Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Acquiring the reflectance field of a human face
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
A Flexible New Technique for Camera Calibration
IEEE Transactions on Pattern Analysis and Machine Intelligence
A practical model for subsurface light transport
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
A practical model for subsurface light transport
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
ACM SIGGRAPH 2003 Papers
Lucas-Kanade 20 Years On: A Unifying Framework
International Journal of Computer Vision
Realistic human face rendering for "The Matrix Reloaded"
ACM SIGGRAPH 2003 Sketches & Applications
Efficiently combining positions and normals for precise 3D geometry
ACM SIGGRAPH 2005 Papers
Performance relighting and reflectance transformation with time-multiplexed illumination
ACM SIGGRAPH 2005 Papers
Reflectance field rendering of human faces for "Spider-Man 2"
SIGGRAPH '04 ACM SIGGRAPH 2004 Sketches
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
High Resolution Tracking of Non-Rigid Motion of Densely Sampled 3D Data Using Harmonic Maps
International Journal of Computer Vision
Facial performance synthesis using deformation-driven polynomial displacement maps
ACM SIGGRAPH Asia 2008 papers
Practical modeling and acquisition of layered facial reflectance
ACM SIGGRAPH Asia 2008 papers
Animatable facial reflectance fields
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Rapid acquisition of specular and diffuse normal maps from polarized spherical gradient illumination
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
ACM SIGGRAPH 2010 papers
High resolution passive facial performance capture
ACM SIGGRAPH 2010 papers
Leveraging motion capture and 3D scanning for high-fidelity facial performance acquisition
ACM SIGGRAPH 2011 papers
High-quality passive facial performance capture using anchor frames
ACM SIGGRAPH 2011 papers
Realtime performance-based facial animation
ACM SIGGRAPH 2011 papers
Proceedings of the 2011 SIGGRAPH Asia Conference
ACII'11 Proceedings of the 4th international conference on Affective computing and intelligent interaction - Volume Part II
Stochastic tomography and its applications in 3D imaging of mixing fluids
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Coupled 3D reconstruction of sparse facial hair and skin
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Lightweight binocular facial performance capture under uncontrolled lighting
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Realtime facial animation with on-the-fly correctives
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
3D Virtual worlds and the metaverse: Current status and future possibilities
ACM Computing Surveys (CSUR)
Digital Ira: creating a real-time photoreal digital actor
ACM SIGGRAPH 2013 Posters
Reconstructing detailed dynamic face geometry from monocular video
ACM Transactions on Graphics (TOG)
Hi-index | 0.00 |
This course describes how high-resolution face scanning, advanced character rigging, and performance-driven facial animation were combined to create Digital Emily, a believably photorealistic digital actor. Actress Emily O'Brien was scanned in the USC ICT light stage in 35 different facial poses using a new high-resolution face-scanning process capable of capturing geometry and textures down to the level of skin pores and fine wrinkles. These scans were assembled into a rigged digital character, which could then be driven by Image Metrics video-based facial animation technology. The real Emily was captured speaking on a small set, and her movements were used to drive a complete digital face replacement of her character, including its diffuse, specular, and animated displacement maps. HDRI lighting reconstruction techniques were used to reproduce the lighting on her original performance. The most recent results show new real-time animation and rendering research for the Digital Emily character.