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Borom Tunwattanapong

dblp:49/7555 · DBLP profile ↗
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5ranked-venue papers
1as first author
0since 2021 · last 2016
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 5 · 1 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.

Computer graphics and multimedia
2 papers
Rendering · 60% Computer animation and physical simulation · 20% Computational photography and imaging · 20%
Artificial intelligence
1 paper
3D vision · 100%

Topics — the 6 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › appearance acquisition
shape and reflectance capture
0.212013
Acquiring reflectance and shape from continuous spherical harmonic illumination · ACM Trans. Graph. 2013
Rendering › lighting
spherical harmonic lighting
0.212013
Acquiring reflectance and shape from continuous spherical harmonic illumination · ACM Trans. Graph. 2013
Computer animation and physical simulation › performance capture
facial performance capture
0.112011
Multiview face capture using polarized spherical gradient illumination · ACM Trans. Graph. 2011
Rendering
reflectance modeling
0.012013
Acquiring reflectance and shape from continuous spherical harmonic illumination · ACM Trans. Graph. 2013
Computer vision › 3D vision › 3d reconstruction
multi-view stereo
0.012011
Multiview face capture using polarized spherical gradient illumination · ACM Trans. Graph. 2011
Computer vision › 3D vision › 3d reconstruction › multi-view stereo
stereo reconstruction
0.012011
Multiview face capture using polarized spherical gradient illumination · ACM Trans. Graph. 2011

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

photometric stereo · 0.2message passing stereo · 0.2spherical harmonic illumination · 0.2multi-view stereo · 0.2diffuse-specular separation · 0.2
YearPublicationVenuePosition
2016 Near-Instant Capture of High-Resolution Facial Geometry and Reflectance
abstract
Abstract We present a near‐instant method for acquiring facial geometry and reflectance using a set of commodity DSLR cameras and flashes. Our setup consists of twenty‐four cameras and six flashes which are fired in rapid succession with subsets of the cameras. Each camera records only a single photograph and the total capture time is less than the 67ms blink reflex. The cameras and flashes are specially arranged to produce an even distribution of specular highlights on the face. We employ this set of acquired images to estimate diffuse color, specular intensity, specular exponent, and surface orientation at each point on the face. We further refine the facial base geometry obtained from multi‐view stereo using estimated diffuse and specular photometric information. This allows final submillimeter surface mesostructure detail to be obtained via shape‐from‐specularity. The final system uses commodity components and produces models suitable for authoring high‐quality digital human characters.
Graham Fyffe, Paul Graham, Borom Tunwattanapong, Abhijeet Ghosh, Paul E. Debevec
Comput. Graph. Forum3
2013 Measurement-Based Synthesis of Facial Microgeometry
abstract
Abstract We present a technique for generating microstructure‐level facial geometry by augmenting a mesostructure‐level facial scan with detail synthesized from a set of exemplar skin patches scanned at much higher resolution. Additionally, we make point‐source reflectance measurements of the skin patches to characterize the specular reflectance lobes at this smaller scale and analyze facial reflectance variation at both the mesostructure and microstructure scales. We digitize the exemplar patches with a polarization‐based computational illumination technique which considers specular reflection and single scattering. The recorded microstructure patches can be used to synthesize full‐facial microstructure detail for either the same subject or to a different subject. We show that the technique allows for greater realism in facial renderings including more accurate reproduction of skin's specular reflection effects.
Paul Graham, Borom Tunwattanapong, Jay Busch, Xueming Yu, Val Jones 0002, Paul E. Debevec, Abhijeet Ghosh
Comput. Graph. Forum2
2013 Acquiring reflectance and shape from continuous spherical harmonic illumination
abstract
We present a novel technique for acquiring the geometry and spatially-varying reflectance properties of 3D objects by observing them under continuous spherical harmonic illumination conditions. The technique is general enough to characterize either entirely specular or entirely diffuse materials, or any varying combination across the surface of the object. We employ a novel computational illumination setup consisting of a rotating arc of controllable LEDs which sweep out programmable spheres of incident illumination during 1-second exposures. We illuminate the object with a succession of spherical harmonic illumination conditions, as well as photographed environmental lighting for validation. From the response of the object to the harmonics, we can separate diffuse and specular reflections, estimate world-space diffuse and specular normals, and compute anisotropic roughness parameters for each view of the object. We then use the maps of both diffuse and specular reflectance to form correspondences in a multiview stereo algorithm, which allows even highly specular surfaces to be corresponded across views. The algorithm yields a complete 3D model and a set of merged reflectance maps. We use this technique to digitize the shape and reflectance of a variety of objects difficult to acquire with other techniques and present validation renderings which match well to photographs in similar lighting.
Borom Tunwattanapong, Graham Fyffe, Paul Graham, Jay Busch, Xueming Yu, Abhijeet Ghosh, Paul E. Debevec
ACM Trans. Graph.1
2011 Multiview face capture using polarized spherical gradient illumination
abstract
We present a novel process for acquiring detailed facial geometry with high resolution diffuse and specular photometric information from multiple viewpoints using polarized spherical gradient illumination. Key to our method is a new pair of linearly polarized lighting patterns which enables multiview diffuse-specular separation under a given spherical illumination condition from just two photographs. The patterns -- one following lines of latitude and one following lines of longitude -- allow the use of fixed linear polarizers in front of the cameras, enabling more efficient acquisition of diffuse and specular albedo and normal maps from multiple viewpoints. In a second step, we employ these albedo and normal maps as input to a novel multi-resolution adaptive domain message passing stereo reconstruction algorithm to create high resolution facial geometry. To do this, we formulate the stereo reconstruction from multiple cameras in a commonly parameterized domain for multiview reconstruction. We show competitive results consisting of high-resolution facial geometry with relightable reflectance maps using five DSLR cameras. Our technique scales well for multiview acquisition without requiring specialized camera systems for sensing multiple polarization states.
Abhijeet Ghosh, Graham Fyffe, Borom Tunwattanapong, Jay Busch, Xueming Yu, Paul E. Debevec
ACM Trans. Graph.3
2010 Crafting 3D faces using free form portrait sketching and plausible texture inference
Tanasai Sucontphunt, Borom Tunwattanapong, Zhigang Deng 0001, Ulrich Neumann
Graphics Interface2