2015
DOI: 10.1145/2766974
|View full text |Cite
|
Sign up to set email alerts
|

Dynamic 3D avatar creation from hand-held video input

Abstract: EPFLFigure 1: Our system creates a fully rigged 3D avatar of the user from uncalibrated video input acquired with a cell-phone camera. The blendshape models of the reconstructed avatars are augmented with textures and dynamic detail maps, and can be animated in realtime. AbstractWe present a complete pipeline for creating fully rigged, personalized 3D facial avatars from hand-held video. Our system faithfully recovers facial expression dynamics of the user by adapting a blendshape template to an image sequence… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

0
104
0

Year Published

2015
2015
2024
2024

Publication Types

Select...
5
2
1

Relationship

0
8

Authors

Journals

citations
Cited by 214 publications
(104 citation statements)
references
References 59 publications
0
104
0
Order By: Relevance
“…For blend shape animation, linearly blending of template shapes would fail to realize fine-scale details such as winkle. Recent studies support this hypothesis using Detail-maps for shading (34). For skinning, applying non-rigid deformation to a character is hard.…”
Section: Discussionmentioning
confidence: 98%
“…For blend shape animation, linearly blending of template shapes would fail to realize fine-scale details such as winkle. Recent studies support this hypothesis using Detail-maps for shading (34). For skinning, applying non-rigid deformation to a character is hard.…”
Section: Discussionmentioning
confidence: 98%
“…In terms of 3D facial geometry reconstruction for the refinement of landmarks, recently there has been an increasing amount of research based on 2D images and videos [19,[35][36][37][38][39][40][41]. In order to accurately track facial landmarks, it is important to first reconstruct face geometry.…”
Section: Literature Reviewmentioning
confidence: 99%
“…In order to accurately track facial landmarks, it is important to first reconstruct face geometry. Due to the lack of depth information in images and videos, most methods rely on blendshape priors to model nonrigid deformation while structure-from-motion, photometric stereo, or other methods [42] are used to account for unseen variation [36,38] or details [19,37].…”
Section: Literature Reviewmentioning
confidence: 99%
“…The creation of photo-realistic person specific facial model can be useful for many application as seen in [34,23], where the tracked facial performance was used to transfer the expression of source actor to the target. In order to create person specific model from a monocular rig, a method was proposed in [20], which produces facial mesh via multi-view stereo vision pipeline. To allow the geometry deformation and variations go beyond the blendshape and minuscule details, a method was proposed in [38], which physically models the anatomical structure of the face and deform the person specific model to match the monocular video input.…”
Section: Expression Clusteringmentioning
confidence: 99%
“…2b). SFM methods [18,11,20], which estimate 3D structures from 2D images with different viewing angles, are able to handle these large variations. Nevertheless, the user is required to remain still while images from different angles are being taken.…”
Section: Introductionmentioning
confidence: 99%