Demo Data from EDBT 2026 / reviewers in the wild / expert
Pei-Lun Hsieh
dblp:161/5382
· DBLP profile ↗
2ranked-venue papers
1as first author
0since 2021 · last 2015
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-authorArtificial intelligence and machine learning · 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 · 67% Virtual and augmented reality · 33% | |
| Artificial intelligence
1 paper |
Face, body and person analysis · 50% 3D vision · 50% | |
| Human-computer interaction and pervasive computing
1 paper |
Wearable and physiological sensing · 100% |
Topics — the 6 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer vision › 3D vision › pose estimation › pose tracking
3d face tracking |
0.2 | 1 | 2015 | Unconstrained realtime facial performance capture · CVPR 2015 |
Computer vision › Face, body and person analysis › face modeling
facial performance capture |
0.2 | 1 | 2015 | Unconstrained realtime facial performance capture · CVPR 2015 |
Computer animation and physical simulation
facial animation |
0.2 | 1 | 2015 | Facial performance sensing head-mounted display · ACM Trans. Graph. 2015 |
Computer animation and physical simulation › performance capture
facial performance capture |
0.2 | 1 | 2015 | Facial performance sensing head-mounted display · ACM Trans. Graph. 2015 |
Virtual and augmented reality › immersive display
head-mounted display |
0.2 | 1 | 2015 | Facial performance sensing head-mounted display · ACM Trans. Graph. 2015 |
Wearable and physiological sensing
strain sensing |
0.1 | 1 | 2015 | Facial performance sensing head-mounted display · ACM Trans. Graph. 2015 |
Methods — techniques the papers use, named apart from their topics
gaussian mixture model · 0.4flexible electronic materials · 0.4RGB-D camera · 0.4temporal filtering · 0.2outlier detection · 0.2RGB-D sensing · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2015 | Unconstrained realtime facial performance captureabstractWe introduce a realtime facial tracking system specifically designed for performance capture in unconstrained settings using a consumer-level RGB-D sensor. Our framework provides uninterrupted 3D facial tracking, even in the presence of extreme occlusions such as those caused by hair, hand-to-face gestures, and wearable accessories. Anyone's face can be instantly tracked and the users can be switched without an extra calibration step. During tracking, we explicitly segment face regions from any occluding parts by detecting outliers in the shape and appearance input using an exponentially smoothed and user-adaptive tracking model as prior. Our face segmentation combines depth and RGB input data and is also robust against illumination changes. To enable continuous and reliable facial feature tracking in the color channels, we synthesize plausible face textures in the occluded regions. Our tracking model is personalized on-the-fly by progressively refining the user's identity, expressions, and texture with reliable samples and temporal filtering. We demonstrate robust and high-fidelity facial tracking on a wide range of subjects with highly incomplete and largely occluded data. Our system works in everyday environments and is fully unobtrusive to the user, impacting consumer AR applications and surveillance. Pei-Lun Hsieh, Chongyang Ma, Jihun Yu, Hao Li 0015 |
CVPR | 1 |
| 2015 | Facial performance sensing head-mounted displayabstractThere are currently no solutions for enabling direct face-to-face interaction between virtual reality (VR) users wearing head-mounted displays (HMDs). The main challenge is that the headset obstructs a significant portion of a user's face, preventing effective facial capture with traditional techniques. To advance virtual reality as a next-generation communication platform, we develop a novel HMD that enables 3D facial performance-driven animation in real-time. Our wearable system uses ultra-thin flexible electronic materials that are mounted on the foam liner of the headset to measure surface strain signals corresponding to upper face expressions. These strain signals are combined with a head-mounted RGB-D camera to enhance the tracking in the mouth region and to account for inaccurate HMD placement. To map the input signals to a 3D face model, we perform a single-instance offline training session for each person. For reusable and accurate online operation, we propose a short calibration step to readjust the Gaussian mixture distribution of the mapping before each use. The resulting animations are visually on par with cutting-edge depth sensor-driven facial performance capture systems and hence, are suitable for social interactions in virtual worlds. Hao Li 0015, Laura C. Trutoiu, Kyle Olszewski, Lingyu Wei, Tristan Trutna, Pei-Lun Hsieh, Aaron Nicholls, Chongyang Ma |
ACM Trans. Graph. | 6 |