Demo Data from EDBT 2026 / reviewers in the wild / expert
Louis Florentin
dblp:337/2179
· DBLP profile ↗
1ranked-venue papers
0as first author
1since 2021 · last 2024
0009-0000-1825-1180ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 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
1 paper |
Computer animation and physical simulation · 100% | |
| Artificial intelligence
1 paper |
3D vision · 100% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer vision › 3D vision
3d human reconstruction |
0.8 | 1 | 2024 | Look Ma, no markers: holistic performance capture without the hassle · ACM Trans. Graph. 2024 |
Computer animation and physical simulation
performance capture |
0.8 | 1 | 2024 | Look Ma, no markers: holistic performance capture without the hassle · ACM Trans. Graph. 2024 |
Computer animation and physical simulation
motion capture |
0.2 | 1 | 2024 | Look Ma, no markers: holistic performance capture without the hassle · ACM Trans. Graph. 2024 |
Methods — techniques the papers use, named apart from their topics
synthetic data training · 1.5parametric human models · 0.8parametric human model · 0.8
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Look Ma, no markers: holistic performance capture without the hassleabstractWe tackle the problem of highly-accurate, holistic performance capture for the face, body and hands simultaneously. Motion-capture technologies used in film and game production typically focus only on face, body or hand capture independently, involve complex and expensive hardware and a high degree of manual intervention from skilled operators. While machine-learning-based approaches exist to overcome these problems, they usually only support a single camera, often operate on a single part of the body, do not produce precise world-space results, and rarely generalize outside specific contexts. In this work, we introduce the first technique for markerfree, high-quality reconstruction of the complete human body, including eyes and tongue, without requiring any calibration, manual intervention or custom hardware. Our approach produces stable world-space results from arbitrary camera rigs as well as supporting varied capture environments and clothing. We achieve this through a hybrid approach that leverages machine learning models trained exclusively on synthetic data and powerful parametric models of human shape and motion. We evaluate our method on a number of body, face and hand reconstruction benchmarks and demonstrate state-of-the-art results that generalize on diverse datasets. Charlie Hewitt, Fatemehsadat Saleh, Mohammad Sadegh Ali Akbarian, Lohit Petikam, Shideh Rezaeifar, Louis Florentin, Zafiirah Hosenie, Thomas J. Cashman 0001, Julien Valentin, Darren Cosker, Tadas Baltrusaitis |
ACM Trans. Graph. | 6 |