Related papers: Hand Shadow Art: A Differentiable Rendering Perspe…
In the realm of image composition, generating realistic shadow for the inserted foreground remains a formidable challenge. Previous works have developed image-to-image translation models which are trained on paired training data. However,…
While existing methods for reconstructing hand-object interactions have made impressive progress, they either focus on rigid or part-wise rigid objects-limiting their ability to model real-world objects (e.g., cloth, stuffed animals) that…
We propose Differentiable Stereopsis, a multi-view stereo approach that reconstructs shape and texture from few input views and noisy cameras. We pair traditional stereopsis and modern differentiable rendering to build an end-to-end model…
We present a system for identifying conceptual shifts between visual categories, which will form the basis for a co-creative drawing system to help users draw more creative sketches. The system recognizes human sketches and matches them to…
The paper is focused on the four-dimensional visualization of hypersurfaces represented by implicit equations without their parametrization. We describe a general method to find shadow boundaries in an arbitrary dimension and apply it in a…
Humanoid facial expression shadowing enables robots to realistically imitate human facial expressions in real time, which is critical for lifelike, facially expressive humanoid robots and affective human-robot interaction. Existing progress…
Humans throw and catch objects all the time. However, such a seemingly common skill introduces a lot of challenges for robots to achieve: The robots need to operate such dynamic actions at high-speed, collaborate precisely, and interact…
Signed Distance Fields (SDFs) for surface representation are commonly generated offline and subsequently loaded into interactive applications like games. Since they are not updated every frame, they only provide a rigid surface…
The emergence of virtual reality has necessitated the generation of detailed and customizable 3D hand models for interaction in the virtual world. However, the current methods for 3D hand model generation are both expensive and cumbersome,…
We present a neural extension of basic shadow mapping for fast, high quality hard and soft shadows. We compare favorably to fast pre-filtering shadow mapping, all while producing visual results on par with ray traced hard and soft shadows.…
We present in this work the first end-to-end deep learning based method that predicts both 3D hand shape and pose from RGB images in the wild. Our network consists of the concatenation of a deep convolutional encoder, and a fixed…
Hands are the main medium when people interact with the world. Generating proper 3D motion for hand-object interaction is vital for applications such as virtual reality and robotics. Although grasp tracking or object manipulation synthesis…
Sculptors often deviate from geometric accuracy in order to enhance the appearance of their sculpture. These subtle stylizations may emphasize anatomy, draw the viewer's focus to characteristic features of the subject, or symbolize textures…
In the real world, camera-based application systems can face many challenges, including environmental factors and distribution shift. In this paper, we investigate how pose and shadow impact a classifier's performance, using the specific…
Recently, text-guided 3D generative methods have made remarkable advancements in producing high-quality textures and geometry, capitalizing on the proliferation of large vision-language and image diffusion models. However, existing methods…
Active soft bodies can affect their shape through an internal actuation mechanism that induces a deformation. Similar to recent work, this paper utilizes a differentiable, quasi-static, and physics-based simulation layer to optimize for…
This manuscript presents a linear algebra-based technique that only requires two unique photographs from a digital camera to mathematically construct a 3D surface representation which can then be 3D printed. Basic computer vision theory and…
Light scattering from self-affine homogeneous isotropic random rough surfaces is studied using the ray-optics approximation. Numerical methods are developed to accelerate the first-order scattering simulations from surfaces represented as…
Reconstructing a 3D hand from a single-view RGB image is challenging due to various hand configurations and depth ambiguity. To reliably reconstruct a 3D hand from a monocular image, most state-of-the-art methods heavily rely on 3D…
Photo realism in computer generated imagery is crucially dependent on how well an artist is able to recreate real-world materials in the scene. The workflow for material modeling and editing typically involves manual tweaking of material…