Tiberiu Popa

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We introduce a purely passive facial capture approach that uses only an array of video cameras, but requires no template facial geometry, no special makeup or markers, and no active lighting. We obtain initial geometry using multi-view stereo, and then use a novel approach for automatically tracking texture detail across the frames. As a result, we obtain a(More)
A lot of research has recently focused on the problem of capturing the geometry and motion of garments. Such work usually relies on special markers printed on the fabric to establish temporally coherent correspondences between points on the garment's surface at different times. Unfortunately, this approach is tedious and prevents the capture of(More)
Most real world objects consist of non-uniform materials; as a result, during deformation the bending and shearing are distributed non-uniformly and depend on the local stiffness of the material. In the virtual environment there are three prevalent approaches to model deformation: purely geometric, physically driven, and skeleton based. This paper proposes(More)
Moving garments and other cloth objects exhibit dynamic, complex wrinkles. Generating such wrinkles in a virtual environment currently requires either a time-consuming manual design process, or a computationally expensive simulation, often combined with accurate parameter-tuning requiring specialized animator skills. Our work presents an alternative(More)
The ability of computer graphics to represent images symbolically has so far been used mostly to render existing models with greater clarity or with greater visual appeal. In this work, we present a method aimed at harnessing this symbolic representation power to increase the expressiveness of the 3D models themselves. We achieve this through modification(More)
Most objects deform gradually over time, without abrupt changes in geometry or topology, such as changes in genus. Correct space-time reconstruction of such objects should satisfy this gradual change prior. This requirement necessitates a globally consistent interpretation of spatial adjacency. Consider the capture of a surface that comes in contact with(More)
We describe FreeCam a system capable of generating live free-viewpoint video by simulating the output of a virtual camera moving through a dynamic scene. The FreeCam sensing hardware consists of a small number of static color video cameras and state-of-the-art Kinect depth sensors, and the FreeCam software uses a number of advanced GPU processing and(More)
Eye contact is a critical aspect of human communication. However, when talking over a video conferencing system, such as Skype, it is not possible for users to have eye contact when looking at the conversation partner’s face displayed on the screen. This is due to the location disparity between the video conferencing window and the camera. This issue has(More)
Modern graphics accelerators have embedded programmable components in the form of vertex and fragment shading units. Current APIs permit specification of the programs for these components using an assembly-language level interface. Compilers for high-level shading languages are available but these read in an external string specification, which can be(More)
Generating highly expressive and caricatured poses can be difficult in 3D computer animation because artists must interact with characters indirectly through complex character rigs. Furthermore, since caricatured poses often involve large bends and twists, artifacts arise with traditional skinning algorithms that are not designed to blend large, disparate(More)