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Jens Fursund

dblp:120/6353 · DBLP profile ↗
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3ranked-venue papers
0as first author
0since 2021 · last 2018
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 3

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
3 papers
Geometric modeling and processing · 45% Virtual and augmented reality · 24% Visual content generation and editing · 19%
Artificial intelligence
1 paper
Generative modeling · 100%
Theoretical computer science
1 paper
Mathematical optimization · 100%

Topics — the 4 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Geometric modeling and processing › shape modeling
3d hair modeling
0.312017
Avatar digitization from a single image for real-time rendering · ACM Trans. Graph. 2017
Computer animation and physical simulation
fluid simulation
0.212014
Multiphase Flow of Immiscible Fluids on Unstructured Moving Meshes · IEEE Trans. Vis. Comput. Graph. 2014
Machine learning › Generative modeling › generative adversarial network
conditional GAN
0.112018
paGAN: real-time avatars using dynamic textures · ACM Trans. Graph. 2018
Virtual and augmented reality › avatar rendering
real-time avatar rendering
0.112017
Avatar digitization from a single image for real-time rendering · ACM Trans. Graph. 2017

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

conditional generative adversarial network · 0.7blendshape blending · 0.7UV texture mapping · 0.7schur complement preconditioner · 0.4finite element method · 0.4deformable simplicial complex · 0.4GPU computation · 0.4deep convolutional neural network · 0.3blendshape rigging · 0.33d model and texture retrieval · 0.3
YearPublicationVenuePosition
2018 paGAN: real-time avatars using dynamic textures
abstract
With the rising interest in personalized VR and gaming experiences comes the need to create high quality 3D avatars that are both low-cost and variegated. Due to this, building dynamic avatars from a single unconstrained input image is becoming a popular application. While previous techniques that attempt this require multiple input images or rely on transferring dynamic facial appearance from a source actor, we are able to do so using only one 2D input image without any form of transfer from a source image. We achieve this using a new conditional Generative Adversarial Network design that allows fine-scale manipulation of any facial input image into a new expression while preserving its identity. Our photoreal avatar GAN (paGAN) can also synthesize the unseen mouth interior and control the eye-gaze direction of the output, as well as produce the final image from a novel viewpoint. The method is even capable of generating fully-controllable temporally stable video sequences, despite not using temporal information during training. After training, we can use our network to produce dynamic image-based avatars that are controllable on mobile devices in real time. To do this, we compute a fixed set of output images that correspond to key blendshapes, from which we extract textures in UV space. Using a subject's expression blendshapes at run-time, we can linearly blend these key textures together to achieve the desired appearance. Furthermore, we can use the mouth interior and eye textures produced by our network to synthesize on-the-fly avatar animations for those regions. Our work produces state-of-the-art quality image and video synthesis, and is the first to our knowledge that is able to generate a dynamically textured avatar with a mouth interior, all from a single image.
Koki Nagano, Jaewoo Seo, Jun Xing, Lingyu Wei, Zimo Li, Shunsuke Saito, Aviral Agarwal, Jens Fursund, Hao Li 0015
ACM Trans. Graph.8
2017 Avatar digitization from a single image for real-time rendering
abstract
We present a fully automatic framework that digitizes a complete 3D head with hair from a single unconstrained image. Our system offers a practical and consumer-friendly end-to-end solution for avatar personalization in gaming and social VR applications. The reconstructed models include secondary components (eyes, teeth, tongue, and gums) and provide animation-friendly blendshapes and joint-based rigs. While the generated face is a high-quality textured mesh, we propose a versatile and efficient polygonal strips (polystrips) representation for the hair. Polystrips are suitable for an extremely wide range of hairstyles and textures and are compatible with existing game engines for real-time rendering. In addition to integrating state-of-the-art advances in facial shape modeling and appearance inference, we propose a novel single-view hair generation pipeline, based on 3D-model and texture retrieval, shape refinement, and polystrip patching optimization. The performance of our hairstyle retrieval is enhanced using a deep convolutional neural network for semantic hair attribute classification. Our generated models are visually comparable to state-of-the-art game characters designed by professional artists. For real-time settings, we demonstrate the flexibility of polystrips in handling hairstyle variations, as opposed to conventional strand-based representations. We further show the effectiveness of our approach on a large number of images taken in the wild, and how compelling avatars can be easily created by anyone.
Liwen Hu 0001, Shunsuke Saito, Lingyu Wei, Koki Nagano, Jaewoo Seo, Jens Fursund, Iman Sadeghi, Carrie Sun, Hao Li 0015
ACM Trans. Graph.6
2014 Multiphase Flow of Immiscible Fluids on Unstructured Moving Meshes
abstract
In this paper, we present a method for animating multiphase flow of immiscible fluids using unstructured moving meshes. Our underlying discretization is an unstructured tetrahedral mesh, the deformable simplicial complex (DSC), that moves with the flow in a Lagrangian manner. Mesh optimization operations improve element quality and avoid element inversion. In the context of multiphase flow, we guarantee that every element is occupied by a single fluid and, consequently, the interface between fluids is represented by a set of faces in the simplicial complex. This approach ensures that the underlying discretization matches the physics and avoids the additional book-keeping required in grid-based methods where multiple fluids may occupy the same cell. Our Lagrangian approach naturally leads us to adopt a finite element approach to simulation, in contrast to the finite volume approaches adopted by a majority of fluid simulation techniques that use tetrahedral meshes. We characterize fluid simulation as an optimization problem allowing for full coupling of the pressure and velocity fields and the incorporation of a second-order surface energy. We introduce a preconditioner based on the diagonal Schur complement and solve our optimization on the GPU. We provide the results of parameter studies as well as a performance analysis of our method, together with suggestions for performance optimization.
Marek Krzysztof Misztal, Kenny Erleben, Adam W. Bargteil, Jens Fursund, Brian Bunch Christensen, Jakob Andreas Bærentzen, Rook Bridson
IEEE Trans. Vis. Comput. Graph.4