SketchiMo
- Byungkuk ChoiRoger Blanco i Ribera Jun-yong Noh
- 11 July 2016
Computer Science
SketchiMo solves for the motion given a set of projective constraints that relate the sketch inputs to the unknown 3D poses, and introduces the concept of sketch space, a contextual geometric representation of sketch targets that enhances, right on the viewport, different aspects of the motion.
Facial retargeting with automatic range of motion alignment
- Roger Blanco i RiberaE. ZellJ. P. LewisJun-yong NohM. Botsch
- 20 July 2017
Computer Science
This work forms the problem of transferring the blendshapes of a facial rig to an actor as a special case of manifold alignment, by exploring the similarities of the motion spaces defined by the blend shapes and by an expressive training sequence of the actor.
SIGGRAPH: G: Interactive Rigging
- Byungkuk ChoiRoger Blanco i RiberaMeekyoung KimSung-Hee LeeJun-yong Noh
- 2016
Computer Science
A semi-automatic rigging editing framework is proposed which eases the need for manual intervention while maintaining an important degree of control over the final rig.
Sparse Rig Parameter Optimization for Character Animation
- Jaewon SongRoger Blanco i Ribera Jun-yong Noh
- 1 May 2017
Computer Science
Computer graphics forum (Print)
A novel motion retargeting method that efficiently estimates artist‐friendly rig space parameters while balancing the considerations of fidelity to the source motion and the ease of subsequent editing, and its effectiveness in simplifying any necessary manual editing within the production pipeline.
Virtual face sculpting
- J. BazinSoonkee ChungRoger Blanco i RiberaQuang PhamIn-So Kweon
- 26 July 2010
Art, Computer Science
This paper introduces the new concept of virtual face sculpting, where the goal is to sculpt a virtual statue as if the human face was sculpted on the statue.
Depth and texture imaging using time-varying color structured lights
- Hyon‐Gon ChooRoger Blanco i RiberaJ. ChoiJinwoong Kim
- 1 December 2011
Computer Science, Engineering
The experimental results show that the proposed method for depth and texture imaging using time-varying color structured lights is suitable for static and slow moving objects.
SOMA: Unifying Parametric Human Body Models
- Jun SaitoJiefeng Li Umar Iqbal
- 17 March 2026
Computer Science, Engineering
SOMA is a unified body layer that bridges heterogeneous representations through three abstraction layers, letting practitioners freely mix identity sources and pose data at inference time, and is fully differentiable end-to-end and GPU-accelerated via NVIDIA-Warp.
Stereoscopic image generation of background terrain scenes
- Huicheol HwangKyehyun KimRoger Blanco i RiberaJun-yong Noh
- 1 April 2011
Computer Science, Environmental Science
Comput. Animat. Virtual Worlds
This work presents a novel mesh refinement algorithm for the creation of stereoscopic images of terrain scenes that evaluates mesh errors utilising a texture projection onto the geometry and refines the mesh using Laplacian‐based editing.
Interactive rigging
- Seungbae BangByungkuk ChoiRoger Blanco i RiberaMeekyoung KimSung-Hee LeeJun-yong Noh
- 31 July 2015
Computer Science
SIGGRAPH Posters
Commercial applications such as Maya or 3DS Max provide many tool that support this process, including the 'joint tool' and the 'paint skin weights tool', but most of these tools are difficult to use for novice users.
Audio2Face-3D: Audio-driven Realistic Facial Animation For Digital Avatars
- Chaeyeon ChungIlya Fedorov Yeongho Seol
- 22 August 2025
Computer Science
The technical aspects of NVIDIA Audio2Face-3D, including data acquisition, network architecture, retargeting methodology, evaluation metrics, and use cases are detailed, to assist digital avatar creators and game developers in generating realistic facial animations.
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