Abhimitra Meka

dblp:157/0426 · DBLP profile ↗
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18ranked-venue papers
7as first author
11since 2021 · last 2026
0000-0001-7906-4004ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 17 · 6 first-author · 11 since 2021Artificial intelligence and machine learning · 5 · 1 first-author · 3 since 2021Human-computer interaction and ubiquitous computing · 3 · 3 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 first-author
YearPublicationVenuePosition
2026 LegacyAvatars: Volumetric Face Avatars for Traditional Graphics Pipelines
abstract
We introduce a novel representation for efficient classical rendering of photorealistic 3D face avatars. Leveraging recent advances in radiance fields anchored to parametric face models, our approach achieves controllable volumetric rendering of complex facial features, including hair, skin, and eyes. At enrollment time, we learn a set of radiance manifolds in 3D space to extract an explicit layered mesh, along with appearance and warp textures. During deployment, this allows us to control and animate the face through simple linear blending and alpha compositing of textures over a static mesh. This explicit representation also enables the generated avatar to be efficiently streamed online and then rendered using classical mesh and shader-based rendering on legacy graphics platforms, eliminating the need for any custom engineering or integration. https://syntec-research.github.io/LegacyAvatars/
Safa C. Medin, Gengyan Li 0001, Ziqian Bai, Ruofei Du, Leonhard Helminger, Yinda Zhang 0001, Stephan J. Garbin, Philip L. Davidson, Gregory W. Wornell, Thabo Beeler, Abhimitra Meka
3DV11
2025 3DPR: Single Image 3D Portrait Relighting with Generative Priors
abstract
Rendering novel, relit views of a human head, given a monocular portrait image as input, is an inherently underconstrained problem. The traditional graphics solution is to explicitly decompose the input image into geometry, material and lighting via differentiable rendering; but this is constrained by the multiple assumptions and approximations of the underlying models and parameterizations of these scene components. We propose 3DPR, an image-based relighting model that leverages generative priors learnt from multi-view One-Light-at-A-Time (OLAT) images captured in a light stage. We introduce a new diverse and large-scale multi-view 4K OLAT dataset of 139 subjects to learn a high-quality prior over the distribution of high-frequency face reflectance. We leverage the latent space of a pre-trained generative head model that provides a rich prior over face geometry learnt from in-the-wild image datasets. The input portrait is first embedded in the latent manifold of such a model through an encoder-based inversion process. Then a novel triplane-based reflectance network trained on our lightstage data is used to synthesize high-fidelity OLAT images to enable image-based relighting. Our reflectance network operates in the latent space of the generative head model, crucially enabling a relatively small number of lightstage images to train the reflectance model. Combining the generated OLATs according to a given HDRI environment maps yields physically accurate environmental relighting results. Through quantitative and qualitative evaluations, we demonstrate that 3DPR outperforms previous methods, particularly in preserving identity and in capturing lighting effects such as specularities, self-shadows, and subsurface scattering.
Pramod Rao, Abhimitra Meka, Xilong Zhou 0001, Gereon Fox, Mallikarjun B. R. 0001, Fangneng Zhan, Tim Weyrich, Bernd Bickel, Hanspeter Pfister, Wojciech Matusik, Thabo Beeler, Mohamed A. Elgharib, Marc Habermann, Christian Theobalt
SIGGRAPH Asia2
2024 Cafca: High-quality Novel View Synthesis of Expressive Faces from Casual Few-shot Captures
abstract
Volumetric modeling and neural radiance field representations have revolutionized 3D face capture and photorealistic novel view synthesis. However, these methods often require hundreds of multi-view input images and are thus inapplicable to cases with less than a handful of inputs. We present a novel volumetric prior on human faces that allows for high-fidelity expressive face modeling from as few as three input views captured in the wild. Our key insight is that an implicit prior trained on synthetic data alone can generalize to extremely challenging real-world identities and expressions and render novel views with fine idiosyncratic details like wrinkles and eyelashes. We leverage a 3D Morphable Face Model to synthesize a large training set, rendering each identity with different expressions, hair, clothing, and other assets. We then train a conditional Neural Radiance Field prior on this synthetic dataset and, at inference time, fine-tune the model on a very sparse set of real images of a single subject. On average, the fine-tuning requires only three inputs to cross the synthetic-to-real domain gap. The resulting personalized 3D model reconstructs strong idiosyncratic facial expressions and outperforms the state-of-the-art in high-quality novel view synthesis of faces from sparse inputs in terms of perceptual and photo-metric quality.
Marcel C. Bühler, Gengyan Li 0001, Erroll Wood, Leonhard Helminger, Xu Chen 0025, Tanmay Shah, Daoye Wang, Stephan J. Garbin, Sergio Orts, Otmar Hilliges, Dmitry Lagun, Jérémy Riviere, Paulo F. U. Gotardo, Thabo Beeler, Abhimitra Meka, Kripasindhu Sarkar
SIGGRAPH Asia15
2024 GANtlitz: Ultra High Resolution Generative Model for Multi-Modal Face Textures
abstract
Abstract 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. Forum3
2024 ShellNeRF: Learning a Controllable High-resolution Model of the Eye and Periocular Region
abstract
Abstract Eye gaze and expressions are crucial non‐verbal signals in face‐to‐face communication. Visual effects and telepresence demand significant improvements in personalized tracking, animation, and synthesis of the eye region to achieve true immersion. Morphable face models, in combination with coordinate‐based neural volumetric representations, show promise in solving the difficult problem of reconstructing intricate geometry (eyelashes) and synthesizing photorealistic appearance variations (wrinkles and specularities) of eye performances. We propose a novel hybrid representation ‐ ShellNeRF ‐ that builds a discretized volume around a 3DMM face mesh using concentric surfaces to model the deformable ‘periocular’ region. We define a canonical space using the UV layout of the shells that constrains the space of dense correspondence search. Combined with an explicit eyeball mesh for modeling corneal light‐transport, our model allows for animatable photorealistic 3D synthesis of the whole eye region. Using multi‐view video input, we demonstrate significant improvements over state‐of‐the‐art in expression re‐enactment and transfer for high‐resolution close‐up views of the eye region.
Gengyan Li 0001, Kripasindhu Sarkar, Abhimitra Meka, Marcel C. Bühler, Franziska Mueller 0001, Paulo F. U. Gotardo, Otmar Hilliges, Thabo Beeler
Comput. Graph. Forum3
2023 Learning Personalized High Quality Volumetric Head Avatars from Monocular RGB Videos
abstract
We propose a method to learn a high-quality implicit 3D head avatar from a monocular RGB video captured in the wild. The learnt avatar is driven by a parametric face model to achieve user-controlled facial expressions and head poses. Our hybrid pipeline combines the geometry prior and dynamic tracking of a 3DMM with a neural radiance field to achieve fine-grained control and photorealism. To reduce over-smoothing and improve out-of-model expressions synthesis, we propose to predict local features anchored on the 3DMM geometry. These learnt features are driven by 3DMM deformation and interpolated in 3D space to yield the volumetric radiance at a designated query point. We further show that using a Convolutional Neural Network in the UV space is critical in incorporating spatial context and producing representative local features. Extensive experiments show that we are able to reconstruct high-quality avatars, with more accurate expression-dependent details, good generalization to out-of-training expressions, and quantitatively superior renderings compared to other state-of-the-art approaches.
Ziqian Bai, Feitong Tan, Zeng Huang, Kripasindhu Sarkar, Danhang Tang, Di Qiu, Abhimitra Meka, Ruofei Du, Mingsong Dou, Sergio Orts, Rohit Pandey, Ping Tan 0002, Thabo Beeler, Sean Ryan Fanello, Yinda Zhang 0001
CVPR7
2023 Preface: A Data-driven Volumetric Prior for Few-shot Ultra High-resolution Face Synthesis
abstract
NeRFs have enabled highly realistic synthesis of human faces including complex appearance and reflectance effects of hair and skin. These methods typically require a large number of multi-view input images, making the process hardware intensive and cumbersome, limiting applicability to unconstrained settings. We propose a novel volumetric human face prior that enables the synthesis of ultra high-resolution novel views of subjects that are not part of the prior’s training distribution. This prior model consists of an identity-conditioned NeRF, trained on a dataset of low-resolution multi-view images of diverse humans with known camera calibration. A simple sparse landmark-based 3D alignment of the training dataset allows our model to learn a smooth latent space of geometry and appearance despite a limited number of training identities. A high-quality volumetric representation of a novel subject can be obtained by model fitting to 2 or 3 camera views of arbitrary resolution. Importantly, our method requires as few as two views of casually captured images as input at inference time.
Marcel C. Bühler, Kripasindhu Sarkar, Tanmay Shah, Gengyan Li 0001, Daoye Wang, Leonhard Helminger, Sergio Orts, Dmitry Lagun, Otmar Hilliges, Thabo Beeler, Abhimitra Meka
ICCV11
2023 LitNeRF: Intrinsic Radiance Decomposition for High-Quality View Synthesis and Relighting of Faces
abstract
High-fidelity, photorealistic 3D capture of a human face is a long-standing problem in computer graphics – the complex material of skin, intricate geometry of hair, and fine scale textural details make it challenging. Traditional techniques rely on very large and expensive capture rigs to reconstruct explicit mesh geometry and appearance maps, and are limited by the accuracy of hand-crafted reflectance models. More recent volumetric methods (e.g., NeRFs) have enabled view-synthesis and sometimes relighting by learning an implicit representation of the density and reflectance basis, but suffer from artifacts and blurriness due to the inherent ambiguities in volumetric modeling. These problems are further exacerbated when capturing with few cameras and light sources. We present a novel technique for high-quality capture of a human face for 3D view synthesis and relighting using a sparse, compact capture rig consisting of 15 cameras and 15 lights. Our method combines a neural volumetric representation with traditional mesh reconstruction from multiview stereo. The proxy geometry allows us to anchor the 3D density field to prevent artifacts and guide the disentanglement of intrinsic radiance components of the face appearance such as diffuse and specular reflectance, and incident radiance (shadowing) fields. Our hybrid representation significantly improves the state-of-the-art quality for arbitrarily dense renders of a face from desired camera viewpoint as well as environmental, directional, and near-field lighting.
Kripasindhu Sarkar, Marcel C. Bühler, Gengyan Li 0001, Daoye Wang, Delio Vicini, Jérémy Riviere, Yinda Zhang 0001, Sergio Orts, Paulo F. U. Gotardo, Thabo Beeler, Abhimitra Meka
SIGGRAPH Asia11
2022 EyeNeRF: a hybrid representation for photorealistic synthesis, animation and relighting of human eyes
abstract
A unique challenge in creating high-quality animatable and relightable 3D avatars of real people is modeling human eyes, particularly in conjunction with the surrounding periocular face region. The challenge of synthesizing eyes is multifold as it requires 1) appropriate representations for the various components of the eye and the periocular region for coherent viewpoint synthesis, capable of representing diffuse, refractive and highly reflective surfaces, 2) disentangling skin and eye appearance from environmental illumination such that it may be rendered under novel lighting conditions, and 3) capturing eyeball motion and the deformation of the surrounding skin to enable re-gazing. These challenges have traditionally necessitated the use of expensive and cumbersome capture setups to obtain high-quality results, and even then, modeling of the full eye region holistically has remained elusive. We present a novel geometry and appearance representation that enables high-fidelity capture and photorealistic animation, view synthesis and relighting of the eye region using only a sparse set of lights and cameras. Our hybrid representation combines an explicit parametric surface model for the eyeball surface with implicit deformable volumetric representations for the periocular region and the interior of the eye. This novel hybrid model has been designed specifically to address the various parts of that exceptionally challenging facial area - the explicit eyeball surface allows modeling refraction and high frequency specular reflection at the cornea, whereas the implicit representation is well suited to model lower frequency skin reflection via spherical harmonics and can represent non-surface structures such as hair (i.e. eyebrows) or highly diffuse volumetric bodies (i.e. sclera), both of which are a challenge for explicit surface models. Tightly integrating the two representations in a joint framework allows controlled photoreal image synthesis and joint optimization of both the geometry parameters of the eyeball and the implicit neural network in continuous 3D space. We show that for high-resolution close-ups of the human eye, our model can synthesize high-fidelity animated gaze from novel views under unseen illumination conditions, allowing to generate visually rich eye imagery.
Gengyan Li 0001, Abhimitra Meka, Franziska Mueller 0001, Marcel C. Bühler, Otmar Hilliges, Thabo Beeler
ACM Trans. Graph.2
2021 VariTex: Variational Neural Face Textures
abstract
Deep generative models can synthesize photorealistic images of human faces with novel identities. However, a key challenge to the wide applicability of such techniques is to provide independent control over semantically meaningful parameters: appearance, head pose, face shape, and facial expressions. In this paper, we propose VariTex - to the best of our knowledge the first method that learns a variational latent feature space of neural face textures, which allows sampling of novel identities. We combine this generative model with a parametric face model and gain explicit control over head pose and facial expressions. To generate complete images of human heads, we propose an additive decoder that adds plausible details such as hair. A novel training scheme enforces a pose-independent latent space and in consequence, allows learning a one-to-many mapping between latent codes and pose-conditioned exterior regions. The resulting method can generate geometrically consistent images of novel identities under fine-grained control over head pose, face shape, and facial expressions. This facilitates a broad range of downstream tasks, like sampling novel identities, changing the head pose, expression transfer, and more.
Marcel C. Bühler, Abhimitra Meka, Gengyan Li 0001, Thabo Beeler, Otmar Hilliges
ICCV2
2021 Real-time Global Illumination Decomposition of Videos
abstract
We propose the first approach for the decomposition of a monocular color video into direct and indirect illumination components in real time. We retrieve, in separate layers, the contribution made to the scene appearance by the scene reflectance, the light sources, and the reflections from various coherent scene regions to one another. Existing techniques that invert global light transport require image capture under multiplexed controlled lighting or only enable the decomposition of a single image at slow off-line frame rates. In contrast, our approach works for regular videos and produces temporally coherent decomposition layers at real-time frame rates. At the core of our approach are several sparsity priors that enable the estimation of the per-pixel direct and indirect illumination layers based on a small set of jointly estimated base reflectance colors. The resulting variational decomposition problem uses a new formulation based on sparse and dense sets of non-linear equations that we solve efficiently using a novel alternating data-parallel optimization strategy. We evaluate our approach qualitatively and quantitatively and show improvements over the state-of-the-art in this field, in both quality and runtime. In addition, we demonstrate various real-time appearance editing applications for videos with consistent illumination.
Abhimitra Meka, Mohammad Shafiei, Michael Zollhöfer, Christian Richardt, Christian Theobalt
ACM Trans. Graph.1
2020 Self-supervised Outdoor Scene Relighting
Abhimitra Meka, Mohamed A. Elgharib, Hans-Peter Seidel, Christian Theobalt, William A. P. Smith
ECCV (22)2
2020 Deep relightable textures: volumetric performance capture with neural rendering
abstract
The increasing demand for 3D content in augmented and virtual reality has motivated the development of volumetric performance capture systemsnsuch as the Light Stage. Recent advances are pushing free viewpoint relightable videos of dynamic human performances closer to photorealistic quality. However, despite significant efforts, these sophisticated systems are limited by reconstruction and rendering algorithms which do not fully model complex 3D structures and higher order light transport effects such as global illumination and sub-surface scattering. In this paper, we propose a system that combines traditional geometric pipelines with a neural rendering scheme to generate photorealistic renderings of dynamic performances under desired viewpoint and lighting. Our system leverages deep neural networks that model the classical rendering process to learn implicit features that represent the view-dependent appearance of the subject independent of the geometry layout, allowing for generalization to unseen subject poses and even novel subject identity. Detailed experiments and comparisons demonstrate the efficacy and versatility of our method to generate high-quality results, significantly outperforming the existing state-of-the-art solutions.
Abhimitra Meka, Rohit Pandey, Christian Häne, Sergio Orts, Peter Barnum, Philip L. Davidson, Daniel Erickson, Yinda Zhang 0001, Jonathan Taylor 0001, Sofien Bouaziz, Chloe LeGendre, Wan-Chun Ma, Ryan S. Overbeck, Thabo Beeler, Paul E. Debevec, Shahram Izadi, Christian Theobalt, Christoph Rhemann, Sean Ryan Fanello
ACM Trans. Graph.1
2019 Deep reflectance fields: high-quality facial reflectance field inference from color gradient illumination
abstract
We 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.1
2018 LIME: Live Intrinsic Material Estimation
abstract
We present the first end-to-end approach for real-time material estimation for general object shapes with uniform material that only requires a single color image as input. In addition to Lambertian surface properties, our approach fully automatically computes the specular albedo, material shininess, and a foreground segmentation. We tackle this challenging and ill-posed inverse rendering problem using recent advances in image-to-image translation techniques based on deep convolutional encoder-decoder architectures. The underlying core representations of our approach are specular shading, diffuse shading and mirror images, which allow to learn the effective and accurate separation of diffuse and specular albedo. In addition, we propose a novel highly efficient perceptual rendering loss that mimics real-world image formation and obtains intermediate results even during run time. The estimation of material parameters at real-time frame rates enables exciting mixed-reality applications, such as seamless illumination-consistent integration of virtual objects into real-world scenes, and virtual material cloning. We demonstrate our approach in a live setup, compare it to the state of the art, and demonstrate its effectiveness through quantitative and qualitative evaluation.
Abhimitra Meka, Maxim Maximov, Michael Zollhöfer, Avishek Chatterjee, Hans-Peter Seidel, Christian Richardt, Christian Theobalt
CVPR1
2017 Live User-Guided Intrinsic Video for Static Scenes
abstract
We present a novel real-time approach for user-guided intrinsic decomposition of static scenes captured by an RGB-D sensor. In the first step, we acquire a three-dimensional representation of the scene using a dense volumetric reconstruction framework. The obtained reconstruction serves as a proxy to densely fuse reflectance estimates and to store user-provided constraints in three-dimensional space. User constraints, in the form of constant shading and reflectance strokes, can be placed directly on the real-world geometry using an intuitive touch-based interaction metaphor, or using interactive mouse strokes. Fusing the decomposition results and constraints in three-dimensional space allows for robust propagation of this information to novel views by re-projection. We leverage this information to improve on the decomposition quality of existing intrinsic video decomposition techniques by further constraining the ill-posed decomposition problem. In addition to improved decomposition quality, we show a variety of live augmented reality applications such as recoloring of objects, relighting of scenes and editing of material appearance.
Abhimitra Meka, Gereon Fox, Michael Zollhöfer, Christian Richardt, Christian Theobalt
IEEE Trans. Vis. Comput. Graph.1
2016 Live intrinsic video
abstract
Intrinsic video decomposition refers to the fundamentally ambiguous task of separating a video stream into its constituent layers, in particular reflectance and shading layers. Such a decomposition is the basis for a variety of video manipulation applications, such as realistic recoloring or retexturing of objects. We present a novel variational approach to tackle this underconstrained inverse problem at real-time frame rates, which enables on-line processing of live video footage. The problem of finding the intrinsic decomposition is formulated as a mixed variational ℓ 2 - ℓ p -optimization problem based on an objective function that is specifically tailored for fast optimization. To this end, we propose a novel combination of sophisticated local spatial and global spatio-temporal priors resulting in temporally coherent decompositions at real-time frame rates without the need for explicit correspondence search. We tackle the resulting high-dimensional, non-convex optimization problem via a novel data-parallel iteratively reweighted least squares solver that runs on commodity graphics hardware. Real-time performance is obtained by combining a local-global solution strategy with hierarchical coarse-to-fine optimization. Compelling real-time augmented reality applications, such as recoloring, material editing and retexturing, are demonstrated in a live setup. Our qualitative and quantitative evaluation shows that we obtain high-quality real-time decompositions even for challenging sequences. Our method is able to outperform state-of-the-art approaches in terms of runtime and result quality -- even without user guidance such as scribbles.
Abhimitra Meka, Michael Zollhöfer, Christian Richardt, Christian Theobalt
ACM Trans. Graph.1
2015 A Technique for Simultaneous Visualization and Segmentation of Hyperspectral Data
abstract
In this paper, we propose an optimization-based method for simultaneous fusion and unsupervised segmentation of hyperspectral remote sensing images by exploiting redundancy in the data. The hyperspectral data set is visualized as a single image obtained by weighted addition of all spectral points at each pixel location in the data set. The weights are optimized to improve those statistical characteristics of the fused image, which invoke an enhanced response from a human observer. A piecewise-constant smoothness constraint is imposed on the weights instead of the fused image by minimization of its 3-D total-variation norm, thus preventing the fused image from blurring. The optimal recovery of the weight matrix additionally provides useful information in segmenting the hyperspectral data set spatially. We provide ample experimental results to substantiate the usefulness of the proposed method.
Abhimitra Meka, Subhasis Chaudhuri
IEEE Trans. Geosci. Remote. Sens.1