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Sai Sagar Jinka

dblp:227/2670 · DBLP profile ↗
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4ranked-venue papers
2as first author
2since 2021 · last 2023
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-author · 1 since 2021Artificial intelligence and machine learning · 2 · 1 first-author · 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
1 paper
Geometric modeling and processing · 87% Computational photography and imaging · 13%
Artificial intelligence
1 paper
3D vision · 100%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › 3D vision › 3d human reconstruction
clothed human reconstruction
0.712023
SHARP: Shape-Aware Reconstruction of People in Loose Clothing · Int. J. Comput. Vis. 2023
Computer vision › 3D vision › 3d human reconstruction
human shape reconstruction
0.712023
SHARP: Shape-Aware Reconstruction of People in Loose Clothing · Int. J. Comput. Vis. 2023
Geometric modeling and processing
3d reconstruction
0.612022
xCloth: Extracting Template-free Textured 3D Clothes from a Monocular Image · ACM Multimedia 2022
Geometric modeling and processing › surface reconstruction › mesh reconstruction
textured mesh reconstruction
0.612022
xCloth: Extracting Template-free Textured 3D Clothes from a Monocular Image · ACM Multimedia 2022

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

shape-aware reconstruction · 0.7texture inpainting · 0.6layered depth representation · 0.6UV parametrization · 0.6
YearPublicationVenuePosition
2023 SHARP: Shape-Aware Reconstruction of People in Loose Clothing
Sai Sagar Jinka, Astitva Srivastava, Chandradeep Pokhariya, Avinash Sharma 0001, P. J. Narayanan
Int. J. Comput. Vis.1
2022 xCloth: Extracting Template-free Textured 3D Clothes from a Monocular Image
abstract
Existing approaches for 3D garment reconstruction either assume a predefined template for the garment geometry (restricting them to fixed clothing styles) or yield vertex-colored meshes (lacking high-frequency textural details). Our novel framework co-learns geometric and semantic information of garment surface from the input monocular image for template-free textured 3D garment digitization. More specifically, we propose to extend PeeledHuman representation to predict the pixel-aligned, layered depth and semantic maps to extract 3D garments. The layered representation is further exploited to UV parametrize the arbitrary surface of the extracted garment without any human intervention to form a UV atlas. The texture is then imparted on the UV atlas in a hybrid fashion by first projecting pixels from the input image to UV space for the visible region, followed by inpainting the occluded regions. Thus, we are able to digitize arbitrarily loose clothing styles while retaining high-frequency textural details from a monocular image. We achieve high-fidelity 3D garment reconstruction results on three publicly available datasets and generalization on internet images.
Astitva Srivastava, Chandradeep Pokhariya, Sai Sagar Jinka, Avinash Sharma 0001
ACM Multimedia3
2020 PeeledHuman: Robust Shape Representation for Textured 3D Human Body Reconstruction
abstract
We introduce PeeledHuman - a novel shape representation of the human body that is robust to self-occlusions. PeeledHuman encodes the human body as a set of Peeled Depth and RGB maps in 2D, obtained by performing raytracing on the 3D body model and extending each ray beyond its first intersection. This formulation allows us to handle self-occlusions efficiently compared to other representations. Given a monocular RGB image, we learn these Peeled maps in an end-to-end generative adversarial fashion using our novel framework - PeelGAN. We train PeelGAN using a 3D Chamfer loss and other 2D losses to generate multiple depth values per-pixel and a corresponding RGB field per-vertex in a dual-branch setup. In our simple non-parametric solution, the generated Peeled Depth maps are back-projected to 3D space to obtain a complete textured 3D shape. The corresponding RGB maps provide vertex-level texture details. We compare our method with current parametric and non-parametric methods in 3D reconstruction and find that we achieve state-of-the-art-results. We demonstrate the effectiveness of our representation on publicly available BUFF and MonoPerfCap datasets as well as loose clothing data collected by our calibrated multi-Kinect setup.
Sai Sagar Jinka, Rohan Chacko, Avinash Sharma 0001, P. J. Narayanan
3DV1
2018 Deep Textured 3D Reconstruction of Human Bodies
Abbhinav Venkat, Sai Sagar Jinka, Avinash Sharma 0001
BMVC2