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Alexander Hypes

dblp:215/7374 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2019
—ORCID · unresolved

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

Graphics, computer vision, multimedia, augmented reality and games · 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.

Computer graphics and multimedia
1 paper
Virtual and augmented reality · 50% Computer animation and physical simulation · 50%
Artificial intelligence
1 paper
Face, body and person analysis · 77% Generative modeling · 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 tracking
0.412019
VR facial animation via multiview image translation · ACM Trans. Graph. 2019
Computer animation and physical simulation
facial animation
0.412019
VR facial animation via multiview image translation · ACM Trans. Graph. 2019
Virtual and augmented reality › virtual reality
social virtual reality
0.412019
VR facial animation via multiview image translation · ACM Trans. Graph. 2019
Machine learning › Generative modeling › generative adversarial network
image-to-image translation
0.112019
VR facial animation via multiview image translation · ACM Trans. Graph. 2019

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

self-supervised learning · 0.8multi-view geometry · 0.8end-to-end tracking · 0.8
YearPublicationVenuePosition
2019 VR facial animation via multiview image translation
abstract
A key promise of Virtual Reality (VR) is the possibility of remote social interaction that is more immersive than any prior telecommunication media. However, existing social VR experiences are mediated by inauthentic digital representations of the user (i.e., stylized avatars). These stylized representations have limited the adoption of social VR applications in precisely those cases where immersion is most necessary (e.g., professional interactions and intimate conversations). In this work, we present a bidirectional system that can animate avatar heads of both users' full likeness using consumer-friendly headset mounted cameras (HMC). There are two main challenges in doing this: unaccommodating camera views and the image-to-avatar domain gap. We address both challenges by leveraging constraints imposed by multiview geometry to establish precise image-to-avatar correspondence, which are then used to learn an end-to-end model for real-time tracking. We present designs for a training HMC, aimed at data-collection and model building, and a tracking HMC for use during interactions in VR. Correspondence between the avatar and the HMC-acquired images are automatically found through self-supervised multiview image translation, which does not require manual annotation or one-to-one correspondence between domains. We evaluate the system on a variety of users and demonstrate significant improvements over prior work.
Shih-En Wei, Jason M. Saragih, Tomas Simon, Adam W. Harley, Stephen Lombardi, Michal Perdoch, Alexander Hypes, Hernán Badino, Yaser Sheikh
ACM Trans. Graph.7