EDBT 2026 Demo / reviewers in the wild / expert
Sofien Bouaziz
dblp:22/9075
· DBLP profile ↗
32ranked-venue papers
4as first author
7since 2021 · last 2022
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 27 · 4 first-author · 7 since 2021Artificial intelligence and machine learning · 14 · 5 since 2021Systems, architecture and hardware · 2Security and privacy · 1 · 1 since 2021Databases, data management, data science and information retrieval · 1Human-computer interaction and ubiquitous computing · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2022 | Improved Presentation Attack Detection Using Image DecompositionabstractPresentation attack detection (PAD) is a critical component in secure face authentication. We present a PAD algorithm to distinguish face spoofs generated by a photograph of a subject from live images. Our method uses an image decomposition network to extract albedo and normal. The domain gap between the real and spoof face images leads to easily identifiable differences, especially between the re-covered albedo maps. We enhance this domain gap by retraining existing methods using supervised contrastive loss. We present empirical and theoretical analysis that demonstrates that contrast and lighting effects can play a significant role in PAD; these show up particularly in the recovered albedo. Finally, we demonstrate that by combining all of these methods we achieve state-of-the-art results on both intra-dataset testing for CelebA-Spoof, OULU, CASIA-SURF datasets and inter-dataset setting on SiW, CASIA-MFSD, Replay-Attack and MSU-MFSD datasets. Shlok Kumar Mishra, Kuntal Sengupta, Wen-Sheng Chu, Max Horowitz-Gelb, Sofien Bouaziz, David Jacobs 0001 |
IJCB | 5 |
| 2021 | HumanGPS: Geodesic PreServing Feature for Dense Human CorrespondencesabstractIn this paper, we address the problem of building dense correspondences between human images under arbitrary camera viewpoints and body poses. Prior art either assumes small motion between frames or relies on local descriptors, which cannot handle large motion or visually ambiguous body parts, e.g., left vs. right hand. In contrast, we propose a deep learning framework that maps each pixel to a feature space, where the feature distances reflect the geodesic distances among pixels as if they were projected onto the surface of a 3D human scan. To this end, we introduce novel loss functions to push features apart according to their geodesic distances on the surface. Without any semantic annotation, the proposed embeddings automatically learn to differentiate visually similar parts and align different subjects into an unified feature space. Extensive experiments show that the learned embeddings can produce accurate correspondences between images with remarkable generalization capabilities on both intra and inter subjects.1 Feitong Tan, Danhang Tang, Mingsong Dou, Rohit Pandey, Cem Keskin, Ruofei Du, Deqing Sun, Sofien Bouaziz, Sean Ryan Fanello, Ping Tan 0002, Yinda Zhang 0001 |
CVPR | 9 |
| 2021 | HITNet: Hierarchical Iterative Tile Refinement Network for Real-time Stereo MatchingabstractThis paper presents HITNet, a novel neural network architecture for real-time stereo matching. Contrary to many recent neural network approaches that operate on a full cost volume and rely on 3D convolutions, our approach does not explicitly build a volume and instead relies on a fast multi-resolution initialization step, differentiable 2D geometric propagation and warping mechanisms to infer disparity hypotheses. To achieve a high level of accuracy, our network not only geometrically reasons about disparities but also infers slanted plane hypotheses allowing to more accurately perform geometric warping and upsampling operations. Our architecture is inherently multi-resolution allowing the propagation of information across different levels. Multiple experiments prove the effectiveness of the proposed approach at a fraction of the computation required by state-of-the-art methods. At the time of writing, HITNet ranks 1st-3rdon all the metrics published on the ETH3D website for two view stereo, ranks 1ston most of the metrics amongst all the end-to-end learning approaches on Middlebury-v3, ranks 1ston the popular KITTI 2012 and 2015 benchmarks among the published methods faster than 100 ms. Vladimir Tankovich, Christian Häne, Yinda Zhang 0001, Adarsh Kowdle, Sean Ryan Fanello, Sofien Bouaziz |
CVPR | 6 |
| 2021 | Multiresolution Deep Implicit Functions for 3D Shape RepresentationabstractWe introduce Multiresolution Deep Implicit Functions (MDIF), a hierarchical representation that can recover fine geometry detail, while being able to perform global operations such as shape completion. Our model represents a complex 3D shape with a hierarchy of latent grids, which can be decoded into different levels of detail and also achieve better accuracy. For shape completion, we propose latent grid dropout to simulate partial data in the latent space and therefore defer the completing functionality to the decoder side. This along with our multires design significantly improves the shape completion quality under decoder-only latent optimization. To the best of our knowledge, MDIF is the first deep implicit function model that can at the same time (1) represent different levels of detail and allow progressive decoding; (2) support both encoder-decoder inference and decoder-only latent optimization, and fulfill multiple applications; (3) perform detailed decoder-only shape completion. Experiments demonstrate its superior performance against prior art in various 3D reconstruction tasks. Yinda Zhang 0001, Kyle Genova, Sean Ryan Fanello, Sofien Bouaziz, Christian Häne, Ruofei Du, Cem Keskin, Thomas A. Funkhouser, Danhang Tang |
ICCV | 5 |
| 2021 | Nerfies: Deformable Neural Radiance FieldsabstractWe present the first method capable of photorealistically reconstructing deformable scenes using photos/videos captured casually from mobile phones. Our approach augments neural radiance fields (NeRF) by optimizing an additional continuous volumetric deformation field that warps each observed point into a canonical 5D NeRF. We observe that these NeRF-like deformation fields are prone to local minima, and propose a coarse-to-fine optimization method for coordinate-based models that allows for more robust optimization. By adapting principles from geometry processing and physical simulation to NeRF-like models, we propose an elastic regularization of the deformation field that further improves robustness. We show that our method can turn casually captured selfie photos/videos into deformable NeRF models that allow for photorealistic renderings of the subject from arbitrary viewpoints, which we dub "nerfies." We evaluate our method by collecting time-synchronized data using a rig with two mobile phones, yielding train/validation images of the same pose at different viewpoints. We show that our method faithfully reconstructs non-rigidly deforming scenes and reproduces unseen views with high fidelity. Keunhong Park, Utkarsh Sinha, Jonathan T. Barron, Sofien Bouaziz, Dan B. Goldman, Steven M. Seitz, Ricardo Martin-Brualla |
ICCV | 4 |
| 2021 | Total relighting: learning to relight portraits for background replacementabstractWe propose a novel system for portrait relighting and background replacement, which maintains high-frequency boundary details and accurately synthesizes the subject's appearance as lit by novel illumination, thereby producing realistic composite images for any desired scene. Our technique includes foreground estimation via alpha matting, relighting, and compositing. We demonstrate that each of these stages can be tackled in a sequential pipeline without the use of priors (e.g. known background or known illumination) and with no specialized acquisition techniques, using only a single RGB portrait image and a novel, target HDR lighting environment as inputs. We train our model using relit portraits of subjects captured in a light stage computational illumination system, which records multiple lighting conditions, high quality geometry, and accurate alpha mattes. To perform realistic relighting for compositing, we introduce a novel per-pixel lighting representation in a deep learning framework, which explicitly models the diffuse and the specular components of appearance, producing relit portraits with convincingly rendered non-Lambertian effects like specular highlights. Multiple experiments and comparisons show the effectiveness of the proposed approach when applied to in-the-wild images. Rohit Pandey, Sergio Orts, Chloe LeGendre, Christian Häne, Sofien Bouaziz, Christoph Rhemann, Paul E. Debevec, Sean Ryan Fanello |
ACM Trans. Graph. | 5 |
| 2021 | HyperNeRF: a higher-dimensional representation for topologically varying neural radiance fieldsabstractNeural Radiance Fields (NeRF) are able to reconstruct scenes with unprecedented fidelity, and various recent works have extended NeRF to handle dynamic scenes. A common approach to reconstruct such non-rigid scenes is through the use of a learned deformation field mapping from coordinates in each input image into a canonical template coordinate space. However, these deformation-based approaches struggle to model changes in topology, as topological changes require a discontinuity in the deformation field, but these deformation fields are necessarily continuous. We address this limitation by lifting NeRFs into a higher dimensional space, and by representing the 5D radiance field corresponding to each individual input image as a slice through this "hyper-space". Our method is inspired by level set methods, which model the evolution of surfaces as slices through a higher dimensional surface. We evaluate our method on two tasks: (i) interpolating smoothly between "moments", i.e., configurations of the scene, seen in the input images while maintaining visual plausibility, and (ii) novel-view synthesis at fixed moments. We show that our method, which we dub HyperNeRF , outperforms existing methods on both tasks. Compared to Nerfies, HyperNeRF reduces average error rates by 4.1% for interpolation and 8.6% for novel-view synthesis, as measured by LPIPS. Additional videos, results, and visualizations are available at hypernerf.github.io. Keunhong Park, Utkarsh Sinha, Peter Hedman, Jonathan T. Barron, Sofien Bouaziz, Dan B. Goldman, Ricardo Martin-Brualla, Steven M. Seitz |
ACM Trans. Graph. | 5 |
| 2020 | CvxNet: Learnable Convex DecompositionabstractAny solid object can be decomposed into a collection of convex polytopes (in short, convexes). When a small number of convexes are used, such a decomposition can be thought of as a piece-wise approximation of the geometry. This decomposition is fundamental in computer graphics, where it provides one of the most common ways to approximate geometry, for example, in real-time physics simulation. A convex object also has the property of being simultaneously an explicit and implicit representation: one can interpret it explicitly as a mesh derived by computing the vertices of a convex hull, or implicitly as the collection of half-space constraints or support functions. Their implicit representation makes them particularly well suited for neural network training, as they abstract away from the topology of the geometry they need to represent. However, at testing time, convexes can also generate explicit representations - polygonal meshes - which can then be used in any downstream application. We introduce a network architecture to represent a low dimensional family of convexes. This family is automatically derived via an auto-encoding process. We investigate the applications of this architecture including automatic convex decomposition, image to 3D reconstruction, and part-based shape retrieval. Boyang Deng, Kyle Genova, Soroosh Yazdani, Sofien Bouaziz, Geoffrey E. Hinton, Andrea Tagliasacchi |
CVPR | 4 |
| 2020 | Deep Implicit Volume CompressionabstractWe describe a novel approach for compressing truncated signed distance fields (TSDF) stored in 3D voxel grids, and their corresponding textures. To compress the TSDF, our method relies on a block-based neural network architecture trained end-to-end, achieving state-of-the-art rate-distortion trade-off. To prevent topological errors, we losslessly com- press the signs of the TSDF, which also upper bounds the reconstruction error by the voxel size. To compress the corresponding texture, we designed a fast block-based UV parameterization, generating coherent texture maps that can be effectively compressed using existing video compression algorithms. We demonstrate the performance of our algo- rithms on two 4D performance capture datasets, reducing bitrate by 66% for the same distortion, or alternatively re- ducing the distortion by 50% for the same bitrate, compared to the state-of-the-art. Danhang Tang, Philip A. Chou, Christian Häne, Mingsong Dou, Sean Ryan Fanello, Jonathan Taylor 0001, Philip L. Davidson, Onur G. Guleryuz, Yinda Zhang 0001, Shahram Izadi, Andrea Tagliasacchi, Sofien Bouaziz, Cem Keskin |
CVPR | 13 |
| 2020 | GeLaTO: Generative Latent Textured Objects
Ricardo Martin-Brualla, Rohit Pandey, Sofien Bouaziz, Matthew Brown 0001, Dan B. Goldman |
ECCV (6) | 3 |
| 2020 | Deep relightable textures: volumetric performance capture with neural renderingabstractThe 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. | 10 |
| 2019 | Multiview Aggregation for Learning Category-Specific Shape ReconstructionabstractWe investigate the problem of learning category-specific 3D shape reconstruction from a variable number of RGB views of previously unobserved object instances. Most approaches for multiview shape reconstruction operate on sparse shape representations, or assume a fixed number of views. We present a method that can estimate dense 3D shape, and aggregate shape across multiple and varying number of input views. Given a single input view of an object instance, we propose a representation that encodes the dense shape of the visible object surface as well as the surface behind line of sight occluded by the visible surface. When multiple input views are available, the shape representation is designed to be aggregated into a single 3D shape using an inexpensive union operation. We train a 2D CNN to learn to predict this representation from a variable number of views (1 or more). We further aggregate multiview information by using permutation equivariant layers that promote order-agnostic view information exchange at the feature level. Experiments show that our approach is able to produce dense 3D reconstructions of objects that improve in quality as more views are added. Srinath Sridhar 0002, Davis Rempe, Julien Valentin, Sofien Bouaziz, Leonidas J. Guibas |
NeurIPS | 4 |
| 2019 | Deep reflectance fields: high-quality facial reflectance field inference from color gradient illuminationabstractWe 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. | 12 |
| 2018 | Real-time compression and streaming of 4D performancesabstractWe introduce a realtime compression architecture for 4D performance capture that is two orders of magnitude faster than current state-of-the-art techniques, yet achieves comparable visual quality and bitrate. We note how much of the algorithmic complexity in traditional 4D compression arises from the necessity to encode geometry using an explicit model (i.e. a triangle mesh). In contrast, we propose an encoder that leverages an implicit representation (namely a Signed Distance Function) to represent the observed geometry, as well as its changes through time. We demonstrate how SDFs, when defined over a small local region (i.e. a block), admit a low-dimensional embedding due to the innate geometric redundancies in their representation. We then propose an optimization that takes a Truncated SDF (i.e. a TSDF), such as those found in most rigid/non-rigid reconstruction pipelines, and efficiently projects each TSDF block onto the SDF latent space. This results in a collection of low entropy tuples that can be effectively quantized and symbolically encoded. On the decoder side, to avoid the typical artifacts of block-based coding, we also propose a variational optimization that compensates for quantization residuals in order to penalize unsightly discontinuities in the decompressed signal. This optimization is expressed in the SDF latent embedding, and hence can also be performed efficiently. We demonstrate our compression/decompression architecture by realizing, to the best of our knowledge, the first system for streaming a real-time captured 4D performance on consumer-level networks. Danhang Tang, Mingsong Dou, Peter Lincoln, Philip Davidson, Jonathan Taylor 0001, Sean Ryan Fanello, Cem Keskin, Adarsh Kowdle, Sofien Bouaziz, Shahram Izadi, Andrea Tagliasacchi |
ACM Trans. Graph. | 10 |
| 2017 | Quasi-Newton Methods for Real-Time Simulation of Hyperelastic MaterialsabstractWe present a new method for real-time physics-based simulation supporting many different types of hyperelastic materials. Previous methods such as Position-Based or Projective Dynamics are fast but support only a limited selection of materials; even classical materials such as the Neo-Hookean elasticity are not supported. Recently, Xu et al. [2015] introduced new “spline-based materials” that can be easily controlled by artists to achieve desired animation effects. Simulation of these types of materials currently relies on Newton’s method, which is slow, even with only one iteration per timestep. In this article, we show that Projective Dynamics can be interpreted as a quasi-Newton method. This insight enables very efficient simulation of a large class of hyperelastic materials, including the Neo-Hookean, spline-based materials, and others. The quasi-Newton interpretation also allows us to leverage ideas from numerical optimization. In particular, we show that our solver can be further accelerated using L-BFGS updates (Limited-memory Broyden-Fletcher-Goldfarb-Shanno algorithm). Our final method is typically more than 10 times faster than one iteration of Newton’s method without compromising quality. In fact, our result is often more accurate than the result obtained with one iteration of Newton’s method. Our method is also easier to implement, implying reduced software development costs. Tiantian Liu 0002, Sofien Bouaziz, Ladislav Kavan |
ACM Trans. Graph. | 2 |
| 2016 | Beyond developable: computational design and fabrication with auxetic materialsabstractWe present a computational method for interactive 3D design and rationalization of surfaces via auxetic materials, i.e., flat flexible material that can stretch uniformly up to a certain extent. A key motivation for studying such material is that one can approximate doubly-curved surfaces (such as the sphere) using only flat pieces, making it attractive for fabrication. We physically realize surfaces by introducing cuts into approximately inextensible material such as sheet metal, plastic, or leather. The cutting pattern is modeled as a regular triangular linkage that yields hexagonal openings of spatially-varying radius when stretched. In the same way that isometry is fundamental to modeling developable surfaces, we leverage conformal geometry to understand auxetic design. In particular, we compute a global conformal map with bounded scale factor to initialize an otherwise intractable non-linear optimization. We demonstrate that this global approach can handle non-trivial topology and non-local dependencies inherent in auxetic material. Design studies and physical prototypes are used to illustrate a wide range of possible applications. Mina Konakovic-Lukovic, Keenan Crane, Bailin Deng, Sofien Bouaziz, Daniel Piker, Mark Pauly |
ACM Trans. Graph. | 4 |
| 2015 | Interactive design exploration for constrained meshes
Bailin Deng, Sofien Bouaziz, Mario Deuss, Alexandre Kaspar, Yuliy Schwartzburg, Mark Pauly |
Comput. Aided Des. | 2 |
| 2015 | Robust Articulated-ICP for Real-Time Hand TrackingabstractAbstract We present a robust method for capturing articulated hand motions in realtime using a single depth camera. Our system is based on a realtime registration process that accurately reconstructs hand poses by fitting a 3D articulated hand model to depth images. We register the hand model using depth, silhouette, and temporal information. To effectively map low‐quality depth maps to realistic hand poses, we regularize the registration with kinematic and temporal priors, as well as a data‐driven prior built from a database of realistic hand poses. We present a principled way of integrating such priors into our registration optimization to enable robust tracking without severely restricting the freedom of motion. A core technical contribution is a new method for computing tracking correspondences that directly models occlusions typical of single‐camera setups. To ensure reproducibility of our results and facilitate future research, we fully disclose the source code of our implementation. Andrea Tagliasacchi, Matthias Schröder 0002, Anastasia Tkach, Sofien Bouaziz, Mario Botsch, Mark Pauly |
Comput. Graph. Forum | 4 |
| 2015 | Guided Mesh Normal FilteringabstractThe joint bilateral filter is a variant of the standard bilateral filter, where the range kernel is evaluated using a guidance signal instead of the original signal. It has been successfully applied to various image processing problems, where it provides more flexibility than the standard bilateral filter to achieve high quality results. On the other hand, its success is heavily dependent on the guidance signal, which should ideally provide a robust estimation about the features of the output signal. Such a guidance signal is not always easy to construct. In this paper, we propose a novel mesh normal filtering framework based on the joint bilateral filter, with applications in mesh denoising. Our framework is designed as a two-stage process: first, we apply joint bilateral filtering to the face normals, using a properly constructed normal field as the guidance; afterwards, the vertex positions are updated according to the filtered face normals. We compute the guidance normal on a face using a neighboring patch with the most consistent normal orientations, which provides a reliable estimation of the true normal even with a high-level of noise. The effectiveness of our approach is validated by extensive experimental results. Wangyu Zhang, Bailin Deng, Juyong Zhang, Sofien Bouaziz, Ligang Liu 0001 |
Comput. Graph. Forum | 4 |
| 2015 | Dynamic 3D avatar creation from hand-held video inputabstractWe present a complete pipeline for creating fully rigged, personalized 3D facial avatars from hand-held video. Our system faithfully recovers facial expression dynamics of the user by adapting a blendshape template to an image sequence of recorded expressions using an optimization that integrates feature tracking, optical flow, and shape from shading. Fine-scale details such as wrinkles are captured separately in normal maps and ambient occlusion maps. From this user- and expression-specific data, we learn a regressor for on-the-fly detail synthesis during animation to enhance the perceptual realism of the avatars. Our system demonstrates that the use of appropriate reconstruction priors yields compelling face rigs even with a minimalistic acquisition system and limited user assistance. This facilitates a range of new applications in computer animation and consumer-level online communication based on personalized avatars. We present realtime application demos to validate our method. Alexandru Eugen Ichim, Sofien Bouaziz, Mark Pauly |
ACM Trans. Graph. | 2 |
| 2014 | Projective dynamics: fusing constraint projections for fast simulationabstractWe present a new method for implicit time integration of physical systems. Our approach builds a bridge between nodal Finite Element methods and Position Based Dynamics, leading to a simple, efficient, robust, yet accurate solver that supports many different types of constraints. We propose specially designed energy potentials that can be solved efficiently using an alternating optimization approach. Inspired by continuum mechanics, we derive a set of continuum-based potentials that can be efficiently incorporated within our solver. We demonstrate the generality and robustness of our approach in many different applications ranging from the simulation of solids, cloths, and shells, to example-based simulation. Comparisons to Newton-based and Position Based Dynamics solvers highlight the benefits of our formulation. Sofien Bouaziz, Sebastian Martin, Tiantian Liu 0002, Ladislav Kavan, Mark Pauly |
ACM Trans. Graph. | 1 |
| 2014 | Local barycentric coordinatesabstractBarycentric coordinates yield a powerful and yet simple paradigm to interpolate data values on polyhedral domains. They represent interior points of the domain as an affine combination of a set of control points, defining an interpolation scheme for any function defined on a set of control points. Numerous barycentric coordinate schemes have been proposed satisfying a large variety of properties. However, they typically define interpolation as a combination ofallcontrol points. Thus alocalchange in the value at a single control point will create aglobalchange by propagation into the whole domain. In this context, we present a family oflocal barycentric coordinates(LBC), which select for each interior point a small set of control points and satisfy common requirements on barycentric coordinates, such as linearity, non-negativity, and smoothness. LBC are achieved through a convex optimization based on total variation, and provide a compact representation that reduces memory footprint and allows for fast deformations. Our experiments show that LBC provide more local and finer control on shape deformation than previous approaches, and lead to more intuitive deformation results. Juyong Zhang, Bailin Deng, Zishun Liu 0003, Giuseppe Patanè 0001, Sofien Bouaziz, Kai Hormann, Ligang Liu 0001 |
ACM Trans. Graph. | 5 |
| 2013 | Sparse Iterative Closest PointabstractAbstract Rigid registration of two geometric data sets is essential in many applications, including robot navigation, surface reconstruction, and shape matching. Most commonly, variants of the Iterative Closest Point (ICP) algorithm are employed for this task. These methods alternate between closest point computations to establish correspondences between two data sets, and solving for the optimal transformation that brings these correspondences into alignment. A major difficulty for this approach is the sensitivity to outliers and missing data often observed in 3D scans. Most practical implementations of the ICP algorithm address this issue with a number of heuristics to prune or reweight correspondences. However, these heuristics can be unreliable and difficult to tune, which often requires substantial manual assistance. We propose a new formulation of the ICP algorithm that avoids these difficulties by formulating the registration optimization using sparsity inducing norms. Our new algorithm retains the simple structure of the ICP algorithm, while achieving superior registration results when dealing with outliers and incomplete data. The complete source code of our implementation is provided at http://lgg.epfl.ch/sparseicp . Sofien Bouaziz, Andrea Tagliasacchi, Mark Pauly |
Comput. Graph. Forum | 1 |
| 2013 | Exploring Local Modifications for Constrained MeshesabstractAbstract Mesh editing under constraints is a challenging task with numerous applications in geometric modeling, industrial design, and architectural form finding. Recent methods support constraint‐based exploration of meshes with fixed connectivity, but commonly lack local control. Because constraints are often globally coupled, a local modification by the user can have global effects on the surface, making iterative design exploration and refinement difficult. Simply fixing a local region of interest a priori is problematic, as it is not clear in advance which parts of the mesh need to be modified to obtain an aesthetically pleasing solution that satisfies all constraints. We propose a novel framework for exploring local modifications of constrained meshes. Our solution consists of three steps. First, a user specifies target positions for one or more vertices. Our algorithm computes a sparse set of displacement vectors that satisfies the constraints and yields a smooth deformation. Then we build a linear subspace to allow realtime exploration of local variations that satisfy the constraints approximately. Finally, after interactive exploration, the result is optimized to fully satisfy the set of constraints. We evaluate our framework on meshes where each face is constrained to be planar. Bailin Deng, Sofien Bouaziz, Mario Deuss, Juyong Zhang, Yuliy Schwartzburg, Mark Pauly |
Comput. Graph. Forum | 2 |
| 2013 | Online modeling for realtime facial animationabstractWe present a new algorithm for realtime face tracking on commodity RGB-D sensing devices. Our method requires no user-specific training or calibration, or any other form of manual assistance, thus enabling a range of new applications in performance-based facial animation and virtual interaction at the consumer level. The key novelty of our approach is an optimization algorithm that jointly solves for a detailed 3D expression model of the user and the corresponding dynamic tracking parameters. Realtime performance and robust computations are facilitated by a novel subspace parameterization of the dynamic facial expression space. We provide a detailed evaluation that shows that our approach significantly simplifies the performance capture workflow, while achieving accurate facial tracking for realtime applications. Sofien Bouaziz, Mark Pauly |
ACM Trans. Graph. | 1 |
| 2012 | Shape-Up: Shaping Discrete Geometry with ProjectionsabstractAbstract We introduce a unified optimization framework for geometry processing based on shape constraints. These constraints preserve or prescribe the shape of subsets of the points of a geometric data set, such as polygons, one‐ring cells, volume elements, or feature curves. Our method is based on two key concepts: a shape proximity function and shape projection operators. The proximity function encodes the distance of a desired least‐squares fitted elementary target shape to the corresponding vertices of the 3D model. Projection operators are employed to minimize the proximity function by relocating vertices in a minimal way to match the imposed shape constraints. We demonstrate that this approach leads to a simple, robust, and efficient algorithm that allows implementing a variety of geometry processing applications, simply by combining suitable projection operators. We show examples for computing planar and circular meshes, shape space exploration, mesh quality improvement, shape‐preserving deformation, and conformal parametrization. Our optimization framework provides a systematic way of building new solvers for geometry processing and produces similar or better results than state‐of‐the‐art methods. Sofien Bouaziz, Mario Deuss, Yuliy Schwartzburg, Thibaut Weise, Mark Pauly |
Comput. Graph. Forum | 1 |
| 2012 | Semi-supervised dimensionality reduction for analyzing high-dimensional data with constraints
Su Yan 0001, Sofien Bouaziz, Dongwon Lee 0001, Jesse L. Barlow |
Neurocomputing | 2 |
| 2011 | The light-path less traveledabstractThis paper extends classical object pose and relative camera motion estimation algorithms for imaging sensors sampling the scene through light-paths. Many algorithms in multi-view geometry assume that every pixel observes light traveling in a single line in space. We wish to relax this assumption and address various theoretical and practical issues in modeling camera rays as piece-wise linear-paths. Such paths consisting of finitely many linear segments are typical of any simple camera configuration with reflective and refractive elements. Our main contribution is to propose efficient algorithms that can work with the complete light-path without knowing the correspondence between their individual segments and the scene points. Second, we investigate light-paths containing infinitely many and small piece-wise linear segments that can be modeled using simple parametric curves such as conics. We show compelling simulations and real experiments, involving catadioptric configurations and mirages, to validate our study. Srikumar Ramalingam, Sofien Bouaziz, Peter F. Sturm, Philip Torr 0001 |
CVPR | 2 |
| 2011 | Pose estimation using both points and lines for geo-localizationabstractThis paper identifies and fills the probably last two missing items in minimal pose estimation algorithms using points and lines. Pose estimation refers to the problem of recovering the pose of a calibrated camera given known features (points or lines) in the world and their projections on the image. There are four minimal configurations using point and line features: 3 points, 2 points and 1 line, 1 point and 2 lines, 3 lines. The first and the last scenarios that depend solely on either points or lines have been studied a few decades earlier. However the mixed scenarios, which are more common in practice, have not been solved yet. In this paper we show that it is indeed possible to develop a general technique that can solve all four scenarios using the same approach and that the solutions involve computing the roots of either a 4th degree or an 8th degree equation. The centerpiece of our method is a simple and generic method that uses collinearity and coplanarity constraints for solving the pose. In addition to validating the performance of these algorithms in simulations, we also show a compelling application for geo-localization using image sequences and coarse (plane-based) 3D models of GPS challenged urban canyons. Srikumar Ramalingam, Sofien Bouaziz, Peter F. Sturm |
ICRA | 2 |
| 2011 | Realtime performance-based facial animationabstractThis paper presents a system for performance-based character animation that enables any user to control the facial expressions of a digital avatar in realtime. The user is recorded in a natural environment using a non-intrusive, commercially available 3D sensor. The simplicity of this acquisition device comes at the cost of high noise levels in the acquired data. To effectively map low-quality 2D images and 3D depth maps to realistic facial expressions, we introduce a novel face tracking algorithm that combines geometry and texture registration with pre-recorded animation priors in a single optimization. Formulated as a maximum a posteriori estimation in a reduced parameter space, our method implicitly exploits temporal coherence to stabilize the tracking. We demonstrate that compelling 3D facial dynamics can be reconstructed in realtime without the use of face markers, intrusive lighting, or complex scanning hardware. This makes our system easy to deploy and facilitates a range of new applications, e.g. in digital gameplay or social interactions. Thibaut Weise, Sofien Bouaziz, Hao Li 0015, Mark Pauly |
ACM Trans. Graph. | 2 |
| 2010 | SKYLINE2GPS: Localization in urban canyons using omni-skylinesabstractThis paper investigates the problem of geo-localization in GPS challenged urban canyons using only skylines. Our proposed solution takes a sequence of upward facing omnidirectional images and coarse 3D models of cities to compute the geo-trajectory. The camera is oriented upwards to capture images of the immediate skyline, which is generally unique and serves as a fingerprint for a specific location in a city. Our goal is to estimate global position by matching skylines extracted from omni-directional images to skyline segments from coarse 3D city models. Under day-time and clear sky conditions, we propose a sky-segmentation algorithm using graph cuts for estimating the geo-location. In cases where the skyline gets affected by partial fog, night-time and occlusions from trees, we propose a shortest path algorithm that computes the location without prior sky detection. We show compelling experimental results for hundreds of images taken in New York, Boston and Tokyo under various weather and lighting conditions (daytime, foggy dawn and night-time). Srikumar Ramalingam, Sofien Bouaziz, Peter F. Sturm, Matthew Brand |
IROS | 2 |
| 2010 | DSP: Robust Semi-supervised Dimensionality Reduction Using Dual Subspace ProjectionsabstractHigh-dimensional data usually incur learning deficiencies and computational difficulties. We present a novel semi-supervised dimensionality reduction technique that embeds high-dimensional data in an optimal low-dimensional subspace, which is learned with a few user supplied constraints as well as the structure of input data. We study two types of constraints that indicate whether or not pairs of data points originate from the same class. Data partitions that satisfy both types of constraints may be conflicting. To solve this problem, our method projects data into two different subspaces, one in the kernel space and one in the original input space, each is designed for enforcing one type of constraints. Projections in the two spaces interact and data are embedded in an optimal low-dimensional subspace where constraints are maximally satisfied. Besides constraints, our method also preserves the intrinsic data structure, such that nearby/far away data points in the original space are still near to/far from each other in the embedded space. Compared to existing techniques, our method has the following advantages: 1) It can benefit from constraints even when only a few are available. 2) It is robust and does not suffer from over fitting. 3) It handles nonlinearly separable data, but learns a linear data transformation. Thus the method can be easily generalized to new data points and is efficient in dealing with large data sets. Experiments on real data from multiple domains clearly demonstrate that significant improvements in learning accuracy can be achieved after dimensionality reduction by employing only a few constraints. Su Yan 0001, Sofien Bouaziz, Dongwon Lee 0001 |
Web Intelligence | 2 |