCM), outperforms other low-distortion deformation methods. The approach is general, and we tested it by improving the mappings from different existing surface mapping methods. We also tested its effectiveness by editing the mappings for a variety of 3D objects.
Donya Ghafourzadeh, Srinivasan Ramachandran, Martin de Lasa, Tiberiu Popa, Eric Paquette
Graphics Interface4
2020 Fine Feature Reconstruction in Point Clouds by Adversarial Domain Translation
abstract
Point cloud neighborhoods are unstructured and often lacking in fine details, particularly when the original surface is sparsely sampled. This has motivated the development of methods for reconstructing these fine geometric features before the point cloud is converted into a mesh, usually by some form of upsampling of the point cloud. We present a novel data-driven approach to reconstructing fine details of the underlying surfaces of point clouds at the local neighborhood level, along with normals and locations of edges. This is achieved by an innovative application of recent advances in domain translation using GANs. We "translate" local neighborhoods between two domains: point cloud neighborhoods and triangular mesh neighborhoods. This allows us to obtain some of the benefits of meshes at training time, while still dealing with point clouds at the time of evaluation. By resampling the translated neighborhood, we can obtain a denser point cloud equipped with normals that allows the underlying surface to be easily reconstructed as a mesh. Our reconstructed meshes preserve fine details of the original surface better than the state of the art in point cloud upsampling techniques, even at different input resolutions. In addition, the trained GAN can generalize to operate on low resolution point clouds even without being explicitly trained on low-resolution data. We also give an example demonstrating that the same domain translation approach we use for reconstructing local neighborhood geometry can also be used to estimate a scalar field at the newly generated points, thus reducing the need for expensive recomputation of the scalar field on the dense point cloud.
Prashant Raina, Tiberiu Popa, Sudhir P. Mudur
Graphics Interface2
2020 Constraint-Based Spectral Space Template Deformation for Ear Scans
abstract
Ears are complicated shapes and contain a lot of folds. It is difficult to correctly deform an ear template to achieve the same shape as a scan, while avoiding the reconstruction of noise from the scan and being robust to bad geometry found in the scan. We leverage the smoothness of the spectral space to help in the alignment of the semantic features of the ears. Edges detected in image space are used to identify relevant features from the ear that we align in the spectral representation by iteratively deforming the template ear. We then apply a novel reconstruction that preserves the deformation from the spectral space while reintroducing the original details. A final deformation based on constraints considering surface position and orientation deforms the template ear to match the shape of the scan. We tested our approach on many ear scans and observed that the resulting template shape provides a good compromise between complying with the shape of the scan and avoiding the reconstruction of the noise found in the scan. Furthermore, our approach was robust enough to scan meshes exhibiting typical bad geometry such as cracks and handles.
Srinivasan Ramachandran, Tiberiu Popa, Eric Paquette
Graphics Interface2
2020 Foreword to special section on motion, interactions and games
Marie-Paule Cani, Edmond S. L. Ho, Tiberiu Popa, Hubert P. H. Shum
Comput. Graph.3
2020 Learned motion matching
abstract
In this paper we present a learned alternative to the Motion Matching algorithm which retains the positive properties of Motion Matching but additionally achieves the scalability of neural-network-based generative models. Although neural-network-based generative models for character animation are capable of learning expressive, compact controllers from vast amounts of animation data, methods such as Motion Matching still remain a popular choice in the games industry due to their flexibility, predictability, low preprocessing time, and visual quality - all properties which can sometimes be difficult to achieve with neural-network-based methods. Yet, unlike neural networks, the memory usage of such methods generally scales linearly with the amount of data used, resulting in a constant trade-off between the diversity of animation which can be produced and real world production budgets. In this work we combine the benefits of both approaches and, by breaking down the Motion Matching algorithm into its individual steps, show how learned, scalable alternatives can be used to replace each operation in turn. Our final model has no need to store animation data or additional matching meta-data in memory, meaning it scales as well as existing generative models. At the same time, we preserve the behavior of Motion Matching, retaining the quality, control, and quick iteration time which are so important in the industry.
Daniel Holden, Oussama Kanoun, Maksym Perepichka, Tiberiu Popa
ACM Trans. Graph.4
2020 Computational design of skintight clothing
abstract
We propose an optimization-driven approach for automated, physics-based pattern design for tight-fitting clothing. Designing such clothing poses particular challenges since large nonlinear deformations, tight contact between cloth and body, and body deformations have to be accounted for. To address these challenges, we develop a computational model based on an embedding of the two-dimensional cloth mesh in the surface of the three-dimensional body mesh. Our Lagrangian-on-Lagrangian approach eliminates contact handling while coupling cloth and body. Building on this model, we develop a physics-driven optimization method based on sensitivity analysis that automatically computes optimal patterns according to design objectives encoding body shape, pressure distribution, seam traction, and other criteria. We demonstrate our approach by generating personalized patterns for various body shapes and a diverse set of garments with complex pattern layouts.
Juan Montes 0001, Bernhard Thomaszewski, Sudhir P. Mudur, Tiberiu Popa
ACM Trans. Graph.4
2019 Robust Marker Trajectory Repair for MOCAP using Kinematic Reference
abstract
Processing motion capture data from optical markers for use in computer animations presents numerous technical challenges. Artifacts caused by noise, marker swaps, and marker occlusions often require manual intervention of a professionally trained marker tracking artist that spends large amounts of time and effort fixing these issues. Existing automatic solutions that attempt to fix marker data lack robustness due to either failing to properly detect and fix marker paths, or generating solutions that are challenging to integrate within current animation pipelines. In this paper, we present a method that robustly identifies invalid marker paths, removes the associated segments and generates new kinematically correct paths. We start by comparing the kinematic solutions generated by commercial software against the one generated by the state-of-the-art methods, using this information to determine which animation keyframes are invalid. Subsequently, we regenerate marker paths from the neural network based method [Holden 2018] and use a sophisticated marker filling algorithm to combine them with the original marker paths at sections where we detect the original data to be invalid. Our method outperforms alternatives by generating solutions that are both closer to the ground truth and more robust, allowing for manual intervention if required.
Maksym Perepichka, Daniel Holden, Sudhir P. Mudur, Tiberiu Popa
MIG4
2019 Sharpness fields in point clouds using deep learning
Prashant Raina, Sudhir P. Mudur, Tiberiu Popa
Comput. Graph.3
2018 MLS2: Sharpness Field Extraction Using CNN for Surface Reconstruction
Prashant Raina, Sudhir P. Mudur, Tiberiu Popa
Graphics Interface3
2018 Joint planar parameterization of segmented parts and cage deformation for dense correspondence
Srinivasan Ramachandran, Donya Ghafourzadeh, Martin de Lasa, Tiberiu Popa, Eric Paquette
Comput. Graph.4
2018 The Discriminative Power of Shape an Empirical Study in Time Series Matching
abstract
Shape provides significant discriminating power in time series matching of visual or geometric data as required in many important applications in graphics and vision. The well established dynamic time warping (DTW) algorithm and its variants do this matching by determining a non-linear time mapping to minimise euclidean distances between corresponding time-warped points. However the shape of curves is not considered. In this paper, we present a new shape-aware algorithm which uses time and shape correspondence (TSC) at increasing levels of detail to define a similarity measure with an norm to aggregate the results, making it robust to noise and missing data. The norm is implicitly regularised using a shape-based error. Through extensive experiments we empirically show that our algorithm outperforms existing state of the art algorithms, works more effectively with high dimensional data, and handles noise and missing data better. We demonstrate its versatile applicability and comparative performance using a large in-house created gait data base, an action data base from Microsoft, exercise action data from a local company, a large public time series data base from University of California, Riverside and hand movement in quaternion stream data format.
Kaustubha Mendhurwar, Sudhir P. Mudur, Tiberiu Popa
IEEE Trans. Vis. Comput. Graph.4
2017 Foreword to the Special Section on Graphics Interface 2016
Tiberiu Popa, Paul G. Kry
Comput. Graph.1
2016 A Mobile System for Scene Monitoring and Object Retrieval
abstract
Object retrieval in a scene is an important, but largely unsolved research problem with a wide range of practical applications in security and monitoring systems, in automatic navigation such as self-driving cars, in 3D modelling, scene understanding, etc. Although this problem has been traditionally researched using color cameras and video setups as its main sensing modality, the emergence and already big success of the real-time hybrid depth and color cameras such as the Kinect that are now available even on several laptop, tablet and smart-phone models opened this problem to new popular acquisition modalities.
D. Birkas, K. Birkas, Tiberiu Popa
CASA3
2016 An Immersive Bidirectional System for Life-size 3D Communication
abstract
Telecommunication and video conferencing are an integral part of modern society with implications in many aspects of everyday life. However, compared to a meeting in person, the sense of presence is still limited in electronic communication. In this paper, we present a novel system for life-size 3D telecommunication. It is designed to create an immersive user experience by seamlessly embedding a remote conversation partner into the local environment. To achieve this, users are captured in 3D by hybrid (color+depth) sensors and displayed on a life-size transparent 3D display. We have built two instances of this system in Zurich and Singapore. They form a complete and fully functional prototype enabling bidirectional communication in real-time over a long distance. We further demonstrate alternative hardware setups, which make our system flexible and adaptable to different usage scenarios.
Claudia Plüss, Nicola Ranieri, Jean-Charles Bazin, Pierre-Yves Laffont, Tiberiu Popa, Markus Gross 0001
CASA6
2016 Face and Frame Classification using Geometric Features for a Data-driven Frame Recommendation System
Amir Zafar, Tiberiu Popa
Graphics Interface2
2014 Registration of multiple RGBD cameras via local rigid transformations
abstract
RGBD cameras, such as the Kinect, have recently revolutionized the field of real-time geometry and appearance acquisition. While impressive 3D reconstruction results have been obtained, combining data acquired by multiple RGBD cameras constitutes a technical challenge. Several methods have been proposed to estimate the internal parameters of each RGBD camera (such as depth mapping function and focal length). Despite that the textured geometry obtained by each RGBD camera individually is visually attractive, even state-of-the-art methods have difficulties in correctly combining the textured geometries obtained by several RGBD cameras via a rigid transformation. Based on this observation, our approach registers the RGBD cameras by a smooth field of rigid transformations, instead of a single rigid transformation. Experimental results on challenging data demonstrate the validity of the proposed approach.
Teng Deng, Jean-Charles Bazin, Claudia Plüss, Jianfei Cai 0001, Tiberiu Popa, Markus Gross 0001
ICME6
2014 Gaze correction witha single webcam
abstract
Eye contact is a critical aspect of human communication. However, when talking over a video conferencing system, such as Skype, it is not possible for users to have eye contact when looking at the conversation partner's face displayed on the screen. This is due to the location disparity between the video conferencing window and the camera. This issue has been tackled by expensive high-end systems or hybrid depth+color cameras, but such equipment is still largely unavailable at the consumer level and on platforms such as laptops or tablets. In contrast, we propose a gaze correction method that needs just a single webcam. We apply recent shape deformation techniques to generate a 3D face model that matches the user's face. We then render a gaze-corrected version of this face model and seamlessly insert it into the original image. Experiments on real data and various platforms confirm the validity of the approach and demonstrate that the visual quality of our results is at least equivalent to those obtained by state-of-the-art methods requiring additional equipment.
Dominik Giger, Jean-Charles Bazin, Claudia Plüss, Tiberiu Popa, Markus Gross 0001
ICME4
2014 Detecting and Describing Historical Periods in a Large Corpora
abstract
Many historic periods (or events) are remembered by slogans, expressions or words that are strongly linked to them. Educated people are also able to determine whether a particular word or expression is related to a specific period in human history. The present paper aims to establish correlations between significant historic periods (or events) and the texts written in that period. In order to achieve this, we have developed a system that automatically links words (and topics discovered using Latent Dirichlet Allocation) to periods of time in the recent history. For this analysis to be relevant and conclusive, it must be undertaken on a representative set of texts written throughout history. To this end, instead of relying on manually selected texts, the Google Books Ngram corpus has been chosen as a basis for the analysis. Although it provides only word n-gram statistics for the texts written in a given year, the resulting time series can be used to provide insights about the most important periods and events in recent history, by automatically linking them with specific keywords or even LDA topics.
Tiberiu Popa, Traian Rebedea, Costin-Gabriel Chiru
ICTAI1
2014 Spatio-temporal geometry fusion for multiple hybrid cameras using moving least squares surfaces
abstract
Abstract Multi‐view reconstruction aims at computing the geometry of a scene observed by a set of cameras. Accurate 3D reconstruction of dynamic scenes is a key component for a large variety of applications, ranging from special effects to telepresence and medical imaging. In this paper we propose a method based on Moving Least Squares surfaces which robustly and efficiently reconstructs dynamic scenes captured by a calibrated set of hybrid color+depth cameras. Our reconstruction provides spatio‐temporal consistency and seamlessly fuses color and geometric information. We illustrate our approach on a variety of real sequences and demonstrate that it favorably compares to state‐of‐the‐art methods.
Claudia Plüss, Jean-Charles Bazin, A. Cengiz Öztireli, Teng Deng, Tiberiu Popa, Markus Gross 0001
Comput. Graph. Forum6
2012 Novel-View Synthesis of Outdoor Sport Events Using an Adaptive View-Dependent Geometry
abstract
Abstract We propose a novel fully automatic method for novel‐viewpoint synthesis. Our method robustly handles multi‐camera setups featuring wide‐baselines in an uncontrolled environment. In a first step, robust and sparse point correspondences are found based on an extension of the Daisy features [ TLF10 ]. These correspondences together with back‐projection errors are used to drive a novel adaptive coarse to fine reconstruction method, allowing to approximate detailed geometry while avoiding an extreme triangle count. To render the scene from arbitrary viewpoints we use a view‐dependent blending of color information in combination with a view‐dependent geometry morph. The view‐dependent geometry compensates for misalignments caused by calibration errors. We demonstrate that our method works well under arbitrary lighting conditions with as little as two cameras featuring wide‐baselines. The footage taken from real sports broadcast events contains fine geometric structures, which result in nice novel‐viewpoint renderings despite of the low resolution in the images.
Marcel Germann, Tiberiu Popa, Richard Keiser, Remo Ziegler, Markus Gross 0001
Comput. Graph. Forum2
2012 Gaze correction for home video conferencing
abstract
Effective communication using current video conferencing systems is severely hindered by the lack of eye contact caused by the disparity between the locations of the subject and the camera. While this problem has been partially solved for high-end expensive video conferencing systems, it has not been convincingly solved for consumer-level setups. We present a gaze correction approach based on a single Kinect sensor that preserves both the integrity and expressiveness of the face as well as the fidelity of the scene as a whole, producing nearly artifact-free imagery. Our method is suitable for mainstream home video conferencing: it uses inexpensive consumer hardware, achieves real-time performance and requires just a simple and short setup. Our approach is based on the observation that for our application it is sufficient to synthesize only the corrected face. Thus we render a gaze-corrected 3D model of the scene and, with the aid of a face tracker, transfer the gaze-corrected facial portion in a seamless manner onto the original image.
Claudia Plüss, Tiberiu Popa, Jean-Charles Bazin, Craig Gotsman, Markus Gross 0001
ACM Trans. Graph.2
2010 Globally Consistent Space-Time Reconstruction
abstract
Abstract Most objects deform gradually over time, without abrupt changes in geometry or topology, such as changes in genus. Correct space‐time reconstruction of such objects should satisfy this gradual change prior. This requirement necessitates a globally consistent interpretation of spatial adjacency. Consider the capture of a surface that comes in contact with itself during the deformation process, such as a hand with different fingers touching one another in parts of the sequence. Naive reconstruction would glue the contact regions together for the duration of each contact and keep them apart in other parts of the sequence. However such reconstruction violates the gradual change prior as it enforces a drastic intrinsic change in the object's geometry at the transition between the glued and unglued sub‐sequences. Instead consistent global reconstruction should keep the surfaces separate throughout the entire sequence. We introduce a new method for globally consistent space‐time geometry and motion reconstruction from video capture. We use the gradual change prior to resolve inconsistencies and faithfully reconstruct the geometry and motion of the scanned objects. In contrast to most previous methods our algorithm doesn't require a strong shape prior such as a template and provides better results than other template‐free approaches.
Tiberiu Popa, I. South-Dickinson, Derek Bradley, Alla Sheffer, Wolfgang Heidrich
Comput. Graph. Forum1
2010 High resolution passive facial performance capture
abstract
We introduce a purely passive facial capture approach that uses only an array of video cameras, but requires no template facial geometry, no special makeup or markers, and no active lighting. We obtain initial geometry using multi-view stereo, and then use a novel approach for automatically tracking texture detail across the frames. As a result, we obtain a high-resolution sequence of compatibly triangulated and parameterized meshes. The resulting sequence can be rendered with dynamically captured textures, while also consistently applying texture changes such as virtual makeup.
Derek Bradley, Wolfgang Heidrich, Tiberiu Popa, Alla Sheffer
ACM Trans. Graph.3
2010 Animation wrinkling: augmenting coarse cloth simulations with realistic-looking wrinkles
abstract
Moving garments and other cloth objects exhibit dynamic, complex wrinkles. Generating such wrinkles in a virtual environment currently requires either a time-consuming manual design process, or a computationally expensive simulation, often combined with accurate parameter-tuning requiring specialized animator skills. Our work presents an alternative approach for wrinkle generation which combines coarse cloth animation with a post-processing step for efficient generation of realistic-looking fine dynamic wrinkles. Our method uses the stretch tensor of the coarse animation output as a guide for wrinkle placement. To ensure temporal coherence, the placement mechanism uses a space-time approach allowing not only for smooth wrinkle appearance and disappearance, but also for wrinkle motion, splitting, and merging over time. Our method generates believable wrinkle geometry using specialized curve-based implicit deformers. The method is fully automatic and has a single user control parameter that enables the user to mimic different fabrics.
Damien Rohmer, Tiberiu Popa, Marie-Paule Cani, Stefanie Hahmann, Alla Sheffer
ACM Trans. Graph.2
2009 Wrinkling Captured Garments Using Space-Time Data-Driven Deformation
abstract
Abstract The presence of characteristic fine folds is important for modeling realistic looking virtual garments. While recent garment capture techniques are quite successful at capturing the low‐frequency garment shape and motion over time, they often fail to capture the numerous high‐frequency folds, reducing the realism of the reconstructed space‐time models. In our work we propose a method for reintroducing fine folds into the captured models using data‐driven dynamic wrinkling. We first estimate the shape and position of folds based on the original video footage used for capture and then wrinkle the surface based on those estimates using space‐time deformation. Both steps utilize the unique geometric characteristics of garments in general, and garment folds specifically, to facilitate the modeling of believable folds. We demonstrate the effectiveness of our wrinkling method on a variety of garments that have been captured using several recent techniques.
Tiberiu Popa, Derek Bradley, Vladislav Kraevoy, Hongbo Fu 0001, Alla Sheffer, Wolfgang Heidrich
Comput. Graph. Forum1
2008 Markerless garment capture
abstract
A lot of research has recently focused on the problem of capturing the geometry and motion of garments. Such work usually relies on special markers printed on the fabric to establish temporally coherent correspondences between points on the garment's surface at different times. Unfortunately, this approach is tedious and prevents the capture of off-the-shelf clothing made from interesting fabrics. In this paper, we describe a marker-free approach to capturing garment motion that avoids these downsides. We establish temporally coherent parameterizations between incomplete geometries that we extract at each timestep with a multiview stereo algorithm. We then fill holes in the geometry using a template. This approach, for the first time, allows us to capture the geometry and motion of unpatterned, off-the-shelf garments made from a range of different fabrics.
Derek Bradley, Tiberiu Popa, Alla Sheffer, Wolfgang Heidrich, Tamy Boubekeur
ACM Trans. Graph.2
2006 Material-Aware Mesh Deformations
abstract
Most real world objects consist of non-uniform materials; as a result, during deformation the bending and shearing are distributed non-uniformly and depend on the local stiffness of the material. In the virtual environment there are three prevalent approaches to model deformation: purely geometric, physically driven, and skeleton based. This paper proposes a new approach to model deformation that incorporates non-uniform materials into the geometric deformation framework. Our approach provides a simple and intuitive method to control the distribution of the bending and shearing throughout the model according to the local material stiffness. Thus, we are able to generate realistic looking, material-aware deformations at interactive rates. Our method works on all types of models, including models with continuous stiffness gradation and non-articulated models such as cloth. The material stiffness across the surface can be specified by the user with an intuitive paint-like interface or it can be learned from a sequence of sample deformations.
Tiberiu Popa, Dan Julius, Alla Sheffer
SMI1
2004 Shader algebra
abstract
An algebra consists of a set of objects and a set of operators that act on those objects. We treat shader programs as first-class objects and define two operators: connection and combination. Connection is functional composition: the outputs of one shader are fed into the inputs of another. Combination concatenates the input channels, output channels, and computations of two shaders. Similar operators can be used to manipulate streams and apply computational kernels expressed as shaders to streams. Connecting a shader program to a stream applies that program to all elements of the stream; combining streams concatenates the record definitions of those streams.In conjunction with an optimizing compiler, these operators can manipulate shader programs in many useful ways, including specialization, without modifying the original source code. We demonstrate these operators in Sh, a metaprogramming shading language embedded in C++.
Michael D. McCool, Stefanus Du Toit, Tiberiu Popa, Kevin Moule
ACM Trans. Graph.3