We propose a novel representation of virtual humans for highly realistic real-time animation and rendering in 3D applications. We learn pose dependent appearance and geometry from highly accurate dynamic mesh sequences obtained from state-of-the-art multiview-video reconstruction. Learning pose-dependent appearance and geometry from mesh sequences poses significant challenges, as it requires the network to learn the intricate shape and articulated motion of a human body.
View Article and Find Full Text PDFArtificially created human faces play an increasingly important role in our digital world. However, the so-called uncanny valley effect may cause people to perceive highly, yet not perfectly human-like faces as eerie, bringing challenges to the interaction with virtual agents. At the same time, the neurocognitive underpinnings of the uncanny valley effect remain elusive.
View Article and Find Full Text PDFAnnu Int Conf IEEE Eng Med Biol Soc
July 2017
In the estimation of individual head geometries for source localization and electrical stimulation in neuroelectric investigations and application, mostly complex geometrical models are directly extracted from anatomical images. We present a novel method that uses a dimensionality reduction from thousands down to the range of tens of parameters to successfully represent an individual 4-shell Boundary Element Method (BEM) head model, which can successively be fitted to any kind of data from an individual head (e.g.
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