research Paper  /  Jan 2022 / Computer Graphics, Immersive/AR/VR/MR
Facial caricature is the art of drawing faces in an exaggerated way to convey emotions such as humor or sarcasm. Automatic caricaturization has been explored both in the 2D and 3D domain. In this paper, we present the first study of facial mesh caricaturization techniques. In addition to a user study, we propose two novel approaches to automatically caricaturize…
research Paper  /  Feb 2024 / 3D, Computer Graphics, Immersive / AR/VR/MR
"Modeling digital human at high-fidelity has become key in many applications such as gaming, visual effects or virtual reality. To push further realism of human faces, we introduce a first data-driven generative model of eyelashes based on physical and semantic features. This model is derived from real data by introducing a new 3D hair reconstruction method from…
research Paper  /  Nov 2020 / Volumetric Imaging, Computer Graphics, Video coding
Representation of 3D scenes is gaining popularity in industry, notably for Virtual Reality, Augmented Reality, and 360° Video. The point cloud format is well suited for such representations. Indeed, point clouds can be created with a simple capture process and modest processing, enabling a real-time, end-to-end point cloud distribution chain. However, point clou…
research Paper  /  Apr 2017 / Computer Graphics
Focalization and viewpoint are important aspects of narrative movie-making that need to be taken into account by cinematography and editing. In this paper, we argue that viewpoint can be determined from the first principles of focalization in the screenplay and adherence to a slightly modified version of Hitchcock's rule in cinematography and editing. With minor…
Human character animation is often critical in entertainment content production, including video games, virtual reality or fiction films. To this end, deep neural networks drive most recent advances through deep learning (DL) and deep reinforcement learning (DRL). In this article, we propose a comprehensive survey on the state-of-the-art approaches based on eith…
research Paper  /  Jan 2017 / Computer Graphics, Immersive/AR/VR/MR
We introduce analytic approximations for accurate real-time rendering of surfaces lit by non-occluded area light sources. Our solution leverages the Irradiance Tensors developed by Arvo for the shading of Phong surfaces lit by a polygonal light source. Using a reformulation of the 1D boundary edge integral, we develop a general framework for approximating and ev…
research Paper  /  Jul 2016 / Computer Graphics, Immersive/AR/VR/MR
Monte-Carlo integration techniques for global illumination are popular on GPUs thanks to their massive parallel architecture, but efficient implementation remains challenging. The use of randomly decorrelated low-discrepancy sequences in the path-tracing algorithm allows faster visual convergence. However, the parallel tracing of incoherent rays often results in…
research Paper  /  Apr 2017 / Computer Graphics, Machine/Deep Learning/AI
This paper presents an open database of annotated film clips together with an analysis of elements of film style related to how the shots are composed, how the transitions are performed between shots and how the shots are sequenced to compose a film unit. The purpose is to initiate a shared repository pertaining to elements of film style which can be used by com…
Recently, learning methods have been designed to create Multiplane Images (MPIs) for view synthesis. While MPIs are extremely powerful and facilitate high quality renderings, a great amount of memory is required, making them impractical for many applications. In this paper, we propose a learning method that optimizes the available memory to render compact and ad…
research Paper  /  May 2018 / Immersive/AR/VR/MR, Computer Graphics
Our work is a perceptual study into the effects of training poses on the Example-Based Facial Rigging (EBFR) method. We analyse the output of EBFR given a set of training poses to see how well the results reproduced our ground truth actor scans compared to a Deformation Transfer approach. While EBFR produced better results overall, there were cases that did not …
research Paper  /  Aug 2020 / Immersive / AR/VR/MR, Computer Graphics
In visual effects it is usually required to process multiple film plates in order to reproduce the performance of real actors using a digital 3D character. One of the most challenging aspects of this process is the complexity of facial animation.
research Paper  /  May 2016 / Computer Graphics, Immersive/AR/VR/MR
We present in this paper a production-oriented technique designed to visualize contact in real-time between 3D objects. The motivation of this work is to provide integrated tools in the production workflow that help artists setting-up scenes and assets without undesired floating objects or inter-penetrations. Such issues can occur easily and remain unnoticed unt…