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Alexandru Eugen Ichim

dblp:165/9868 · DBLP profile ↗
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6ranked-venue papers
2as first author
1since 2021 · last 2026
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 6 · 2 first-author · 1 since 2021Applied, interdisciplinary, general and emerging 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
3 papers
Computer animation and physical simulation · 73% Geometric modeling and processing · 13% Visual content generation and editing · 11%
Artificial intelligence
1 paper
3D vision · 100%

Topics — the 7 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
facial animation
0.522017
Phace: physics-based face modeling and animation · ACM Trans. Graph. 2017
Dynamic 3D avatar creation from hand-held video input · ACM Trans. Graph. 2015
Computer animation and physical simulation › facial animation
physics-based facial animation
0.312017
Phace: physics-based face modeling and animation · ACM Trans. Graph. 2017
Computer animation and physical simulation › deformable body simulation
soft tissue simulation
0.312017
Phace: physics-based face modeling and animation · ACM Trans. Graph. 2017
Computer vision › 3D vision
3d face reconstruction
0.212015
Dynamic 3D avatar creation from hand-held video input · ACM Trans. Graph. 2015
Visual content generation and editing
avatar generation
0.212015
Dynamic 3D avatar creation from hand-held video input · ACM Trans. Graph. 2015
Computer animation and physical simulation
collision and contact
0.112017
Phace: physics-based face modeling and animation · ACM Trans. Graph. 2017
Image and video processing › image enhancement
detail synthesis
0.112015
Dynamic 3D avatar creation from hand-held video input · ACM Trans. Graph. 2015

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

shape-from-shading · 0.4regression · 0.4optical flow · 0.4feature tracking · 0.4nonlinear potential energy minimization · 0.3muscle activation model · 0.3physics-based simulation · 0.2large-scale optimization · 0.2
YearPublicationVenuePosition
2026 GarmentCrafter: Progressive Novel View Synthesis for Single-View 3D Garment Reconstruction and Editing
abstract
We introduce GarmentCrafter, a new approach to enable non-professional users to create and modify 3D garments from a single-view image. While recent advances in image generation have facilitated$2 D$garment design, creating and editing 3D garments remains challenging for nonprofessional users. Existing methods for single-view 3D reconstruction often rely on pre-trained generative models to hallucinate novel views conditioning on the reference image and camera pose, yet they lack cross-view consistency, failing to capture the internal relationships across different views. In this paper, we tackle this challenge through progressive depth prediction and image warping to approximate novel views. Subsequently, we train a multi-view diffusion model to complete occluded and unknown clothing regions, informed by the evolving camera pose. By jointly inferring RGB and depth, GarmentCrafter enforces inter-view coherence and reconstructs precise geometries and fine details. Extensive experiments demonstrate that our method achieves superior visual fidelity and inter-view coherence compared to state-of-the-art single-view 3D garment reconstruction methods. Our code will be publicly available.
Yuanhao Wang 0011, Cheng Zhang 0014, Gonçalo Frazão, Alexandru Eugen Ichim, Thabo Beeler, Fernando De la Torre
3DV5
2018 Temporally Consistent Motion Segmentation From RGB-D Video
abstract
Abstract Temporally consistent motion segmentation from RGB‐D videos is challenging because of the limitations of current RGB‐D sensors. We formulate segmentation as a motion assignment problem, where a motion is a sequence of rigid transformations through all frames of the input. We capture the quality of each potential assignment by defining an appropriate energy function that accounts for occlusions and a sensor‐specific noise model. To make energy minimization tractable, we work with a discrete set instead of the continuous, high dimensional space of motions, where the discrete motion set provides an upper bound for the original energy. We repeatedly minimize our energy, and in each step extend and refine the motion set to further lower the bound. A quantitative comparison to the current state of the art demonstrates the benefits of our approach in difficult scenarios.
Peter Bertholet, Alexandru Eugen Ichim, Matthias Zwicker
Comput. Graph. Forum2
2017 Phace: physics-based face modeling and animation
abstract
We present a novel physics-based approach to facial animation. Contrary to commonly used generative methods, our solution computes facial expressions by minimizing a set of non-linear potential energies that model the physical interaction of passive flesh, active muscles, and rigid bone structures. By integrating collision and contact handling into the simulation, our algorithm avoids inconsistent poses commonly observed in generative methods such as blendshape rigs. A novel muscle activation model leads to a robust optimization that faithfully reproduces complex facial articulations. We show how person-specific simulation models can be built from a few expression scans with a minimal data acquisition process and an almost entirely automated processing pipeline. Our method supports temporal dynamics due to inertia or external forces, incorporates skin sliding to avoid unnatural stretching, and offers full control of the simulation parameters, which enables a variety of advanced animation effects. For example, slimming or fattening the face is achieved by simply scaling the volume of the soft tissue elements. We show a series of application demos, including artistic editing of the animation model, simulation of corrective facial surgery, or dynamic interaction with external forces and objects.
Alexandru Eugen Ichim, Petr Kadlecek, Ladislav Kavan, Mark Pauly
ACM Trans. Graph.1
2016 Patient MoCap: Human Pose Estimation Under Blanket Occlusion for Hospital Monitoring Applications
Felix Achilles, Alexandru Eugen Ichim, Huseyin Coskun, Federico Tombari, Soheyl Noachtar, Nassir Navab
MICCAI (1)2
2016 Reconstructing personalized anatomical models for physics-based body animation
abstract
We present a method to create personalized anatomical models ready for physics-based animation, using only a set of 3D surface scans. We start by building a template anatomical model of an average male which supports deformations due to both 1) subject-specific variations: shapes and sizes of bones, muscles, and adipose tissues and 2) skeletal poses. Next, we capture a set of 3D scans of an actor in various poses. Our key contribution is formulating and solving a large-scale optimization problem where we compute both subject-specific and pose-dependent parameters such that our resulting anatomical model explains the captured 3D scans as closely as possible. Compared to data-driven body modeling techniques that focus only on the surface, our approach has the advantage of creating physics-based models, which provide realistic 3D geometry of the bones and muscles, and naturally supports effects such as inertia, gravity, and collisions according to Newtonian dynamics.
Petr Kadlecek, Alexandru Eugen Ichim, Tiantian Liu 0002, Jaroslav Krivánek, Ladislav Kavan
ACM Trans. Graph.2
2015 Dynamic 3D avatar creation from hand-held video input
abstract
We present a complete pipeline for creating fully rigged, personalized 3D facial avatars from hand-held video. Our system faithfully recovers facial expression dynamics of the user by adapting a blendshape template to an image sequence of recorded expressions using an optimization that integrates feature tracking, optical flow, and shape from shading. Fine-scale details such as wrinkles are captured separately in normal maps and ambient occlusion maps. From this user- and expression-specific data, we learn a regressor for on-the-fly detail synthesis during animation to enhance the perceptual realism of the avatars. Our system demonstrates that the use of appropriate reconstruction priors yields compelling face rigs even with a minimalistic acquisition system and limited user assistance. This facilitates a range of new applications in computer animation and consumer-level online communication based on personalized avatars. We present realtime application demos to validate our method.
Alexandru Eugen Ichim, Sofien Bouaziz, Mark Pauly
ACM Trans. Graph.1