Abstract | ||
---|---|---|
Modeling realistic human characters is frequently done using 3D recordings of the shape and appearance of real people, often across a set of different facial expressions to build blendshape facial models. Believable characters that cross the "Uncanny Valley" require high-quality geometry, texture maps, reflectance properties, and surface detail at the level of skin pores and fine wrinkles. Unfortunately, there has not yet been a technique for recording such datasets that is near-instantaneous and low-cost. While some facial capture techniques are instantaneous and inexpensive [Beeler et al. 2010], these do not generally provide lighting-independent texture maps, specular reflectance information, or high-resolution surface normal detail for relighting. In contrast, techniques which use multiple photographs from spherical lighting setups [Ghosh et al. 2011] do capture such reflectance properties, at the expense of longer capture times and complicated custom equipment.
|
Year | DOI | Venue |
---|---|---|
2015 | 10.1145/2775280.2792561 | Comput. Graph. Forum |
Keywords | Field | DocType |
lighting | Texture mapping,Computer vision,Facial geometry,Instant,Computer graphics (images),Uncanny valley,Computer science,Specular reflection,Facial expression,Artificial intelligence,Reflectivity,Normal | Conference |
Volume | Issue | ISBN |
35 | 2 | 978-1-4503-3636-9 |
Citations | PageRank | References |
1 | 0.35 | 3 |
Authors | ||
5 |
Name | Order | Citations | PageRank |
---|---|---|---|
Paul Graham | 1 | 47 | 4.55 |
Graham Fyffe | 2 | 356 | 22.50 |
Borom Tunwattanapong | 3 | 113 | 8.54 |
Abhijeet Ghosh | 4 | 772 | 58.87 |
Paul Debevec | 5 | 4955 | 449.10 |