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- research-articleJuly 2024
SketchDream: Sketch-based Text-To-3D Generation and Editing
ACM Transactions on Graphics (TOG), Volume 43, Issue 4Article No.: 44, Pages 1–13https://doi.org/10.1145/3658120Existing text-based 3D generation methods generate attractive results but lack detailed geometry control. Sketches, known for their conciseness and expressiveness, have contributed to intuitive 3D modeling but are confined to producing texture-less mesh ...
- research-articleDecember 2023
Multisource Holography
ACM Transactions on Graphics (TOG), Volume 42, Issue 6Article No.: 203, Pages 1–14https://doi.org/10.1145/3618380Holographic displays promise several benefits including high quality 3D imagery, accurate accommodation cues, and compact form-factors. However, holography relies on coherent illumination which can create undesirable speckle noise in the final image. ...
- research-articleDecember 2023
Commonsense Knowledge-Driven Joint Reasoning Approach for Object Retrieval in Virtual Reality
ACM Transactions on Graphics (TOG), Volume 42, Issue 6Article No.: 198, Pages 1–18https://doi.org/10.1145/3618320National Key Laboratory of General Artificial Intelligence, Beijing Institute for General Artificial Intelligence (BIGAI), China
Retrieving out-of-reach objects is a crucial task in virtual reality (VR). One of the most commonly used approaches for this ...
- research-articleNovember 2023
HAvatar: High-fidelity Head Avatar via Facial Model Conditioned Neural Radiance Field
ACM Transactions on Graphics (TOG), Volume 43, Issue 1Article No.: 6, Pages 1–16https://doi.org/10.1145/3626316The problem of modeling an animatable 3D human head avatar under lightweight setups is of significant importance but has not been well solved. Existing 3D representations either perform well in the realism of portrait images synthesis or the accuracy of ...
- research-articleOctober 2023
SparsePoser: Real-time Full-body Motion Reconstruction from Sparse Data
ACM Transactions on Graphics (TOG), Volume 43, Issue 1Article No.: 5, Pages 1–14https://doi.org/10.1145/3625264Accurate and reliable human motion reconstruction is crucial for creating natural interactions of full-body avatars in Virtual Reality (VR) and entertainment applications. As the Metaverse and social applications gain popularity, users are seeking cost-...
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- research-articleSeptember 2023
Light Codes for Fast Two-Way Human-Centric Visual Communication
ACM Transactions on Graphics (TOG), Volume 43, Issue 1Article No.: 1, Pages 1–14https://doi.org/10.1145/3617682Visual codes, such as QR codes, are widely used in several applications for conveying information to users. However, user interactions based on spatial codes (e.g., displaying codes on phone screens for exchanging contact information) are often tedious, ...
- research-articleJuly 2023
SketchFaceNeRF: Sketch-based Facial Generation and Editing in Neural Radiance Fields
ACM Transactions on Graphics (TOG), Volume 42, Issue 4Article No.: 159, Pages 1–17https://doi.org/10.1145/3592100Realistic 3D facial generation based on Neural Radiance Fields (NeRFs) from 2D sketches benefits various applications. Despite the high realism of free-view rendering results of NeRFs, it is tedious and difficult for artists to achieve detailed 3D ...
- research-articleJune 2023
NeRFFaceLighting: Implicit and Disentangled Face Lighting Representation Leveraging Generative Prior in Neural Radiance Fields
ACM Transactions on Graphics (TOG), Volume 42, Issue 3Article No.: 35, Pages 1–18https://doi.org/10.1145/35973003D-aware portrait lighting control is an emerging and promising domain, thanks to the recent advance of generative adversarial networks and neural radiance fields. Existing solutions typically try to decouple the lighting from the geometry and appearance ...
- research-articleMay 2023
How Important are Detailed Hand Motions for Communication for a Virtual Character Through the Lens of Charades?
ACM Transactions on Graphics (TOG), Volume 42, Issue 3Article No.: 27, Pages 1–16https://doi.org/10.1145/3578575Detailed hand motions play an important role in face-to-face communication to emphasize points, describe objects, clarify concepts, or replace words altogether. While shared virtual reality (VR) spaces are becoming more popular, these spaces do not, in ...
- research-articleNovember 2022
Pupil-Aware Holography
- Praneeth Chakravarthula,
- Seung-Hwan Baek,
- Florian Schiffers,
- Ethan Tseng,
- Grace Kuo,
- Andrew Maimone,
- Nathan Matsuda,
- Oliver Cossairt,
- Douglas Lanman,
- Felix Heide
ACM Transactions on Graphics (TOG), Volume 41, Issue 6Article No.: 212, Pages 1–15https://doi.org/10.1145/3550454.3555508Holographic displays promise to deliver unprecedented display capabilities in augmented reality applications, featuring a wide field of view, wide color gamut, spatial resolution, and depth cues all in a compact form factor. While emerging holographic ...
- research-articleNovember 2022
Color-Perception-Guided Display Power Reduction for Virtual Reality
ACM Transactions on Graphics (TOG), Volume 41, Issue 6Article No.: 210, Pages 1–16https://doi.org/10.1145/3550454.3555473Battery life is an increasingly urgent challenge for today's untethered VR and AR devices. However, the power efficiency of head-mounted displays is naturally at odds with growing computational requirements driven by better resolution, refresh rate, and ...
- research-articleJuly 2022
DeepFaceVideoEditing: sketch-based deep editing of face videos
ACM Transactions on Graphics (TOG), Volume 41, Issue 4Article No.: 167, Pages 1–16https://doi.org/10.1145/3528223.3530056Sketches, which are simple and concise, have been used in recent deep image synthesis methods to allow intuitive generation and editing of facial images. However, it is nontrivial to extend such methods to video editing due to various challenges, ...
- research-articleDecember 2021
Interactive all-hex meshing via cuboid decomposition
ACM Transactions on Graphics (TOG), Volume 40, Issue 6Article No.: 256, Pages 1–17https://doi.org/10.1145/3478513.3480568Standard PolyCube-based hexahedral (hex) meshing methods aim to deform the input domain into an axis-aligned PolyCube volume with integer corners; if this deformation is bijective, then applying the inverse map to the voxelized PolyCube yields a valid ...
- research-articleJuly 2021
DeepFaceEditing: deep face generation and editing with disentangled geometry and appearance control
ACM Transactions on Graphics (TOG), Volume 40, Issue 4Article No.: 90, Pages 1–15https://doi.org/10.1145/3450626.3459760Recent facial image synthesis methods have been mainly based on conditional generative models. Sketch-based conditions can effectively describe the geometry of faces, including the contours of facial components, hair structures, as well as salient edges ...
- research-articleJuly 2021
Mid-Air Drawing of Curves on 3D Surfaces in Virtual Reality
ACM Transactions on Graphics (TOG), Volume 40, Issue 3Article No.: 33, Pages 1–17https://doi.org/10.1145/3459090Complex 3D curves can be created by directly drawing mid-air in immersive environments (Augmented and Virtual Realities). Drawing mid-air strokes precisely on the surface of a 3D virtual object, however, is difficult, necessitating a projection of the mid-...
- research-articleNovember 2020
Monster mash: a single-view approach to casual 3D modeling and animation
ACM Transactions on Graphics (TOG), Volume 39, Issue 6Article No.: 214, Pages 1–12https://doi.org/10.1145/3414685.3417805We present a new framework for sketch-based modeling and animation of 3D organic shapes that can work entirely in an intuitive 2D domain, enabling a playful, casual experience. Unlike previous sketch-based tools, our approach does not require a tedious ...
- research-articleNovember 2020
Imperceptible manipulation of lateral camera motion for improved virtual reality applications
ACM Transactions on Graphics (TOG), Volume 39, Issue 6Article No.: 267, Pages 1–14https://doi.org/10.1145/3414685.3417773Virtual Reality (VR) systems increase immersion by reproducing users' movements in the real world. However, several works have shown that this real-to-virtual mapping does not need to be precise in order to convey a realistic experience. Being able to ...
- research-articleNovember 2020
Design and fabrication of freeform holographic optical elements
ACM Transactions on Graphics (TOG), Volume 39, Issue 6Article No.: 184, Pages 1–15https://doi.org/10.1145/3414685.3417762Holographic optical elements (HOEs) have a wide range of applications, including their emerging use in virtual and augmented reality displays, but their design and fabrication have remained largely limited to configurations using simple wavefronts. In ...
- research-articleAugust 2020
HeadBlaster: a wearable approach to simulating motion perception using head-mounted air propulsion jets
ACM Transactions on Graphics (TOG), Volume 39, Issue 4Article No.: 84, Pages 84:1–84:12https://doi.org/10.1145/3386569.3392482We present HeadBlaster, a novel wearable technology that creates motion perception by applying ungrounded force to the head to stimulate the vestibular and proprioception sensory systems. Compared to motion platforms that tilt the body, HeadBlaster more ...
- research-articleAugust 2020
ARAnimator: in-situ character animation in mobile AR with user-defined motion gestures
ACM Transactions on Graphics (TOG), Volume 39, Issue 4Article No.: 83, Pages 83:1–83:12https://doi.org/10.1145/3386569.3392404Creating animated virtual AR characters closely interacting with real environments is interesting but difficult. Existing systems adopt video see-through approaches to indirectly control a virtual character in mobile AR, making close interaction with ...