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Wan-Chun Ma

dblp:40/2853 · also Wan-Chun Alex Ma · DBLP profile ↗
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19ranked-venue papers
7as first author
2since 2021 · last 2023
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 19 · 7 first-author · 2 since 2021Artificial intelligence and machine learning · 2 · 1 since 2021Human-computer interaction and ubiquitous computing · 2 · 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.

Artificial intelligence
2 papers
Generative modeling · 61% 3D vision · 24% Transfer learning and domain adaptation · 14%
Computer graphics and multimedia
4 papers
Computational photography and imaging · 38% Virtual and augmented reality · 23% Rendering · 20%
Human-computer interaction and pervasive computing
1 paper
Personal fabrication and tangible interfaces · 100%

Topics — the 16 heaviest of 17, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Generative modeling › generative adversarial network
3d-aware image synthesis
0.712023
OmniAvatar: Geometry-Guided Controllable 3D Head Synthesis · CVPR 2023
Computer vision › 3D vision › 3d generation
3d head synthesis
0.712023
OmniAvatar: Geometry-Guided Controllable 3D Head Synthesis · CVPR 2023
Machine learning › Generative modeling
generative adversarial network
0.512021
AgileGAN: stylizing portraits by inversion-consistent transfer learning · ACM Trans. Graph. 2021
Machine learning › Generative modeling › variational autoencoder
hierarchical VAE
0.512021
AgileGAN: stylizing portraits by inversion-consistent transfer learning · ACM Trans. Graph. 2021
Machine learning › Generative modeling › generative adversarial network
StyleGAN
0.512021
AgileGAN: stylizing portraits by inversion-consistent transfer learning · ACM Trans. Graph. 2021
Rendering
neural rendering
0.412020
Deep relightable textures: volumetric performance capture with neural rendering · ACM Trans. Graph. 2020
Computational photography and imaging › illumination estimation
HDR lighting estimation
0.412019
DeepLight: Learning Illumination for Unconstrained Mobile Mixed Reality · CVPR 2019
Computational photography and imaging
illumination estimation
0.412019
DeepLight: Learning Illumination for Unconstrained Mobile Mixed Reality · CVPR 2019
Virtual and augmented reality › mixed reality
mixed reality rendering
0.412019
DeepLight: Learning Illumination for Unconstrained Mobile Mixed Reality · CVPR 2019
Computer animation and physical simulation
character animation
0.212016
Rig animation with a tangible and modular input device · ACM Trans. Graph. 2016
Personal fabrication and tangible interfaces › tangible interaction
tangible input device
0.212016
Rig animation with a tangible and modular input device · ACM Trans. Graph. 2016
Computer vision › 3D vision › 3d shape representation › implicit surface representation
signed distance function
0.212023
OmniAvatar: Geometry-Guided Controllable 3D Head Synthesis · CVPR 2023
Virtual and augmented reality › immersive video
free-viewpoint video
0.112020
Deep relightable textures: volumetric performance capture with neural rendering · ACM Trans. Graph. 2020
Computational photography and imaging
3d scanning
0.112008
Facial performance synthesis using deformation-driven polynomial displacement maps · ACM Trans. Graph. 2008
Computer animation and physical simulation
facial animation
0.112008
Facial performance synthesis using deformation-driven polynomial displacement maps · ACM Trans. Graph. 2008
Computer animation and physical simulation › performance capture
facial performance capture
0.112008
Facial performance synthesis using deformation-driven polynomial displacement maps · ACM Trans. Graph. 2008

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

deep neural network · 0.8volume rendering · 0.7signed distance function · 0.7geometry prior loss · 0.73D-aware GAN · 0.7variational autoencoder · 0.5transfer learning · 0.5pose interpolation · 0.5inverse kinematics · 0.5early stopping · 0.5attribute-aware generator · 0.5geometric reconstruction pipeline · 0.4image-based relighting · 0.4structured light scanning · 0.1polynomial displacement map · 0.1photometric stereo · 0.1
YearPublicationVenuePosition
2023 OmniAvatar: Geometry-Guided Controllable 3D Head Synthesis
abstract
We present OmniAvatar, a novel geometry-guided 3D head synthesis model trained from in-the-wild unstructured images that is capable of synthesizing diverse identity-preserved 3D heads with compelling dynamic details under full disentangled control over camera poses, facial expressions, head shapes, articulated neck and jaw poses. To achieve such high level of disentangled control, we first explicitly define a novel semantic signed distance function (SDF) around a head geometry (FLAME) conditioned on the control parameters. This semantic SDF allows us to build a differentiable volumetric correspondence map from the observation space to a disentangled canonical space from all the control parameters. We then leverage the 3D-aware GAN framework (EG3D) to synthesize detailed shape and appearance of 3D full heads in the canonical space, followed by a volume rendering step guided by the volumetric correspondence map to output into the observation space. To ensure the control accuracy on the synthesized head shapes and expressions, we introduce a geometry prior loss to conform to head SDF and a control loss to conform to the expression code. Further, we enhance the temporal realism with dynamic details conditioned upon varying expressions and joint poses. Our model can synthesize more preferable identity-preserved 3D heads with compelling dynamic details compared to the state-of-the-art methods both qualitatively and quantitatively. We also provide an ablation study to justify many of our system design choices.
Guoxian Song, Zihang Jiang, Yichun Shi, Jing Liu 0001, Wan-Chun Ma, Jiashi Feng, Linjie Luo
CVPR7
2021 AgileGAN: stylizing portraits by inversion-consistent transfer learning
abstract
Portraiture as an art form has evolved from realistic depiction into a plethora of creative styles. While substantial progress has been made in automated stylization, generating high quality stylistic portraits is still a challenge, and even the recent popular Toonify suffers from several artifacts when used on real input images. Such StyleGAN-based methods have focused on finding the best latent inversion mapping for reconstructing input images; however, our key insight is that this does not lead to good generalization to different portrait styles. Hence we propose AgileGAN, a framework that can generate high quality stylistic portraits via inversion-consistent transfer learning. We introduce a novel hierarchical variational autoencoder to ensure the inverse mapped distribution conforms to the original latent Gaussian distribution, while augmenting the original space to a multi-resolution latent space so as to better encode different levels of detail. To better capture attribute-dependent stylization of facial features, we also present an attribute-aware generator and adopt an early stopping strategy to avoid overfitting small training datasets. Our approach provides greater agility in creating high quality and high resolution (1024×1024) portrait stylization models, requiring only a limited number of style exemplars (~100) and short training time (~1 hour). We collected several style datasets for evaluation including 3D cartoons, comics, oil paintings and celebrities. We show that we can achieve superior portrait stylization quality to previous state-of-the-art methods, with comparisons done qualitatively, quantitatively and through a perceptual user study. We also demonstrate two applications of our method, image editing and motion retargeting.
Guoxian Song, Linjie Luo, Wan-Chun Ma, Chun-Pong Lai, Chuanxia Zheng, Tat-Jen Cham
ACM Trans. Graph.4
2020 Deep relightable textures: volumetric performance capture with neural rendering
abstract
The 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.12
2019 DeepLight: Learning Illumination for Unconstrained Mobile Mixed Reality
abstract
We present a learning-based method to infer plausible high dynamic range (HDR), omnidirectional illumination given an unconstrained, low dynamic range (LDR) image from a mobile phone camera with a limited field of view (FOV). For training data, we collect videos of various reflective spheres placed within the camera's FOV, leaving most of the background unoccluded, leveraging that materials with diverse reflectance functions reveal different lighting cues in a single exposure. We train a deep neural network to regress from the LDR background image to HDR lighting by matching the LDR ground truth sphere images to those rendered with the predicted illumination using image-based relighting, which is differentiable. Our inference runs at interactive frame rates on a mobile device, enabling realistic rendering of virtual objects into real scenes for mobile mixed reality. Training on automatically exposed and white-balanced videos, we improve the realism of rendered objects compared to the state-of-the art methods for both indoor and outdoor scenes.
Chloe LeGendre, Wan-Chun Ma, Graham Fyffe, John Flynn, Laurent Charbonnel, Jay Busch, Paul E. Debevec
CVPR2
2016 Rig animation with a tangible and modular input device
abstract
We propose a novel approach to digital character animation, combining the benefits of tangible input devices and sophisticated rig animation algorithms. A symbiotic software and hardware approach facilitates the animation process for novice and expert users alike. We overcome limitations inherent to all previous tangible devices by allowing users to directly control complex rigs using only a small set (5-10) of physical controls. This avoids oversimplification of the pose space and excessively bulky device configurations. Our algorithm derives a small device configuration from complex character rigs, often containing hundreds of degrees of freedom, and a set of sparse sample poses. Importantly, only the most influential degrees of freedom are controlled directly, yet detailed motion is preserved based on a pose interpolation technique. We designed a modular collection of joints and splitters, which can be assembled to represent a wide variety of skeletons. Each joint piece combines a universal joint and two twisting elements, allowing to accurately sense its configuration. The mechanical design provides a smooth inverse kinematics-like user experience and is not prone to gimbal locking. We integrate our method with the professional 3D software Autodesk Maya ® and discuss a variety of results created with characters available online. Comparative user experiments show significant improvements over the closest state-of-the-art in terms of accuracy and time in a keyframe posing task.
Oliver Glauser, Wan-Chun Ma, Alec Jacobson, Daniele Panozzo, Otmar Hilliges, Olga Sorkine-Hornung
ACM Trans. Graph.2
2014 As-Conformal-As-Possible Surface Registration
abstract
Abstract We present a non‐rigid surface registration technique that can align surfaces with sizes and shapes that are different from each other, while avoiding mesh distortions during deformation. The registration is constrained locally as conformal as possible such that the angles of triangle meshes are preserved, yet local scales are allowed to change. Based on our conformal registration technique, we devise an automatic registration and interactive registration technique, which can reduce user interventions during template fitting. We demonstrate the versatility of our technique on a wide range of surfaces.
Yusuke Yoshiyasu, Wan-Chun Ma, Eiichi Yoshida, Fumio Kanehiro
Comput. Graph. Forum2
2012 A blendshape model that incorporates physical interaction
abstract
ABSTRACT The linear blendshape technique has been intensively used for computer animation and games because of its simplicity and effectiveness. However, it cannot describe rotational deformations and deformations because of self collision or scene interaction. In this paper, we present a new technique to address these two major limitations by introducing physical‐based simulation to blendshapes. The proposed technique begins by constructing a mass–spring system for each blendshape target. Each system is initialized in its steady state by setting the rest length of each spring as the edge length of the corresponding target. To begin shape interpolation, we linearly interpolate the rest lengths of the springs according to a given interpolation factorα ∈ [0,1]. The interpolated shape is then generated by computing the equilibrium of the mass–spring system with the interpolated rest lengths. Results from our technique show physically plausible deformations even in the case of large rotations between blendshape targets. In addition, the new blendshape model is able to interact with other scene elements by introducing collision detection and handling to the mass–spring system. Copyright © 2012 John Wiley & Sons, Ltd.
Wan-Chun Ma, Yi-Hua Tina Wang, Graham Fyffe, Bing-Yu Chen 0004, Paul E. Debevec
Comput. Animat. Virtual Worlds1
2011 Comprehensive Facial Performance Capture
abstract
Abstract We present a system for recording a live dynamic facial performance, capturing highly detailed geometry and spatially varying diffuse and specular reflectance information for each frame of the performance. The result is a reproduction of the performance that can be rendered from novel viewpoints and novel lighting conditions, achieving photorealistic integration into any virtual environment. Dynamic performances are captured directly, without the need for any template geometry or static geometry scans, and processing is completely automatic, requiring no human input or guidance. Our key contributions are a heuristic for estimating facial reflectance information from gradient illumination photographs, and a geometry optimization framework that maximizes a principled likelihood function combining multi‐view stereo correspondence and photometric stereo, using multi‐resolution belief propagation. The output of our system is a sequence of geometries and reflectance maps, suitable for rendering in off‐the‐shelf software. We show results from our system rendered under novel viewpoints and lighting conditions, and validate our results by demonstrating a close match to ground truth photographs.
Graham Fyffe, Tim Hawkins, Chris Watts, Wan-Chun Ma, Paul E. Debevec
Comput. Graph. Forum4
2011 A framework for locally retargeting and rendering facial performance
abstract
Abstract We present a facial motion retargeting method that enables the control of a blendshape rig according to marker‐based motion capture data. The main purpose of the proposed technique is to allow a blendshape rig to create facial expressions, which conforms best to the current motion capture input, regardless the underlying blendshape poses. In other words, even though all of the blendshape poses may comprise symmetrical facial expressions only, our method is still able to create asymmetrical expressions without physically splitting any of them into more local blendshape poses. An automatic segmentation technique based on the analysis of facial motion is introduced to create facial regions for local retargeting. We also show that it is possible to blend normal maps for rendering in the same framework. Rendering with the blended normal map significantly improves surface appearance and details. Copyright © 2011 John Wiley & Sons, Ltd.
Ko-Yun Liu, Wan-Chun Ma, Chun-Fa Chang, Chuan-Chang Wang, Paul E. Debevec
Comput. Animat. Virtual Worlds2
2010 Asynchronous rendering
abstract
No abstract available.
Ying-Chieh Chen, Chun-Fa Chang, Wan-Chun Ma
SI3D3
2008 Facial performance synthesis using deformation-driven polynomial displacement maps
abstract
We present a novel method for acquisition, modeling, compression, and synthesis of realistic facial deformations using polynomial displacement maps. Our method consists of an analysis phase where the relationship between motion capture markers and detailed facial geometry is inferred, and a synthesis phase where novel detailed animated facial geometry is driven solely by a sparse set of motion capture markers. For analysis, we record the actor wearing facial markers while performing a set of training expression clips. We capture real-time high-resolution facial deformations, including dynamic wrinkle and pore detail, using interleaved structured light 3D scanning and photometric stereo. Next, we compute displacements between a neutral mesh driven by the motion capture markers and the high-resolution captured expressions. These geometric displacements are stored in a polynomial displacement map which is parameterized according to the local deformations of the motion capture dots. For synthesis, we drive the polynomial displacement map with new motion capture data. This allows the recreation of large-scale muscle deformation, medium and fine wrinkles, and dynamic skin pore detail. Applications include the compression of existing performance data and the synthesis of new performances. Our technique is independent of the underlying geometry capture system and can be used to automatically generate high-frequency wrinkle and pore details on top of many existing facial animation systems.
Wan-Chun Ma, Val Jones 0002, Jen-Yuan Chiang, Tim Hawkins, Sune Frederiksen, Pieter Peers, Marko Vukovic, Ouhyoung Ming, Paul E. Debevec
ACM Trans. Graph.1
2007 Rapid Acquisition of Specular and Diffuse Normal Maps from Polarized Spherical Gradient Illumination
Wan-Chun Ma, Tim Hawkins, Pieter Peers, Charles-Félix Chabert, Malte Weiss, Paul E. Debevec
Rendering Techniques1
2006 Relighting Human Locomotion with Flowed Reflectance Fields
Per Einarsson, Charles-Félix Chabert, Val Jones 0002, Wan-Chun Ma, Bruce Lamond, Tim Hawkins, Mark T. Bolas, Sebastian Sylwan, Paul E. Debevec
Rendering Techniques4
2006 Real-time triple product relighting using spherical local-frame parameterization
Wan-Chun Ma, Chun-Tse Hsiao, Ken-Yi Lee, Yung-Yu Chuang, Bing-Yu Chen 0004
Vis. Comput.1
2006 Domain connected graph: the skeleton of a closed 3D shape for animation
Fu-Che Wu, Wan-Chun Ma, Rung-Huei Liang, Bing-Yu Chen 0004, Ouhyoung Ming
Vis. Comput.2
2005 Level-of-detail representation of bidirectional texture functions for real-time rendering
abstract
This paper presents a new technique for rendering bidirectional texture functions (BTFs) at different levels of detail (LODs). Our method first decomposes each BTF image into multiple subbands with a Laplacian pyramid. Each vector of Laplacian coefficients of a texel at the same level is regarded as a Laplacian bidirectional reflectance distribution function (BRDF). These vectors are then further compressed by applying principal components analysis (PCA). At the rendering stage, the LOD parameter for each pixel is calculated according to the distance from the viewpoint to the surface. Our rendering algorithm uses this parameter to determine how many levels of BTF Laplacian pyramid are required for rendering. Under the same sampling resolution, a BTF gradually transits to a BRDF as the camera moves away from the surface. Our method precomputes this transition and uses it for multiresolution BTF rendering. Our Laplacian pyramid representation allows real-time anti-aliased rendering of BTFs using graphics hardware. In addition to provide visually satisfactory multiresolution rendering for BTFs, our method has a comparable compression rate to the available single-resolution BTF compression techniques.
Wan-Chun Ma, Sung-Hsiang Chao, Yu-Ting Tseng, Yung-Yu Chuang, Chun-Fa Chang, Bing-Yu Chen 0004, Ouhyoung Ming
SI3D1
2004 An efficient representation of complex materials for real-time rendering
abstract
In this paper, we propose an appearance representation for general complex materials which can be applied in real-time rendering framework. By combining a single parametric shading function (such as the Phong model) and the proposed spatial-varying residual function (SRF), this representation can recover the appearance of complex materials with little loss of visual fidelity. The difference between the real data and the parametric shading is directly fitted by a specific function for easy reconstruction. It is simple, flexible and easy to be implemented on programmable graphics hardware. Experiments show that the mean square error (MSE) between the reconstructed appearance and real photographs is less than 5%.
Wan-Chun Ma, Sung-Hsiang Chao, Bing-Yu Chen 0004, Chun-Fa Chang, Ouhyoung Ming, Tomoyuki Nishita
VRST1
2003 Automatic Animation Skeleton Construction Using Repulsive Force Field
abstract
A method is proposed in this paper to automatically generate the animation skeleton of a model such that the model can be manipulated according to the skeleton. With our method, users can construct the skeleton in a short time, and bring a static model both dynamic and alive. The primary steps of our method are finding skeleton joints, connecting the joints to form an animation skeleton, and binding skin vertices to the skeleton. Initially, a repulsive force field is constructed inside a given model, and a set of points with local minimal force magnitude are found based on the force field. Then, a modified thinning algorithm is applied to generate an initial skeleton, which is further refined to become the final result. When the skeleton construction completes, skin vertices are anchored to the skeleton joints according to the distances between the vertices and joints. In order to build the repulsive force field, hundreds of rays are shot radially from positions inside the model, and it leads to that the force field computation takes most of the execution time. Therefore, an octree structure is used to accelerate this process. Currently, the skeleton generated from a typical 3D model with 1000 to 10000 polygons takes less than 2 minutes on a Intel Pentium 4 2.4 GHz PC.
Pin-Chou Liu, Fu-Che Wu, Wan-Chun Ma, Rung-Huei Liang, Ouhyoung Ming
PG3
2003 Skeleton Extraction of 3D Objects with Radial Basis Functions
abstract
A skeleton is a lower dimensional shape description of an object. The requirements of a skeleton differ with applications. For example, object recognition requires skeletons with primitive shape features to make similarity comparison. On the other hand, surface reconstruction needs skeletons, which contain detailed geometry information to reduce the approximation error in the reconstruction process. Whereas many previous works are concerned about skeleton extraction, most of these methods are sensitive to noise, time consuming, or restricted to specific 3D models. A practical approach for extracting skeletons from general 3D models using radial basis functions (RBFs) is proposed. A skeleton generated with this approach conforms more to the human perception. Given a 3D polygonal model, the vertices are regarded as centers for RBF level set construction. Next, a gradient descent algorithm is applied to each vertex to locate the local maxima in the RBF; the gradient is calculated directly from the partial derivatives of the RBF. Finally, with the inherited connectivity from the original model, local maximum pairs are connected with links driven by the active contour model. The skeletonization process is completed when the potential energy of these links is minimized.
Wan-Chun Ma, Fu-Che Wu, Ouhyoung Ming
Shape Modeling International1