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Danielle Belko

dblp:290/1354 · DBLP profile ↗
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2ranked-venue papers
0as first author
2since 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 · 2 · 2 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021

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
2 papers
Computer animation and physical simulation · 46% Virtual and augmented reality · 23% Visual content generation and editing · 23%
Artificial intelligence
1 paper
Face, body and person analysis · 100%

Topics — the 6 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Visual content generation and editing › avatar generation
3d avatar creation
0.612022
Authentic volumetric avatars from a phone scan · ACM Trans. Graph. 2022
Virtual and augmented reality
avatar
0.612022
Robust Egocentric Photo-realistic Facial Expression Transfer for Virtual Reality · CVPR 2022
Computer animation and physical simulation
facial animation
0.612022
Authentic volumetric avatars from a phone scan · ACM Trans. Graph. 2022
Computer animation and physical simulation › facial animation
facial expression transfer
0.612022
Robust Egocentric Photo-realistic Facial Expression Transfer for Virtual Reality · CVPR 2022
Computer vision › Face, body and person analysis
facial expression analysis
0.212022
Robust Egocentric Photo-realistic Facial Expression Transfer for Virtual Reality · CVPR 2022
Rendering
inverse rendering
0.212022
Authentic volumetric avatars from a phone scan · ACM Trans. Graph. 2022

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

unsupervised disentanglement · 1.1multi-identity architecture · 1.1data augmentation · 1.1universal avatar prior · 0.6inverse rendering · 0.6conditional representation · 0.6
YearPublicationVenuePosition
2022 Robust Egocentric Photo-realistic Facial Expression Transfer for Virtual Reality
abstract
Social presence, the feeling of being there with a “real” person, will fuel the next generation of communication systems driven by digital humans in virtual reality (VR). The best 3D video-realistic VR avatars that minimize the uncanny effect rely on person-specific (PS) models. However, these PS models are time-consuming to build and are typically trained with limited data variability, which results in poor generalization and robustness. Major sources of variability that affects the accuracy of facial expression transfer algorithms include using different VR headsets (e.g., camera configuration, slop of the headset), facial appearance changes over time (e.g., beard, make-up), and environmental factors (e.g., lighting, backgrounds). This is a major drawback for the scalability of these models in VR. This paper makes progress in overcoming these limitations by proposing an end-to-end multi-identity architecture (MIA) trained with specialized augmentation strategies. MIA drives the shape component of the avatar from three cameras in the VR headset (two eyes, one mouth), in untrained subjects, using minimal personalized information (i.e., neutral 3D mesh shape). Similarly, if the PS texture decoder is available, MIA is able to drive the full avatar (shape + texture) robustly outperforming PS models in challenging scenarios. Our key contribution to improve robustness and generalization, is that our method implicitly decouples, in an unsupervised manner, the facial expression from nuisance factors (e.g., headset, environment, facial appearance). We demonstrate the superior performance and robustness of the proposed method versus state-of-the-art PS approaches in a variety of experiments.
Amin Jourabloo, Fernando De la Torre, Jason M. Saragih, Shih-En Wei, Stephen Lombardi, Te-Li Wang, Danielle Belko, Autumn Trimble, Hernán Badino
CVPR7
2022 Authentic volumetric avatars from a phone scan
abstract
Creating photorealistic avatars of existing people currently requires extensive person-specific data capture, which is usually only accessible to the VFX industry and not the general public. Our work aims to address this drawback by relying only on a short mobile phone capture to obtain a drivable 3D head avatar that matches a person's likeness faithfully. In contrast to existing approaches, our architecture avoids the complex task of directly modeling the entire manifold of human appearance, aiming instead to generate an avatar model that can be specialized to novel identities using only small amounts of data. The model dispenses with low-dimensional latent spaces that are commonly employed for hallucinating novel identities, and instead, uses a conditional representation that can extract person-specific information at multiple scales from a high resolution registered neutral phone scan. We achieve high quality results through the use of a novel universal avatar prior that has been trained on high resolution multi-view video captures of facial performances of hundreds of human subjects. By fine-tuning the model using inverse rendering we achieve increased realism and personalize its range of motion. The output of our approach is not only a high-fidelity 3D head avatar that matches the person's facial shape and appearance, but one that can also be driven using a jointly discovered shared global expression space with disentangled controls for gaze direction. Via a series of experiments we demonstrate that our avatars are faithful representations of the subject's likeness. Compared to other state-of-the-art methods for lightweight avatar creation, our approach exhibits superior visual quality and animateability.
Chen Cao 0001, Tomas Simon, Jin Kyu Kim, Gabe Schwartz, Michael Zollhöfer, Shunsuke Saito, Stephen Lombardi, Shih-En Wei, Danielle Belko, Shoou-I Yu, Yaser Sheikh, Jason M. Saragih
ACM Trans. Graph.9