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Tim Hawkins

dblp:63/2378 · DBLP profile ↗
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14ranked-venue papers
2as first author
0since 2021 · last 2011
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 13 · 2 first-authorHuman-computer interaction and ubiquitous computing · 4

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
9 papers
Rendering · 36% Computational photography and imaging · 35% Computer animation and physical simulation · 16%

Topics — the 18 heaviest of 21, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
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
Rendering
subsurface scattering
0.112008
Practical modeling and acquisition of layered facial reflectance · ACM Trans. Graph. 2008
Rendering
relighting
0.122005
Performance relighting and reflectance transformation with time-multiplexed illumination · ACM Trans. Graph. 2005
Acquiring the reflectance field of a human face · SIGGRAPH 2000
Rendering
participating media rendering
0.112005
Acquisition of time-varying participating media · ACM Trans. Graph. 2005
Virtual and augmented reality
archaeological site reconstruction
0.012003
Assembling the sculptures of the Parthenon · SIGGRAPH 2003
Computational photography and imaging › reflectance acquisition
reflectance model fitting
0.012003
Linear light source reflectometry · ACM Trans. Graph. 2003
Computational photography and imaging › reflectance acquisition
reflectometry
0.012003
Linear light source reflectometry · ACM Trans. Graph. 2003
Geometric modeling and processing › shape modeling › shape synthesis
shape assembly
0.012003
Assembling the sculptures of the Parthenon · SIGGRAPH 2003
Rendering › bidirectional reflectance distribution function
spatially-varying BRDF
0.012003
Linear light source reflectometry · ACM Trans. Graph. 2003
Rendering › global illumination
image-based lighting
0.012002
A lighting reproduction approach to live-action compositing · ACM Trans. Graph. 2002
Rendering
image-based rendering
0.012000
Acquiring the reflectance field of a human face · SIGGRAPH 2000
Computational photography and imaging › reflectance acquisition
reflectance field capture
0.012000
Acquiring the reflectance field of a human face · SIGGRAPH 2000
Rendering
inverse rendering
0.011999
Inverse Global Illumination: Recovering Reflectance Models of Real Scenes from Photographs · SIGGRAPH 1999
Computational photography and imaging › reflectance acquisition
spectral reflectance estimation
0.011999
Inverse Global Illumination: Recovering Reflectance Models of Real Scenes from Photographs · SIGGRAPH 1999
Image and video processing › motion estimation
optical flow
0.012005
Performance relighting and reflectance transformation with time-multiplexed illumination · ACM Trans. Graph. 2005
Virtual and augmented reality
volumetric capture
0.012005
Acquisition of time-varying participating media · ACM Trans. Graph. 2005

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

structured light scanning · 0.1polynomial displacement map · 0.1photometric stereo · 0.1direct-indirect separation · 0.1diffusion model fitting · 0.1time-multiplexed illumination · 0.1matte extraction · 0.1laser sheet scanning · 0.1image warping · 0.1high-speed imaging · 0.1
YearPublicationVenuePosition
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. Forum2
2008 Practical modeling and acquisition of layered facial reflectance
abstract
We present a practical method for modeling layered facial reflectance consisting of specular reflectance, single scattering, and shallow and deep subsurface scattering. We estimate parameters of appropriate reflectance models for each of these layers from just 20 photographs recorded in a few seconds from a single viewpoint. We extract spatially-varying specular reflectance and single-scattering parameters from polarization-difference images under spherical and point source illumination. Next, we employ direct-indirect separation to decompose the remaining multiple scattering observed under cross-polarization into shallow and deep scattering components to model the light transport through multiple layers of skin. Finally, we match appropriate diffusion models to the extracted shallow and deep scattering components for different regions on the face. We validate our technique by comparing renderings of subjects to reference photographs recorded from novel viewpoints and under novel illumination conditions.
Abhijeet Ghosh, Tim Hawkins, Pieter Peers, Sune Frederiksen, Paul E. Debevec
ACM Trans. Graph.2
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.4
2007 Yahoo University hackday
abstract
Yahoo has recently embarked upon a program of supporting and organising "University Hack Days". This program is designed to help Yahoo reach out to new generations of aspiring web developers, and provide them with early experience of what it's like to work in the competitive new media development industry.
Murray Rowan, Tim Hawkins, Andy Cobley
ITiCSE2
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 Techniques2
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 Techniques6
2005 A Dual Light Stage
Tim Hawkins, Per Einarsson, Paul E. Debevec
Rendering Techniques1
2005 Acquisition of time-varying participating media
abstract
We present a technique for capturing time-varying volumetric data of participating media. A laser sheet is swept repeatedly through the volume, and the scattered light is imaged using a high-speed camera. Each sweep of the laser provides a near-simultaneous volume of density values. We demonstrate rendered animations under changing viewpoint and illumination, making use of measured values for the scattering phase function and albedo.
Tim Hawkins, Per Einarsson, Paul E. Debevec
ACM Trans. Graph.1
2005 Performance relighting and reflectance transformation with time-multiplexed illumination
abstract
We present a technique for capturing an actor's live-action performance in such a way that the lighting and reflectance of the actor can be designed and modified in postproduction. Our approach is to illuminate the subject with a sequence of time-multiplexed basis lighting conditions, and to record these conditions with a high-speed video camera so that many conditions are recorded in the span of the desired output frame interval. We investigate several lighting bases for representing the sphere of incident illumination using a set of discrete LED light sources, and we estimate and compensate for subject motion using optical flow and image warping based on a set of tracking frames inserted into the lighting basis. To composite the illuminated performance into a new background, we include a time-multiplexed matte within the basis. We also show that the acquired data enables time-varying surface normals, albedo, and ambient occlusion to be estimated, which can be used to transform the actor's reflectance to produce both subtle and stylistic effects.
Andreas Wenger, Andrew Gardner 0002, Chris Tchou, Jonas Unger, Tim Hawkins, Paul E. Debevec
ACM Trans. Graph.5
2003 Assembling the sculptures of the Parthenon
abstract
No abstract available.
Jessi Stumpfel, Chris Tchou, Tim Hawkins, Paul E. Debevec, Jonathan M. Cohen, Val Jones 0002, Brian Emerson, Philippe Martinez, Tomas Lochman
SIGGRAPH3
2003 Linear light source reflectometry
abstract
This paper presents a technique for estimating the spatially-varying reflectance properties of a surface based on its appearance during a single pass of a linear light source. By using a linear light rather than a point light source as the illuminant, we are able to reliably observe and estimate the diffuse color, specular color, and specular roughness of each point of the surface. The reflectometry apparatus we use is simple and inexpensive to build, requiring a single direction of motion for the light source and a fixed camera viewpoint. Our model fitting technique first renders a reflectance table of how diffuse and specular reflectance lobes would appear under moving linear light source illumination. Then, for each pixel we compare its series of intensity values to the tabulated reflectance lobes to determine which reflectance model parameters most closely produce the observed reflectance values. Using two passes of the linear light source at different angles, we can also estimate per-pixel surface normals as well as the reflectance parameters. Additionally our system records a per-pixel height map for the object and estimates its per-pixel translucency. We produce real-time renderings of the captured objects using a custom hardware shading algorithm. We apply the technique to a test object exhibiting a variety of materials as well as to an illuminated manuscript with gold lettering. To demonstrate the technique's accuracy, we compare renderings of the captured models to real photographs of the original objects.
Andrew Gardner 0002, Chris Tchou, Tim Hawkins, Paul E. Debevec
ACM Trans. Graph.3
2002 A lighting reproduction approach to live-action compositing
abstract
We describe a process for compositing a live performance of an actor into a virtual set wherein the actor is consistently illuminated by the virtual environment. The Light Stage used in this work is a two-meter sphere of inward-pointing RGB light emitting diodes focused on the actor, where each light can be set to an arbitrary color and intensity to replicate a real-world or virtual lighting environment. We implement a digital two-camera infrared matting system to composite the actor into the background plate of the environment without affecting the visible-spectrum illumination on the actor. The color reponse of the system is calibrated to produce correct color renditions of the actor as illuminated by the environment. We demonstrate moving-camera composites of actors into real-world environments and virtual sets such that the actor is properly illuminated by the environment into which they are composited.
Paul E. Debevec, Andreas Wenger, Chris Tchou, Andrew Gardner 0002, Jamie Waese, Tim Hawkins
ACM Trans. Graph.6
2000 Acquiring the reflectance field of a human face
abstract
We present a method to acquire the reflectance field of a human face and use these measurements to render the face under arbitrary changes in lighting and viewpoint. We first acquire images of the face from a small set of viewpoints under a dense sampling of incident illumination directions using a light stage. We then construct a reflectance function image for each observed image pixel from its values over the space of illumination directions. From the reflectance functions, we can directly generate images of the face from the original viewpoints in any form of sampled or computed illumination. To change the viewpoint, we use a model of skin reflectance to estimate the appearance of the reflectance functions for novel viewpoints. We demonstrate the technique with synthetic renderings of a person's face under novel illumination and viewpoints.
Paul E. Debevec, Tim Hawkins, Chris Tchou, Haarm-Pieter Duiker, Westley Sarokin, Mark Sagar
SIGGRAPH2
1999 Inverse Global Illumination: Recovering Reflectance Models of Real Scenes from Photographs
abstract
In this paper we present a method for recovering the reflectance properties of all surfaces in a real scene from a sparse set of photographs, taking into account both direct and indirect illumination.The result is a lighting-independent model of the scene's geometry and reflectance properties, which can be rendered with arbitrary modifications to structure and lighting via traditional rendering methods.Our technique models reflectance with a lowparameter reflectance model, and allows diffuse albedo to vary arbitrarily over surfaces while assuming that non-diffuse characteristics remain constant across particular regions.The method's input is a geometric model of the scene and a set of calibrated high dynamic range photographs taken with known direct illumination.The algorithm hierarchically partitions the scene into a polygonal mesh, and uses image-based rendering to construct estimates of both the radiance and irradiance of each patch from the photographic data.The algorithm computes the expected location of specular highlights, and then analyzes the highlight areas in the images by running a novel iterative optimization procedure to recover the diffuse and specular reflectance parameters for each region.Lastly, these parameters are used in constructing high-resolution diffuse albedo maps for each surface.The algorithm has been applied to both real and synthetic data, including a synthetic cubical room and a real meeting room.Rerenderings are produced using a global illumination system under both original and novel lighting, and with the addition of synthetic objects.Side-by-side comparisons show success at predicting the appearance of the scene under novel lighting conditions.
Yizhou Yu, Paul E. Debevec, Jitendra Malik, Tim Hawkins
SIGGRAPH4