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290
Scape: Shape completion and animation of people
 ACM Trans. Graph
, 2005
"... Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of ..."
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Cited by 285 (4 self)
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Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, to republish, to post on servers, or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from Permissions
Spacetime faces: High resolution capture for modeling and animation
 IN ACM TRANSACTIONS ON GRAPHICS (PROC. OF ACM SIGGRAPH)
, 2004
"... We present an endtoend system that goes from video sequences to high resolution, editable, dynamically controllable face models. The capture system employs synchronized video cameras and structured light projectors to record videos of a moving face from multiple viewpoints. A novel spacetime stere ..."
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Cited by 193 (7 self)
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We present an endtoend system that goes from video sequences to high resolution, editable, dynamically controllable face models. The capture system employs synchronized video cameras and structured light projectors to record videos of a moving face from multiple viewpoints. A novel spacetime stereo algorithm is introduced to compute depth maps accurately and overcome overfitting deficiencies in prior work. A new template fitting and tracking procedure fills in missing data and yields point correspondence across the entire sequence without using markers. We demonstrate a datadriven, interactive method for inverse kinematics that draws on the large set of fitted templates and allows for posing new expressions by dragging surface points directly. Finally, we describe new tools that model the dynamics in the input sequence to enable new animations, created via keyframing or texturesynthesis techniques.
Face Transfer with Multilinear Models
 TO APPEAR IN SIGGRAPH 2005
, 2005
"... Face Transfer is a method for mapping videorecorded performances of one individual to facial animations of another. It extracts visemes (speechrelated mouth articulations), expressions, and threedimensional (3D) pose from monocular video or film footage. These parameters are then used to generate ..."
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Cited by 145 (3 self)
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Face Transfer is a method for mapping videorecorded performances of one individual to facial animations of another. It extracts visemes (speechrelated mouth articulations), expressions, and threedimensional (3D) pose from monocular video or film footage. These parameters are then used to generate and drive a detailed 3D textured face mesh for a target identity, which can be seamlessly rendered back into target footage. The underlying face model automatically adjusts for how the target performs facial expressions and visemes. The performance data can be easily edited to change the visemes, expressions, pose, or even the identity of the target—the attributes are separably controllable. This supports
Crossparameterization and compatible remeshing of 3D models
 ACM Trans. Graph
, 2004
"... Figure 1: Applications: (left) texture transfer and morphing; (right) threesided blending. Many geometry processing applications, such as morphing, shape blending, transfer of texture or material properties, and fitting template meshes to scan data, require a bijective mapping between two or more m ..."
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Cited by 143 (5 self)
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Figure 1: Applications: (left) texture transfer and morphing; (right) threesided blending. Many geometry processing applications, such as morphing, shape blending, transfer of texture or material properties, and fitting template meshes to scan data, require a bijective mapping between two or more models. This mapping, or crossparameterization, typically needs to preserve the shape and features of the parameterized models, mapping legs to legs, ears to ears, and so on. Most of the applications also require the models to be represented by compatible meshes, i.e. meshes with identical connectivity, based on the crossparameterization. In this paper we introduce novel methods for shape preserving crossparameterization and compatible remeshing. Our crossparameterization method computes a lowdistortion bijective mapping between models that satisfies user prescribed constraints. Using this mapping, the remeshing algorithm preserves the userdefined feature vertex correspondence and the shape correlation between the models. The remeshing algorithm generates output meshes with significantly fewer elements compared to previous techniques, while accurately approximating the input geometry. As demonstrated by the examples, the compatible meshes we construct are ideally suitable for morphing and other geometry processing applications.
Möbius voting for surface correspondence
 ACM TRANS. GRAPH. (PROC. SIGGRAPH
, 2009
"... The goal of our work is to develop an efficient, automatic algorithm for discovering point correspondences between surfaces that are approximately and/or partially isometric. Our approach is based on three observations. First, isometries are a subset of the Möbius group, which has lowdimensionality ..."
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Cited by 114 (10 self)
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The goal of our work is to develop an efficient, automatic algorithm for discovering point correspondences between surfaces that are approximately and/or partially isometric. Our approach is based on three observations. First, isometries are a subset of the Möbius group, which has lowdimensionality – six degrees of freedom for topological spheres, and three for topological discs. Second, computing the Möbius transformation that interpolates any three points can be computed in closedform after a midedge flattening to the complex plane. Third, deviations from isometry can be modeled by a transportationtype distance between corresponding points in that plane. Motivated by these observations, we have developed a Möbius Voting algorithm that iteratively: 1) samples a triplet of three random points from each of two point sets, 2) uses the Möbius transformations defined by those triplets to map both point sets into a canonical coordinate frame on the complex plane, and 3) produces “votes” for predicted correspondences between the mutually closest points with magnitude representing their estimated deviation from isometry. The result of this process is a fuzzy correspondence matrix, which is converted to a permutation matrix with simple matrix operations and output as a discrete set of point correspondences with confidence values. The main advantage of this algorithm is that it can find intrinsic point correspondences in cases of extreme deformation. During experiments with a variety of data sets, we find that it is able to find dozens of point correspondences between different object types in different poses fully automatically.
ShapefromSilhouette Across Time  Part I: Theory and Algorithms
 International Journal of Computer Vision
, 2005
"... ShapeFromSilhouette (SFS) is a shape reconstruction method which constructs a 3D shape estimate of an object using silhouette images of the object. The output of a SFS algorithm is known as the Visual Hull (VH). Traditionally SFS is either performed on static objects, or separately at each time in ..."
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Cited by 107 (3 self)
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ShapeFromSilhouette (SFS) is a shape reconstruction method which constructs a 3D shape estimate of an object using silhouette images of the object. The output of a SFS algorithm is known as the Visual Hull (VH). Traditionally SFS is either performed on static objects, or separately at each time instant in the case of videos of moving objects. In this paper we develop a theory of performing SFS across time: estimating the shape of a dynamic object (with unknown motion) by combining all of the silhouette images of the object over time. We first introduce a one dimensional element called a Bounding Edge to represent the Visual Hull. We then show that aligning two Visual Hulls using just their silhouettes is in general ambiguous and derive the geometric constraints (in terms of Bounding Edges) that govern the alignment. To break the alignment ambiguity, we combine stereo information with silhouette information and derive a Temporal SFS algorithm which consists of two steps: (1) estimate the motion of the objects over time (Visual Hull Alignment) and (2) combine the silhouette information using the estimated motion (Visual Hull Refinement). The algorithm is first developed for rigid objects and then extended to articulated objects. In the Part II of this paper we apply our temporal SFS algorithm to two humanrelated applications: (1) the acquisition of detailed human kinematic models and (2) markerless motion tracking.
ExampleBased 3D Scan Completion
 EUROGRAPHICS SYMPOSIUM ON GEOMETRY PROCESSING
, 2005
"... Optical acquisition devices often produce noisy and incomplete data sets, due to occlusion, unfavorable surface reflectance properties, or geometric restrictions in the scanner setup. We present a novel approach for obtaining a complete and consistent 3D model representation from such incomplete sur ..."
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Cited by 85 (23 self)
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Optical acquisition devices often produce noisy and incomplete data sets, due to occlusion, unfavorable surface reflectance properties, or geometric restrictions in the scanner setup. We present a novel approach for obtaining a complete and consistent 3D model representation from such incomplete surface scans, using a database of 3D shapes to provide geometric priors for regions of missing data. Our method retrieves suitable context models from the database, warps the retrieved models to conform with the input data, and consistently blends the warped models to obtain the final consolidated 3D shape. We define a shape matching penalty function and corresponding optimization scheme for computing the nonrigid alignment of the context models with the input data. This allows a quantitative evaluation and comparison of the quality of the shape extrapolation provided by each model. Our algorithms are explicitly designed to accommodate uncertain data and can thus be applied directly to raw scanner output. We show on a variety of real data sets how consistent models can be obtained from highly incomplete input. The information gained during the shape completion process can be utilized for future scans, thus continuously simplifying the creation of complex 3D models.
A Survey on Shape Correspondence
, 2010
"... We present a review of the correspondence problem and its solution methods, targeting the computer graphics audience. With this goal in mind, we focus on the correspondence of geometric shapes represented by point sets, contours or triangle meshes. This survey is motivated by recent developments in ..."
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Cited by 75 (8 self)
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We present a review of the correspondence problem and its solution methods, targeting the computer graphics audience. With this goal in mind, we focus on the correspondence of geometric shapes represented by point sets, contours or triangle meshes. This survey is motivated by recent developments in the field such as those requiring the correspondence of nonrigid or timevarying surfaces and a recent trend towards semantic shape analysis, of which shape correspondence is one of the central tasks. Establishing a meaningful shape correspondence is a difficult problem since it typically relies on an understanding of the structure of the shapes in question at both a local and global level, and sometimes also the shapes ’ functionality. However, despite its inherent complexity, shape correspondence is a recurrent problem and an essential component in numerous geometry processing applications. In this report, we discuss the different forms of the correspondence problem and review the main solution methods, aided by several classification criteria which can be used by the reader to objectively compare the methods. We finalize the report by discussing open problems and future perspectives.
Geometric modeling in shape space
 In Proc. SIGGRAPH
, 2007
"... Figure 1: Geodesic interpolation and extrapolation. The blue input poses of the elephant are geodesically interpolated in an asisometricaspossible fashion (shown in green), and the resulting path is geodesically continued (shown in purple) to naturally extend the sequence. No semantic information, ..."
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Cited by 74 (8 self)
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Figure 1: Geodesic interpolation and extrapolation. The blue input poses of the elephant are geodesically interpolated in an asisometricaspossible fashion (shown in green), and the resulting path is geodesically continued (shown in purple) to naturally extend the sequence. No semantic information, segmentation, or knowledge of articulated components is used. We present a novel framework to treat shapes in the setting of Riemannian geometry. Shapes – triangular meshes or more generally straight line graphs in Euclidean space – are treated as points in a shape space. We introduce useful Riemannian metrics in this space to aid the user in design and modeling tasks, especially to explore the space of (approximately) isometric deformations of a given shape. Much of the work relies on an efficient algorithm to compute geodesics in shape spaces; to this end, we present a multiresolution framework to solve the interpolation problem – which amounts to solving a boundary value problem – as well as the extrapolation problem – an initial value problem – in shape space. Based on these two operations, several classical concepts like parallel transport and the exponential map can be used in shape space to solve various geometric modeling and geometry processing tasks. Applications include shape morphing, shape deformation, deformation transfer, and intuitive shape exploration.