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Lars Jebe

dblp:288/1040 · DBLP profile ↗
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3ranked-venue papers
0as first author
3since 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 · 3 since 2021Artificial intelligence and machine learning · 2 · 2 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
3 papers
Visual content generation and editing · 43% Computational photography and imaging · 20% Image and video processing · 20%
Artificial intelligence
2 papers
3D vision · 77% Generative modeling · 23%

Topics — the 10 heaviest of 11, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Generative modeling
diffusion model
0.712023
DiffusionRig: Learning Personalized Priors for Facial Appearance Editing · CVPR 2023
Image and video processing › image restoration
demosaicing
0.612022
Neural Photo-Finishing · ACM Trans. Graph. 2022
Computational photography and imaging
image signal processing
0.612022
Neural Photo-Finishing · ACM Trans. Graph. 2022
Visual content generation and editing
style transfer
0.612022
Neural Photo-Finishing · ACM Trans. Graph. 2022
Computer vision › 3D vision
3d reconstruction
0.512021
Neural Lumigraph Rendering · CVPR 2021
Computer vision › 3D vision › 3d reconstruction › surface reconstruction › neural surface reconstruction
neural implicit surface reconstruction
0.512021
Neural Lumigraph Rendering · CVPR 2021
Computer vision › 3D vision › 3d scene modeling › scene representation
neural scene representation
0.512021
Neural Lumigraph Rendering · CVPR 2021
Computer vision › 3D vision › 3d scene modeling
scene representation
0.512021
Neural Lumigraph Rendering · CVPR 2021
Rendering
neural rendering
0.512021
Neural Lumigraph Rendering · CVPR 2021
Computer vision › 3D vision › 3d shape analysis › 3d face analysis
3d face model
0.212023
DiffusionRig: Learning Personalized Priors for Facial Appearance Editing · CVPR 2023

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

two-stage training · 1.3diffusion model conditioning · 1.3volume rendering · 1.0network proxy models · 0.6first-order optimization · 0.6periodic activation functions · 0.5periodic activation function · 0.5
YearPublicationVenuePosition
2023 DiffusionRig: Learning Personalized Priors for Facial Appearance Editing
abstract
We address the problem of learning person-specific facial priors from a small number (e.g., 20) of portrait photos of the same person. This enables us to edit this specific person's facial appearance, such as expression and lighting, while preserving their identity and high-frequency facial details. Key to our approach, which we dub DiffusionRig, is a diffusion model conditioned on, or “rigged by,“ crude 3D face models estimated from single in-the-wild images by an off-the-shelf estimator. On a high level, DiffusionRig learns to map simplistic renderings of 3D face models to realistic photos of a given person. Specifically, DiffusionRig is trained in two stages: It first learns generic facial priors from a large-scale face dataset and then person-specific priors from a small portrait photo collection of the person of interest. By learning the CGI-to-photo mapping with such personalized priors,DiffusionRig can “rig“ the lighting, facial expression, head pose, etc. of a portrait photo, conditioned only on coarse 3D models while preserving this person's identity and other high-frequency characteristics. Qualitative and quantitative experiments show that DiffusionRig outperforms existing approaches in both identity preservation and photorealism. Please see the project website: https://diffusionrig.github.io for the supplemental material, video, code, and data.
Zheng Ding, Xuaner Cecilia Zhang, Zhihao Xia, Lars Jebe, Zhuowen Tu, Xiuming Zhang
CVPR4
2022 Neural Photo-Finishing
abstract
Image processing pipelines are ubiquitous and we rely on them either directly, by filtering or adjusting an image post-capture, or indirectly, as image signal processing (ISP) pipelines on broadly deployed camera systems. Used by artists, photographers, system engineers, and for downstream vision tasks, traditional image processing pipelines feature complex algorithmic branches developed over decades. Recently, image-to-image networks have made great strides in image processing, style transfer, and semantic understanding. The differentiable nature of these networks allows them to fit a large corpus of data; however, they do not allow for intuitive, fine-grained controls that photographers find in modern photo-finishing tools. This work closes that gap and presents an approach to making complex photo-finishing pipelines differentiable, allowing legacy algorithms to be trained akin to neural networks using first-order optimization methods. By concatenating tailored network proxy models of individual processing steps (e.g. white-balance, tone-mapping, color tuning), we can model a non-differentiable reference image finishing pipeline more faithfully than existing proxy image-to-image network models. We validate the method for several diverse applications, including photo and video style transfer, slider regression for commercial camera ISPs, photography-driven neural demosaicking, and adversarial photo-editing.
Ethan Tseng, Yuxuan Zhang 0001, Lars Jebe, Xuaner Cecilia Zhang, Zhihao Xia, Felix Heide, Jiawen Chen 0001
ACM Trans. Graph.3
2021 Neural Lumigraph Rendering
abstract
Novel view synthesis is a challenging and ill-posed inverse rendering problem. Neural rendering techniques have recently achieved photorealistic image quality for this task. State-of-the-art (SOTA) neural volume rendering approaches, however, are slow to train and require minutes of inference (i.e., rendering) time for high image resolutions. We adopt high-capacity neural scene representations with periodic activations for jointly optimizing an implicit surface and a radiance field of a scene supervised exclusively with posed 2D images. Our neural rendering pipeline accelerates SOTA neural volume rendering by about two orders of magnitude and our implicit surface representation is unique in allowing us to export a mesh with view-dependent texture information. Thus, like other implicit surface representations, ours is compatible with traditional graphics pipelines, enabling real-time rendering rates, while achieving unprecedented image quality compared to other surface methods. We assess the quality of our approach using existing datasets as well as high-quality 3D face data captured with a custom multi-camera rig.
Petr Kellnhofer, Lars Jebe, Ryan Spicer, Kari Pulli, Gordon Wetzstein
CVPR2