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Joe Letteri

dblp:45/9919 · DBLP profile ↗
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2ranked-venue papers
0as first author
1since 2021 · last 2022
0009-0004-0159-8857ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 since 2021Human-computer interaction and ubiquitous computing · 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%

Topics — the 2 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
facial animation
0.612022
Animatomy: an Animator-centric, Anatomically Inspired System for 3D Facial Modeling, Animation and Transfer · SIGGRAPH Asia 2022
Computer animation and physical simulation › facial animation
facial expression transfer
0.612022
Animatomy: an Animator-centric, Anatomically Inspired System for 3D Facial Modeling, Animation and Transfer · SIGGRAPH Asia 2022

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

performance capture · 0.6muscle fiber curve representation · 0.6deformation architecture · 0.6
YearPublicationVenuePosition
2022 Animatomy: an Animator-centric, Anatomically Inspired System for 3D Facial Modeling, Animation and Transfer
abstract
We present Animatomy, a novel anatomic+animator centric representation of the human face. Present FACS-based systems are plagued with problems of face muscle separation, coverage, opposition, and redundancy. We, therefore, propose a collection of muscle fiber curves as an anatomic basis, whose contraction and relaxation provide us with a fine-grained parameterization of human facial expression. We build an end-to-end modular deformation architecture using this representation that enables: automatic optimization of the parameters of a specific face from high-quality dynamic facial scans; face animation driven by performance capture, keyframes, or dynamic simulation; interactive and direct manipulation of facial expression; and animation transfer from an actor to a character. We validate our facial system by showing compelling animated results, applications, and a quantitative comparison of our facial reconstruction to ground truth performance capture. Our system is being intensively used by a large creative team on Avatar: The Way of Water. We report feedback from these users as qualitative evaluation of our system.
Byungkuk Choi, Haekwang Eom, Benjamin Mouscadet, Stephen Cullingford, Wan-Duo Kurt Ma, Stefanie Gassel, Suzi Kim, Andrew Moffat, Millicent Maier, Marco Revelant, Joe Letteri, Karan Singh 0004
SIGGRAPH Asia11
2011 An Energy-Conserving Hair Reflectance Model
abstract
Abstract We present a reflectance model for dielectric cylinders with rough surfaces such as human hair fibers. Our model is energy conserving and can evaluate arbitrarily many orders of internal reflection. Accounting for compression and contraction of specular cones produces a new longitudinal scattering function which is non‐Gaussian and includes an off‐specular peak. Accounting for roughness in the azimuthal direction leads to an integral across the hair fiber which is efficiently evaluated using a Gaussian quadrature. Solving cubic equations is avoided, caustics are included in the model in a consistent fashion, and more accurate colors are predicted by considering many internal pathways.
Eugene d'Eon, Guillaume François, Martin Hill, Joe Letteri, Jean-Marie Aubry
Comput. Graph. Forum4