Zobrazeno 1 - 10
of 16
pro vyhledávání: '"Wolfgang Paier"'
Publikováno v:
Graphical Models, Vol 129, Iss , Pp 101199- (2023)
This paper presents a novel approach for text/speech-driven animation of a photo-realistic head model based on blend-shape geometry, dynamic textures, and neural rendering. Training a VAE for geometry and texture yields a parametric model for accurat
Externí odkaz:
https://doaj.org/article/01ebd96c452f4afe9cf70af6d98b1900
Autor:
Anna Hilsmann, Philipp Fechteler, Wieland Morgenstern, Wolfgang Paier, Ingo Feldmann, Oliver Schreer, Peter Eisert
Publikováno v:
IET Computer Vision, Vol 14, Iss 6, Pp 350-358 (2020)
An end‐to‐end pipeline for the creation of high‐quality animatable volumetric video of human performances is presented. Going beyond the application of free‐viewpoint video, the authors allow re‐animation and alteration of an actor's perfor
Externí odkaz:
https://doaj.org/article/9fe1f76e86514b8985ff7d38bfbbc96d
Publikováno v:
IET Computer Vision, Vol 14, Iss 6, Pp 359-369 (2020)
Creating realistic animations of human faces is still a challenging task in computer graphics. While computer graphics (CG) models capture much variability in a small parameter vector, they usually do not meet the necessary visual quality. This is du
Externí odkaz:
https://doaj.org/article/f19d26ba9c1446df858c69b340f33a95
Publikováno v:
Frontiers in Chemistry, Vol 8 (2020)
The goal of many computational physicists and chemists is the ability to bridge the gap between atomistic length scales of about a few multiples of an Ångström (Å), i. e., 10−10 m, and meso- or macroscopic length scales by virtue of simulations.
Externí odkaz:
https://doaj.org/article/d60ba3bb4e4243bcba028abd6e6612cc
Autor:
Ingo Feldmann, Peter Eisert, Philipp Fechteler, Oliver Schreer, Wieland Morgenstern, Wolfgang Paier, Anna Hilsmann
Publikováno v:
IET Computer Vision
In this paper, we present an end-to-end pipeline for the creation of high-quality animatable volumetric video content of human performances. Going beyond the application of free-viewpoint volumetric video, we allow re-animation and alteration of an a
Publikováno v:
IEEE Computer Graphics and Applications
This paper presents a hybrid animation approach that combines example-based and neural animation methods to create a simple, yet powerful animation regime for human faces. Example-based methods usually employ a database of pre-recorded sequences that
Publikováno v:
CVMP
European Conference on Visual Media Production
European Conference on Visual Media Production
Creating realistic animations of human faces with computer graphic models is still a challenging task. It is often solved either with tedious manual work or motion capture based techniques that require specialised and costly hardware. Example based a
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::ab3010718ec01b29f43290bd9008f067
As of today, fine-grained editing of facial performances in movie and video production requires either retouching every single frame or creating a highly detailed CGI model of the actor, both of which is restricted to high-budget productions. In this
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::b089a97356c7f7c6688a797217d65f5c
https://publica.fraunhofer.de/handle/publica/251869
https://publica.fraunhofer.de/handle/publica/251869
Publikováno v:
ICIP
In this paper, we present a system to capture and animate a highly realistic avatar model of a user in real-time. The animated human model consists of a rigged 3D mesh and a texture map. The system is based on KinectV2 input which captures the skelet
Publikováno v:
CVMP
Proceedings of the 12th European Conference on Visual Media Production
Proceedings of the 12th European Conference on Visual Media Production-CVMP '15
Proceedings of the 12th European Conference on Visual Media Production
Proceedings of the 12th European Conference on Visual Media Production-CVMP '15
Generating photorealistic facial animations is still a challenging task in computer graphics, and synthetically generated facial animations often do not meet the visual quality of captured video sequences. Video sequences on the other hand need to be