Direct manipulation for figure animation has long
been possible using inverse kinematics.
This work describes an easy-to-implement direct
manipulation approach for the popular blendshape facial
representation. It also interoperates with traditional
blendshape parameter (slider) editing, unlike face editing approaches
based on an underlying PCA representation. This is crucial, since
a simple mathematical argument shows that direct manipulation is
sometimes
efficient that parameter editing, while
the converse is equally true in other cases.
VisualIDs
VisualIDs:
User interfaces need scenery, and suitable
scenery can be invented with computer graphics techniques.
NPR strokes
Perceptual segmentation for NPR sketching.
Existing NPR sketching schemes have segmented strokes using relatively
simple measures such as curvature extrema.
These schemes disregard the
successive approximation
nature of sketching -- that large details are sketched first,
and small details (even if they contain curvature maxima) are only added later.
This
Graphite05 paper
shows that spectral clustering can better
approximate the perceptually guided successive approximation used in sketching.
Face inpainting
Face inpainting.
Which of these two people has thicker lips? A web survey shows that
humans find this question well posed and
are usually able to guess correctly.
This suggests that population face statistics can guide face inpainting.
On the other hand, we find that face proportion statistics are clearly non-Gaussian,
so simple PCA based approaches will leave room for improvement.
We extend an active appearance model to employ local,
positive-only reconstruction, resulting in surprisingly good extrapolation.
Tracker
Feature tracking. "Fast Template Matching", Vision Interface 1995. Describes a frequency-domain algorithm for normalized cross-correlation;
it introduced the integral images idea to computer vision and image processing.
This low-level vision algorithm has been used in phone cameras, astronomy, and medical imaging as well as VFX.
This algorithm is included in the Matlab image processing toolbox and
used in several commercial software packages.
conference paper,
expanded/corrected version: .pdf,
ps.gz,
html.
Generalized fractals
Generalized fractals. "Generalized stochastic subdivision", ACM Transactions on Graphics July 1987 applies estimation theory to remove artifacts in the popular fractal subdivision construction and generalize it to arbitrary non-fractal power spectra (e.g. ocean waves), producing a multiscale texture synthesis. This is an early application of Gaussian Process regression in graphics.
The work is discussed in the book Peitgen and Saupe,
The Science of Fractal Images (Springer-Verlag 1988), section 2.6.
The 1987 article with additional figures is here
(pdf,
html preview)
Also see
``Is the Fractal Model Appropriate for Terrain?'',
(pdf)
Solid Textures
Sparse Convolution
is a simple texture synthesis method that can resynthesize some (random phase)
textures given a sample. It was introduced in the Siggraph paper (above),
and explained in more detail in this
siggraph89 paper.
This algorithm removes the
directional artifacts found in the initial implementation of Perlin noise and
has other capabilities. The algorithm has been incorporated in
RenderDotC and Houdini.
Coherent phase texture
Coherent Phase Texture Synthesis
(unpublished research)
Many texture synthesis approaches produce
more or less 'random phase' textures, i.e.,
coherent sharp 'structural' details are not present.
This synthesis algorithm has a coherence knob that
can produce such structural details in a synthetic texture.
Sample image
Neural Net Pattern Synthesis
Neural Network pattern synthesis.
"Creation by Refinement" proposed pattern synthesis by classifier-guided neural net denoising of random noise.
Computers at the time were <1mflop, a factor perhaps 1E9 slower than current GPUs. The work introduced the activation maximization idea later used e.g. in Google's Deep Dream, and also introduced a hard negative mining scheme.
(
pdf).
Videoconferencing Eye Contact
Eye contact by image-based rendering.
"Teleconferencing Eye Contact" (joint work with M.Ott and I.Cox at NEC
Research). This work addressed the videoconferencing eye contact problem using view morphing
(and is one of the earliest publication on these subjects).
Two cameras are mounted around the monitor, and stereo
reconstruction is used to form a crude 3D depth model which is filled in and
smoothed using scattered data interpolation; this model is then used to warp
one of the views. A non-real-time implementation of the
technique shown at
CHI93
demonstrated that within a small range of head orientation, the
impression of eye contact is apparently determined by the overall proportions
of the facial projection rather than the eye projection specifically, and thus
even a low-resolution depth reconstruction provides an impression of
eye-contact. This technique is the subject of
US patent #5,359,362.
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Contact
JP Lewis
Bio & CV
Previous affiliations include Google Research, EA SEED, Weta, USC, Stanford, Interval Research, Industrial Light & Magic, Disney, MIT
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