Gabriel Schwartz

dblp:68/11348 · DBLP profile ↗
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12ranked-venue papers
3as first author
7since 2021 · last 2024
0000-0002-8781-5573ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 9 · 2 first-author · 6 since 2021Artificial intelligence and machine learning · 6 · 2 first-author · 3 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
10 papers
Rendering · 58% Virtual and augmented reality · 17% Geometric modeling and processing · 11%
Artificial intelligence
6 papers
3D vision · 68% Image recognition and object detection · 12% Representation and self-supervised learning · 9%

Topics — the 27 heaviest of 32, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
neural rendering
1.632024
URAvatar: Universal Relightable Gaussian Codec Avatars · SIGGRAPH Asia 2024
Mixture of volumetric primitives for efficient neural rendering · ACM Trans. Graph. 2021
Neural volumes: learning dynamic renderable volumes from images · ACM Trans. Graph. 2019
Rendering › relighting
relightable avatar
1.522024
URAvatar: Universal Relightable Gaussian Codec Avatars · SIGGRAPH Asia 2024
Relightable Gaussian Codec Avatars · CVPR 2024
Rendering
differentiable rendering
1.322024
Rasterized Edge Gradients: Handling Discontinuities Differentiably · ECCV (83) 2024
Depth of Field Aware Differentiable Rendering · ACM Trans. Graph. 2022
Virtual and augmented reality › avatar
avatar animation
1.022024
Universal Facial Encoding of Codec Avatars from VR Headsets · ACM Trans. Graph. 2024
URAvatar: Universal Relightable Gaussian Codec Avatars · SIGGRAPH Asia 2024
Computer vision › 3D vision
3d reconstruction
0.812024
Relightable Gaussian Codec Avatars · CVPR 2024
Computer vision › 3D vision › 3d reconstruction › object reconstruction
head avatar reconstruction
0.812024
Relightable Gaussian Codec Avatars · CVPR 2024
Computer vision › 3D vision › 3d human reconstruction
human avatar modeling
0.812024
Codec Avatar Studio: Paired Human Captures for Complete, Driveable, and Generalizable Avatars · NeurIPS 2024
Computer vision › 3D vision › 3d reconstruction
multi-view reconstruction
0.812024
Universal Facial Encoding of Codec Avatars from VR Headsets · ACM Trans. Graph. 2024
Rendering
relighting
0.812024
Relightable Gaussian Codec Avatars · CVPR 2024
Computational photography and imaging › depth of field
depth-of-field rendering
0.612022
Depth of Field Aware Differentiable Rendering · ACM Trans. Graph. 2022
Rendering
inverse rendering
0.612022
Depth of Field Aware Differentiable Rendering · ACM Trans. Graph. 2022
Rendering
real-time rendering
0.512021
Mixture of volumetric primitives for efficient neural rendering · ACM Trans. Graph. 2021
Geometric modeling and processing › shape representation › primitive-based representation
volumetric primitives
0.512021
Mixture of volumetric primitives for efficient neural rendering · ACM Trans. Graph. 2021
Machine learning › Representation and self-supervised learning › representation learning › semantic representation learning
attribute representation
0.412020
Recognizing Material Properties from Images · IEEE Trans. Pattern Anal. Mach. Intell. 2020
Computer vision › Image recognition and object detection › texture classification
material recognition
0.412020
Recognizing Material Properties from Images · IEEE Trans. Pattern Anal. Mach. Intell. 2020
Virtual and augmented reality
avatar
0.412020
The eyes have it: an integrated eye and face model for photorealistic facial animation · ACM Trans. Graph. 2020
Computer animation and physical simulation
facial animation
0.412020
The eyes have it: an integrated eye and face model for photorealistic facial animation · ACM Trans. Graph. 2020
Rendering
dynamic scene representation
0.412019
Neural volumes: learning dynamic renderable volumes from images · ACM Trans. Graph. 2019
Rendering
volume rendering
0.412019
Neural volumes: learning dynamic renderable volumes from images · ACM Trans. Graph. 2019
Virtual and augmented reality › telepresence
avatar-mediated telepresence
0.212024
Universal Facial Encoding of Codec Avatars from VR Headsets · ACM Trans. Graph. 2024
Virtual and augmented reality
avatar rendering
0.212024
Relightable Gaussian Codec Avatars · CVPR 2024
Virtual and augmented reality
telepresence
0.212024
Universal Facial Encoding of Codec Avatars from VR Headsets · ACM Trans. Graph. 2024
Knowledge, reasoning and agents › Knowledge representation and reasoning › knowledge acquisition › knowledge extraction
attribute discovery
0.212015
Automatically discovering local visual material attributes · CVPR 2015
Computational photography and imaging
multi-perspective imaging
0.212022
Depth of Field Aware Differentiable Rendering · ACM Trans. Graph. 2022
Computer vision › 3D vision
3d shape analysis
0.112012
3D Geometric Scale Variability in Range Images: Features and Descriptors · Int. J. Comput. Vis. 2012
Computer vision › Image recognition and object detection › object detection
scale variation
0.112012
3D Geometric Scale Variability in Range Images: Features and Descriptors · Int. J. Comput. Vis. 2012
Computer animation and physical simulation
dynamic scene modeling
0.112019
Neural volumes: learning dynamic renderable volumes from images · ACM Trans. Graph. 2019

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

spherical harmonics · 1.5self-supervised learning · 1.5radiance transfer · 1.5expression calibration · 1.5cross-view reconstruction · 1.53d gaussian splatting · 1.5spherical gaussians · 0.8spherical gaussian · 0.8relighting · 0.8relightable capture · 0.8multi-view capture · 0.8gaussian codec · 0.8avatar generation models · 0.8differentiable rasterization · 0.6
YearPublicationVenuePosition
2024 Relightable Gaussian Codec Avatars
abstract
The fidelity of relighting is bounded by both geometry and appearance representations. For geometry, both mesh and volumetric approaches have difficulty modeling intri-cate structures like 3D hair geometry. For appearance, existing relighting models are limited in fidelity and often too slow to render in real-time with high-resolution contin-uous environments. In this work, we present Relightable Gaussian Codec Avatars, a method to build high-fidelity relightable head avatars that can be animated to generate novel expressions. Our geometry model based on 3D Gaus-sians can capture 3D-consistent sub-millimeter details such as hair strands and pores on dynamic face sequences. To support diverse materials of human heads such as the eyes, skin, and hair in a unified manner, we present a novel re-lightable appearance model based on learnable radiance transfer. Together with global illumination-aware spheri-cal harmonics for the diffuse components, we achieve real-time relighting with all-frequency reflections using spheri-cal Gaussians. This appearance model can be efficiently relit under both point light and continuous illumination. We further improve the fidelity of eye reflections and enable ex-plicit gaze control by introducing relightable explicit eye models. Our method outperforms existing approaches with-out compromising real-time performance. We also demon-strate real-time relighting of avatars on a tethered con-sumer VR headset, showcasing the efficiency and fidelity of our avatars.
Shunsuke Saito, Gabriel Schwartz, Tomas Simon, Giljoo Nam
CVPR2
2024 Rasterized Edge Gradients: Handling Discontinuities Differentiably
Stanislav Pidhorskyi, Tomas Simon, Gabriel Schwartz, He Wen 0001, Yaser Sheikh, Jason M. Saragih
ECCV (83)3
2024 Codec Avatar Studio: Paired Human Captures for Complete, Driveable, and Generalizable Avatars
abstract
To build photorealistic avatars that users can embody, human modelling must be complete (cover the full body), driveable (able to reproduce the current motion and appearance from the user), and generalizable (i.e., easily adaptable to novel identities).Towards these goals, paired captures, that is, captures of the same subject obtained from systems of diverse quality and availability, are crucial.However, paired captures are rarely available to researchers outside of dedicated industrial labs: Codec Avatar Studio is our proposal to close this gap.Towards generalization and driveability, we introduce a dataset of 256 subjects captured in two modalities: high resolution multi-view scans of their heads, and video from the internal cameras of a headset.Towards completeness, we introduce a dataset of 4 subjects captured in eight modalities: high quality relightable multi-view captures of heads and hands, full body multi-view captures with minimal and regular clothes, and corresponding head, hands and body phone captures.Together with our data, we also provide code and pre-trained models for different state-of-the-art human generation models.Our datasets and code are available at https://github.com/facebookresearch/ava-256 and https://github.com/facebookresearch/goliath.
Julieta Martinez 0001, Emily Kim, Javier Romero 0002, Timur M. Bagautdinov, Shunsuke Saito, Shoou-I Yu, Michael Zollhöfer, Te-Li Wang, Shaojie Bai, Chenghui Li, Shih-En Wei, Rohan Joshi, Wyatt Borsos, Tomas Simon, Jason M. Saragih, Paul Theodosis, Alexander Greene, Anjani Josyula, Silvio Maeta, Andrew Jewett, Simion Venshtain, Christopher Heilman, Yueh-Tung Chen, Sidi Fu, Mohamed Elshaer, Tingfang Du, Longhua Wu, Shen-Chi Chen, Youssef Emad, Steven Longay, Ashley Brewer, Hitesh Shah, Taylor Koska, Kayla Haidle, Matthew Andromalos, Joanna Hsu, Thomas Dauer, Peter Selednik, Timothy Godisart, Scott Ardisson, Matthew Cipperly, Ben Humberston, Lon Farr, Bob Hansen, Peihong Guo, Dave Braun, Steven Krenn, He Wen 0001, Lucas Evans, Natalia Fadeeva, Matthew Stewart, Gabriel Schwartz, Divam Gupta, Gyeongsik Moon, Takaaki Shiratori, Fabian Prada, Bernardo Pires, Julia Buffalini, Autumn Trimble, Kevyn McPhail, Melissa Schoeller, Yaser Sheikh
NeurIPS56
2024 URAvatar: Universal Relightable Gaussian Codec Avatars
Chen Cao 0001, Gabriel Schwartz, Rawal Khirodkar, Christian Richardt, Tomas Simon, Yaser Sheikh, Shunsuke Saito
SIGGRAPH Asia3
2024 Universal Facial Encoding of Codec Avatars from VR Headsets
abstract
Faithful real-time facial animation is essential for avatar-mediated telepresence in Virtual Reality (VR). To emulate authentic communication, avatar animation needs to be efficient and accurate: able to capture both extreme and subtle expressions within a few milliseconds to sustain the rhythm of natural conversations. The oblique and incomplete views of the face, variability in the donning of headsets, and illumination variation due to the environment are some of the unique challenges in generalization to unseen faces. In this paper, we present a method that can animate a photorealistic avatar in realtime from head-mounted cameras (HMCs) on a consumer VR headset. We present a self-supervised learning approach, based on a cross-view reconstruction objective, that enables generalization to unseen users. We present a lightweight expression calibration mechanism that increases accuracy with minimal additional cost to run-time efficiency. We present an improved parameterization for precise ground-truth generation that provides robustness to environmental variation. The resulting system produces accurate facial animation for unseen users wearing VR headsets in realtime. We compare our approach to prior face-encoding methods demonstrating significant improvements in both quantitative metrics and qualitative results.
Shaojie Bai, Te-Li Wang, Chenghui Li, Akshay Venkatesh, Tomas Simon, Chen Cao 0001, Gabriel Schwartz, Jason M. Saragih, Yaser Sheikh, Shih-En Wei
ACM Trans. Graph.7
2022 Depth of Field Aware Differentiable Rendering
abstract
Cameras with a finite aperture diameter exhibit defocus for scene elements that are not at the focus distance, and have only a limited depth of field within which objects appear acceptably sharp. In this work we address the problem of applying inverse rendering techniques to input data that exhibits such defocus blurring. We present differentiable depth-of-field rendering techniques that are applicable to both rasterization-based methods using mesh representations, as well as ray-marching-based methods using either explicit [Yu et al. 2021] or implicit volumetric radiance fields [Mildenhall et al. 2020]. Our approach learns significantly sharper scene reconstructions on data containing blur due to depth of field, and recovers aperture and focus distance parameters that result in plausible forward-rendered images. We show applications to macro photography, where typical lens configurations result in a very narrow depth of field, and to multi-camera video capture, where maintaining sharp focus across a large capture volume for a moving subject is difficult.
Stanislav Pidhorskyi, Timur M. Bagautdinov, Shugao Ma, Jason M. Saragih, Gabriel Schwartz, Yaser Sheikh, Tomas Simon
ACM Trans. Graph.5
2021 Mixture of volumetric primitives for efficient neural rendering
abstract
Real-time rendering and animation of humans is a core function in games, movies, and telepresence applications. Existing methods have a number of drawbacks we aim to address with our work. Triangle meshes have difficulty modeling thin structures like hair, volumetric representations like Neural Volumes are too low-resolution given a reasonable memory budget, and high-resolution implicit representations like Neural Radiance Fields are too slow for use in real-time applications. We present Mixture of Volumetric Primitives (MVP), a representation for rendering dynamic 3D content that combines the completeness of volumetric representations with the efficiency of primitive-based rendering, e.g., point-based or mesh-based methods. Our approach achieves this by leveraging spatially shared computation with a convolutional architecture and by minimizing computation in empty regions of space with volumetric primitives that can move to cover only occupied regions. Our parameterization supports the integration of correspondence and tracking constraints, while being robust to areas where classical tracking fails, such as around thin or translucent structures and areas with large topological variability. MVP is a hybrid that generalizes both volumetric and primitive-based representations. Through a series of extensive experiments we demonstrate that it inherits the strengths of each, while avoiding many of their limitations. We also compare our approach to several state-of-the-art methods and demonstrate that MVP produces superior results in terms of quality and runtime performance.
Stephen Lombardi, Tomas Simon, Gabriel Schwartz, Michael Zollhöfer, Yaser Sheikh, Jason M. Saragih
ACM Trans. Graph.3
2020 Recognizing Material Properties from Images
abstract
Humans implicitly rely on the properties of materials to guide our interactions. Grasping smooth materials, for example, requires more care than rough ones. We may even visually infer non-visual properties (e.g., softness is a physical material property). We refer to visually-recognizable material properties as visual material attributes. Recognizing these attributes in images can provide valuable information for scene understanding and material recognition. Unlike typical object and scene attributes, however, visual material attributes are local (i.e., "fuzziness" does not have a shape). Given full supervision, we may accurately recognize such attributes from purely local information (small image patches). Obtaining consistent full supervision at scale, however, is challenging. To solve this problem, we probe the human visual perception of materials. By asking simple yes/no questions comparing pairs of image patches, we obtain the weak supervision required to build a set of classifiers for attributes that, while unnamed, function similarly to the attributes with which we describe materials. Furthermore, we integrate this method in the end-to-end learning of a CNN that simultaneously recognizes materials and their visual attributes. Experiments show that visual material attributes serve as both a useful representation for known material categories and as a basis for transfer learning.
Gabriel Schwartz, Ko Nishino
IEEE Trans. Pattern Anal. Mach. Intell.1
2020 The eyes have it: an integrated eye and face model for photorealistic facial animation
abstract
Interacting with people across large distances is important for remote work, interpersonal relationships, and entertainment. While such face-to-face interactions can be achieved using 2D video conferencing or, more recently, virtual reality (VR), telepresence systems currently distort the communication of eye contact and social gaze signals. Although methods have been proposed to redirect gaze in 2D teleconferencing situations to enable eye contact, 2D video conferencing lacks the 3D immersion of real life. To address these problems, we develop a system for face-to-face interaction in VR that focuses on reproducing photorealistic gaze and eye contact. To do this, we create a 3D virtual avatar model that can be animated by cameras mounted on a VR headset to accurately track and reproduce human gaze in VR. Our primary contributions in this work are a jointly-learnable 3D face and eyeball model that better represents gaze direction and upper facial expressions, a method for disentangling the gaze of the left and right eyes from each other and the rest of the face allowing the model to represent entirely unseen combinations of gaze and expression, and a gaze-aware model for precise animation from headset-mounted cameras. Our quantitative experiments show that our method results in higher reconstruction quality, and qualitative results show our method gives a greatly improved sense of presence for VR avatars.
Gabriel Schwartz, Shih-En Wei, Te-Li Wang, Stephen Lombardi, Tomas Simon, Jason M. Saragih, Yaser Sheikh
ACM Trans. Graph.1
2019 Neural volumes: learning dynamic renderable volumes from images
abstract
Modeling and rendering of dynamic scenes is challenging, as natural scenes often contain complex phenomena such as thin structures, evolving topology, translucency, scattering, occlusion, and biological motion. Mesh-based reconstruction and tracking often fail in these cases, and other approaches (e.g., light field video) typically rely on constrained viewing conditions, which limit interactivity. We circumvent these difficulties by presenting a learning-based approach to representing dynamic objects inspired by the integral projection model used in tomographic imaging. The approach is supervised directly from 2D images in a multi-view capture setting and does not require explicit reconstruction or tracking of the object. Our method has two primary components: an encoder-decoder network that transforms input images into a 3D volume representation, and a differentiable ray-marching operation that enables end-to-end training. By virtue of its 3D representation, our construction extrapolates better to novel viewpoints compared to screen-space rendering techniques. The encoder-decoder architecture learns a latent representation of a dynamic scene that enables us to produce novel content sequences not seen during training. To overcome memory limitations of voxel-based representations, we learn a dynamic irregular grid structure implemented with a warp field during ray-marching. This structure greatly improves the apparent resolution and reduces grid-like artifacts and jagged motion. Finally, we demonstrate how to incorporate surface-based representations into our volumetric-learning framework for applications where the highest resolution is required, using facial performance capture as a case in point.
Stephen Lombardi, Tomas Simon, Jason M. Saragih, Gabriel Schwartz, Andreas M. Lehrmann, Yaser Sheikh
ACM Trans. Graph.4
2015 Automatically discovering local visual material attributes
abstract
Shape cues play an important role in computer vision, but shape is not the only information available in images. Materials, such as fabric and plastic, are discernible in images even when shapes, such as those of an object, are not. We argue that it would be ideal to recognize materials without relying on object cues such as shape. This would allow us to use materials as a context for other vision tasks, such as object recognition. Humans are intuitively able to find visual cues that describe materials. Previous frameworks attempt to recognize these cues (as visual material traits) using fully-supervised learning. This requirement is not feasible when multiple annotators and large quantities of images are involved. In this paper, we derive a framework that allows us to discover locally-recognizable material attributes from crowdsourced perceptual material distances. We show that the attributes we discover do in fact separate material categories. Our learned attributes exhibit the same desirable properties as material traits, despite the fact that they are discovered using only partial supervision.
Gabriel Schwartz, Ko Nishino
CVPR1
2012 3D Geometric Scale Variability in Range Images: Features and Descriptors
Prabin Bariya, John Novatnack, Gabriel Schwartz, Ko Nishino
Int. J. Comput. Vis.3