Hanspeter Pfister

Learn More
We present a generative model for isotropic bidirectional reflectance distribution functions (BRDFs) based on acquired reflectance data. Instead of using analytical reflectance models, we represent each BRDF as a dense set of measurements. This allows us to interpolate and extrapolate in the space of acquired BRDFs to create new BRDFs. We treat each(More)
Image rendering maps scene parameters to output pixel values; animation maps motion-control parameters to trajectory values. Because these mapping functions are usually multidimensional, nonlinear, and discontinuous, finding input parameters that yield desirable output values is often a painful process of manual tweaking. Interactive evolution and inverse(More)
Surface elements (surfels) are a powerful paradigm to efficiently render complex geometric objects at interactive frame rates. Unlike classical surface discretizations, i.e., triangles or quadrilateral meshes, surfels are point primitives without explicit connectivity. Surfel attributes comprise depth, texture color, normal, and others. As a pre-process, an(More)
Face Transfer is a method for mapping videorecorded performances of one individual to facial animations of another. It extracts visemes (speech-related mouth articulations), expressions, and three-dimensional (3D) pose from monocular video or film footage. These parameters are then used to generate and drive a detailed 3D textured face mesh for a target(More)
Modern laser range and optical scanners need rendering techniques that can handle millions of points with high resolution textures. This paper describes a point rendering and texture filtering technique called <i>surface splatting</i> which directly renders opaque and transparent surfaces from point clouds without connectivity. It is based on a novel screen(More)
Recent progress in the measurement of surface reflectance has created a demand for non-parametric appearance representations that are accurate, compact, and easy to use for rendering. Another crucial goal, which has so far received little attention, is <i>editability:</i> for practical use, we must be able to change both the directional and spatial behavior(More)
Elliptical weighted average (EWA) surface splatting is a technique for high quality rendering of point-sampled 3D objects. EWA surface splatting renders water-tight surfaces of complex point models with high quality, anisotropic texture filtering. In this paper we introduce a new multi-pass approach to perform EWA surface splatting on modern PC graphics(More)
This paper describes VolumePro, the worldś first single-chip real-time volume rendering system for PC class computers. VolumePro implements object-space ray-casting with parallel slice-byslice processing. Our discussion of the architecture focuses on the rendering pipeline, the memory organization, and sectioning, which is a data partitioning scheme to(More)
We present a real-time algorithm to estimate the 3D pose of a previously unseen face from a single range image. Based on a novel shape signature to identify noses in range images, we generate candidates for their positions, and then generate and evaluate many pose hypotheses in parallel using modern graphics processing units (GPUs). We developed a novel(More)
We have built a system for acquiring and displaying high quality graphical models of objects that are impossible to scan with traditional scanners. Our system can acquire highly specular and fuzzy materials, such as fur and feathers. The hardware set-up consists of a turntable, two plasma displays, an array of cameras, and a rotating array of directional(More)