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José Serra

dblp:57/11454 · DBLP profile ↗
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5ranked-venue papers
4as first author
1since 2021 · last 2021
0000-0003-2229-0857ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 3 first-author · 1 since 2021Artificial intelligence and machine learning · 2 · 2 first-authorHuman-computer interaction and ubiquitous computing · 1 · 1 first-author

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
Computer animation and physical simulation · 50% Visual content generation and editing · 50%
Artificial intelligence
1 paper
Face, body and person analysis · 100%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Visual content generation and editing › face editing
expression transfer
0.512021
Semi-supervised video-driven facial animation transfer for production · ACM Trans. Graph. 2021
Computer animation and physical simulation
facial animation
0.512021
Semi-supervised video-driven facial animation transfer for production · ACM Trans. Graph. 2021
Computer vision › Face, body and person analysis
face and body analysis
0.112021
Semi-supervised video-driven facial animation transfer for production · ACM Trans. Graph. 2021

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

linear regression · 1.0latent representation learning · 1.0image-to-image translation · 1.0
YearPublicationVenuePosition
2021 Semi-supervised video-driven facial animation transfer for production
abstract
We propose a simple algorithm for automatic transfer of facial expressions, from videos to a 3D character, as well as between distinct 3D characters through their rendered animations. Our method begins by learning a common, semantically-consistent latent representation for the different input image domains using an unsupervised image-to-image translation model. It subsequently learns, in a supervised manner, a linear mapping from the character images' encoded representation to the animation coefficients. At inference time, given the source domain (i.e., actor footage), it regresses the corresponding animation coefficients for the target character. Expressions are automatically remapped between the source and target identities despite differences in physiognomy. We show how our technique can be used in the context of markerless motion capture with controlled lighting conditions, for one actor and for multiple actors. Additionally, we show how it can be used to automatically transfer facial animation between distinct characters without consistent mesh parameterization and without engineered geometric priors. We compare our method with standard approaches used in production and with recent state-of-the-art models on single camera face tracking.
Lucio Moser, Chinyu Chien, Mark Williams 0008, José Serra, Darren Hendler, Douglas Roble
ACM Trans. Graph.4
2018 Easy Generation of Facial Animation Using Motion Graphs
abstract
Abstract Facial animation is a time‐consuming and cumbersome task that requires years of experience and/or a complex and expensive set‐up. This becomes an issue, especially when animating the multitude of secondary characters required, e.g. in films or video‐games. We address this problem with a novel technique that relies on motion graphs to represent a landmarked database. Separate graphs are created for different facial regions, allowing a reduced memory footprint compared to the original data. The common poses are identified using a Euclidean‐based similarity metric and merged into the same node. This process traditionally requires a manually chosen threshold, however, we simplify it by optimizing for the desired graph compression. Motion synthesis occurs by traversing the graph using Dijkstra's algorithm, and coherent noise is introduced by swapping some path nodes with their neighbours. Expression labels, extracted from the database, provide the control mechanism for animation. We present a way of creating facial animation with reduced input that automatically controls timing and pose detail. Our technique easily fits within video‐game and crowd animation contexts, allowing the characters to be more expressive with less effort. Furthermore, it provides a starting point for content creators aiming to bring more life into their characters.
José Serra, Ozan Cetinaslan, Shridhar Ravikumar, Verónica Orvalho, Darren Cosker
Comput. Graph. Forum1
2016 Behavioural facial animation using motion graphs and mind maps
abstract
We present a new behavioural animation method that combines motion graphs for synthesis of animation and mind maps as behaviour controllers for the choice of motions, significantly reducing the cost of animating secondary characters. Motion graphs are created for each facial region from the analysis of a motion database, while synthesis occurs by minimizing the path distance that connects automatically chosen nodes. A Mind map is a hierarchical graph built on top of the motion graphs, where the user visually chooses how a stimulus affects the character's mood, which in turn will trigger motion synthesis. Different personality traits add more emotional complexity to the chosen reactions. Combining behaviour simulation and procedural animation leads to more emphatic and autonomous characters that react differently in each interaction, shifting the task of animating a character to one of defining its behaviour.
José Serra, Verónica Orvalho, Darren Cosker
MIG1
2013 Personality Simulation In Interactive Agents Through Emotional Biasis
José Serra
ECMS1
2013 Intelligent facial animation
José Serra
FDG1