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Thibaut Weise

dblp:41/4566 · DBLP profile ↗
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12ranked-venue papers
4as first author
0since 2021 · last 2019
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 10 · 3 first-authorArtificial intelligence and machine learning · 6 · 3 first-authorHuman-computer interaction and ubiquitous computing · 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.

Artificial intelligence
6 papers
3D vision · 52% Face, body and person analysis · 40% Speech recognition and synthesis · 8%
Computer graphics and multimedia
6 papers
Computer animation and physical simulation · 54% Geometric modeling and processing · 28% Audio and music processing · 15%

Topics — the 21 heaviest of 22, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
facial animation
0.222011
Realtime performance-based facial animation · ACM Trans. Graph. 2011
Example-based facial rigging · ACM Trans. Graph. 2010
Computer vision › 3D vision
3d reconstruction
0.112012
Multi-view hair capture using orientation fields · CVPR 2012
Computer vision › 3D vision › 3d reconstruction
multi-view stereo
0.112012
Multi-view hair capture using orientation fields · CVPR 2012
Computer vision › Face, body and person analysis
face tracking
0.112011
Realtime performance-based facial animation · ACM Trans. Graph. 2011
Computer vision › Face, body and person analysis › face tracking
real-time face tracking
0.112011
Realtime performance-based facial animation · ACM Trans. Graph. 2011
Computer animation and physical simulation › facial animation
performance-driven facial animation
0.112011
Realtime performance-based facial animation · ACM Trans. Graph. 2011
Computer vision › Face, body and person analysis
facial expression analysis
0.112010
A 3-D Audio-Visual Corpus of Affective Communication · IEEE Trans. Multim. 2010
Computer vision › Face, body and person analysis › human pose estimation › articulated pose estimation
hand pose estimation
0.112010
An object-dependent hand pose prior from sparse training data · CVPR 2010
Audio and music processing › emotion recognition
affective speech analysis
0.112010
A 3-D Audio-Visual Corpus of Affective Communication · IEEE Trans. Multim. 2010
Computer vision › 3D vision
3d face modeling
0.112008
Real-time face pose estimation from single range images · CVPR 2008
Computer vision › Face, body and person analysis
head pose estimation
0.112008
Real-time face pose estimation from single range images · CVPR 2008
Computer vision › 3D vision › pose estimation › depth-based pose estimation
pose determination from range image
0.112008
Real-time face pose estimation from single range images · CVPR 2008
Geometric modeling and processing
3d reconstruction
0.112008
Accurate and robust registration for in-hand modeling · CVPR 2008
Geometric modeling and processing › shape registration
surface registration
0.112008
Accurate and robust registration for in-hand modeling · CVPR 2008
Computer vision › 3D vision › range sensing
3d scanning
0.112007
Fast 3D Scanning with Automatic Motion Compensation · CVPR 2007
Computer vision › 3D vision
depth estimation
0.112007
Fast 3D Scanning with Automatic Motion Compensation · CVPR 2007
Computer vision › 3D vision › range sensing › 3d scanning
structured light scanning
0.112007
Fast 3D Scanning with Automatic Motion Compensation · CVPR 2007
Geometric modeling and processing › 3d reconstruction
geometry reconstruction
0.012012
Multi-view hair capture using orientation fields · CVPR 2012
Computer animation and physical simulation
character animation
0.012011
Realtime performance-based facial animation · ACM Trans. Graph. 2011
Computer vision › 3D vision
hand-object interaction
0.012010
An object-dependent hand pose prior from sparse training data · CVPR 2010
Image and video coding › video compression
motion compensation
0.012007
Fast 3D Scanning with Automatic Motion Compensation · CVPR 2007

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

structure-aware aggregation · 0.3oriented filters · 0.3markov random field optimization · 0.3optimization · 0.2maximum a posteriori estimation · 0.2geometry and texture registration · 0.23d scanning · 0.2spatial distribution modeling · 0.1gradient-space optimization · 0.1geometric warp · 0.1face tracking · 0.1belief propagation · 0.1geometric consistency test · 0.1
YearPublicationVenuePosition
2019 Speaker-Independent Speech-Driven Visual Speech Synthesis using Domain-Adapted Acoustic Models
abstract
Speech-driven visual speech synthesis involves mapping acoustic speech features to the corresponding lip animation controls for a face model. This mapping can take many forms, but a powerful approach is to use deep neural networks (DNNs). The lack of synchronized audio, video, and depth data is a limitation to reliably train DNNs, especially for speaker-independent models. In this paper, we investigate adapting an automatic speech recognition (ASR) acoustic model (AM) for the visual speech synthesis problem. We train the ASR-AM on ten thousand hours of audio-only transcribed speech. The ASR-AM is then adapted to the visual speech synthesis domain using ninety hours of synchronized audio-visual speech. Using a subjective assessment test, we compared the performance of the AM-initialized DNN to a randomly initialized model. The results show that viewers significantly prefer animations generated from the AM-initialized DNN than the ones generated using the randomly initialized model. We conclude that visual speech synthesis can significantly benefit from the powerful representation of speech in the ASR acoustic models.
Ahmed Hussen Abdelaziz, Barry-John Theobald, Justin Binder, Gabriele Fanelli, Paul Dixon, Nicholas Apostoloff, Thibaut Weise, Sachin Kajareker
ICMI7
2012 Multi-view hair capture using orientation fields
abstract
Reconstructing realistic 3D hair geometry is challenging due to omnipresent occlusions, complex discontinuities and specular appearance. To address these challenges, we propose a multi-view hair reconstruction algorithm based on orientation fields with structure-aware aggregation. Our key insight is that while hair's color appearance is view-dependent, the response to oriented filters that captures the local hair orientation is more stable. We apply the structure-aware aggregation to the MRF matching energy to enforce the structural continuities implied from the local hair orientations. Multiple depth maps from the MRF optimization are then fused into a globally consistent hair geometry with a template refinement procedure. Compared to the state-of-the-art color-based methods, our method faithfully reconstructs detailed hair structures. We demonstrate the results for a number of hair styles, ranging from straight to curly, and show that our framework is suitable for capturing hair in motion.
Linjie Luo, Hao Li 0015, Sylvain Paris, Thibaut Weise, Mark Pauly, Szymon Rusinkiewicz
CVPR4
2012 Shape-Up: Shaping Discrete Geometry with Projections
abstract
Abstract 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. Forum4
2012 Factored Facade Acquisition using Symmetric Line Arrangements
abstract
Abstract We introduce a novel framework for image‐based 3D reconstruction of urban buildings based on symmetry priors. Starting from image‐level edges, we generate a sparse and approximate set of consistent 3D lines. These lines are then used to simultaneously detect symmetric line arrangements while refining the estimated 3D model. Operating both on 2D image data and intermediate 3D feature representations, we perform iterative feature consolidation and effective outlier pruning, thus eliminating reconstruction artifacts arising from ambiguous or wrong stereo matches. We exploit non‐local coherence of symmetric elements to generate precise model reconstructions, even in the presence of a significant amount of outlier image‐edges arising from reflections, shadows, outlier objects, etc. We evaluate our algorithm on several challenging test scenarios, both synthetic and real. Beyond reconstruction, the extracted symmetry patterns are useful towards interactive and intuitive model manipulations.
Duygu Ceylan, Niloy J. Mitra, Hao Li 0015, Thibaut Weise, Mark Pauly
Comput. Graph. Forum4
2011 Online loop closure for real-time interactive 3D scanning
Thibaut Weise, Thomas Wismer, Bastian Leibe, Luc Van Gool
Comput. Vis. Image Underst.1
2011 Realtime performance-based facial animation
abstract
This 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.1
2010 An object-dependent hand pose prior from sparse training data
abstract
In this paper, we propose a prior for hand pose estimation that integrates the direct relation between a manipulating hand and a 3d object. This is of particular interest for a variety of applications since many tasks performed by humans require hand-object interaction. Inspired by the ability of humans to learn the handling of an object from a single example, our focus lies on very sparse training data. We express estimated hand poses in local object coordinates and extract for each individual hand segment, the relative position and orientation as well as contact points on the object. The prior is then modeled as a spatial distribution conditioned to the object. Given a new object of the same object class and new hand dimensions, we can transfer the prior by a procedure involving a geometric warp. In our experiments, we demonstrate that the prior may be used to improve the robustness of a 3d hand tracker and to synthesize a new hand grasping a new object. For this, we integrate the prior into a unified belief propagation framework for tracking and synthesis.
Henning Hamer, Juergen Gall, Thibaut Weise, Luc Van Gool
CVPR3
2010 A 3-D Audio-Visual Corpus of Affective Communication
abstract
Communication between humans deeply relies on the capability of expressing and recognizing feelings. For this reason, research on human-machine interaction needs to focus on the recognition and simulation of emotional states, prerequisite of which is the collection of affective corpora. Currently available datasets still represent a bottleneck for the difficulties arising during the acquisition and labeling of affective data. In this work, we present a new audio-visual corpus for possibly the two most important modalities used by humans to communicate their emotional states, namely speech and facial expression in the form of dense dynamic 3-D face geometries. We acquire high-quality data by working in a controlled environment and resort to video clips to induce affective states. The annotation of the speech signal includes: transcription of the corpus text into the phonological representation, accurate phone segmentation, fundamental frequency extraction, and signal intensity estimation of the speech signals. We employ a real-time 3-D scanner to acquire dense dynamic facial geometries and track the faces throughout the sequences, achieving full spatial and temporal correspondences. The corpus is a valuable tool for applications like affective visual speech synthesis or view-independent facial expression recognition.
Gabriele Fanelli, Juergen Gall, Harald Romsdorfer, Thibaut Weise, Luc Van Gool
IEEE Trans. Multim.4
2010 Example-based facial rigging
abstract
We introduce a method for generating facial blendshape rigs from a set of example poses of a CG character. Our system transfers controller semantics and expression dynamics from a generic template to the target blendshape model, while solving for an optimal reproduction of the training poses. This enables a scalable design process, where the user can iteratively add more training poses to refine the blendshape expression space. However, plausible animations can be obtained even with a single training pose. We show how formulating the optimization in gradient space yields superior results as compared to a direct optimization on blendshape vertices. We provide examples for both hand-crafted characters and 3D scans of a real actor and demonstrate the performance of our system in the context of markerless art-directable facial tracking.
Hao Li 0015, Thibaut Weise, Mark Pauly
ACM Trans. Graph.2
2008 Real-time face pose estimation from single range images
abstract
We present a real-time algorithm to estimate the 3D pose of a previously unseen face from a single range image. Based on a novel shape signature to identify noses in range images, we generate candidates for their positions, and then generate and evaluate many pose hypotheses in parallel using modern graphics processing units (GPUs). We developed a novel error function that compares the input range image to precomputed pose images of an average face model. The algorithm is robust to large pose variations of plusmn90deg yaw, plusmn45deg pitch and plusmn30deg roll rotation, facial expression, partial occlusion, and works for multiple faces in the field of view. It correctly estimates 97.8% of the poses within yaw and pitch error of 15deg at 55.8 fps. To evaluate the algorithm, we built a database of range images with large pose variations and developed a method for automatic ground truth annotation.
Michael D. Breitenstein, Daniel Küttel, Thibaut Weise, Luc Van Gool, Hanspeter Pfister
CVPR3
2008 Accurate and robust registration for in-hand modeling
abstract
We present fast 3D surface registration methods for in-hand modeling. This allows users to scan complete objects swiftly by simply turning them around in front of the scanner. The paper makes two main contributions. First, we propose an efficient method for detecting registration failures, which is a vital property of any automatic modeling system. Our method is based on two different consistency tests, one based on geometry and one based on texture. Second, we extend ICP by three additional fast registration methods for both coarse and fine alignment based on both texture and geometry. Each of those methods brings in additional information that can compensate for ambiguities in the other cues. Together, they allow for the robust reconstruction of a large variety of objects with different geometric and photometric properties. Finally, we show how both failure detection and fast registration can be combined in a practical and robust in-hand modeling system that operates at interactive frame rates.
Thibaut Weise, Bastian Leibe, Luc Van Gool
CVPR1
2007 Fast 3D Scanning with Automatic Motion Compensation
abstract
We present a novel 3D scanning system combining stereo and active illumination based on phase-shift for robust and accurate scene reconstruction. Stereo overcomes the traditional phase discontinuity problem and allows for the reconstruction of complex scenes containing multiple objects. Due to the sequential recording of three patterns, motion will introduce artifacts in the reconstruction. We develop a closed-form expression for the motion error in order to apply motion compensation on a pixel level. The resulting scanning system can capture accurate depth maps of complex dynamic scenes at 17 fps and can cope with both rigid and deformable objects.
Thibaut Weise, Bastian Leibe, Luc Van Gool
CVPR1