In this work, we present the Pixel Codec Avatars (PiCA): a deep generative model of 3D human faces that achieves state of the art reconstruction performance while being computationally efficient and adaptive to the rendering conditions during execution.
Next generation virtual assistants are envisioned to handle multimodal inputs (e.g., vision, memories of previous interactions, and the user’s utterances), and perform multimodal actions (e.g., displaying a route while generating the system’s utterance). We introduce Situated Interactive MultiModal Conversations (SIMMC) as a new direction aimed at training agents that take multimodal actions grounded in a co-evolving multimodal input context in addition to the dialog history.
By extending recent advances in vision-based tracking and physically based animation, we present the first algorithm capable of tracking high-fidelity hand deformations through highly self-contacting and self-occluding hand gestures, for both single hands and two hands.
We present a method to capture temporally coherent dynamic clothing deformation from a monocular RGB video input. In contrast to the existing literature, our method does not require a pre-scanned personalized mesh template, and thus can be applied to in-the-wild videos.
Change-based testing is a key component of continuous integration at Facebook. However, a large number of tests coupled with a high rate of changes committed to our monolithic repository make it infeasible to run all potentially impacted tests on each change. We propose a new predictive test selection strategy which selects a subset of tests to exercise for each change submitted to the continuous integration system.
We propose an optimization method for grating vector fields that accounts for the unique selectivity properties of HOEs. We further show how our pipeline can be applied to two distinct HOE fabrication methods.
In this paper, we investigate the utility of remote tactile feedback for freehand text-entry on a mid-air Qwerty keyboard in VR. To that end, we use insights from prior work to design a virtual keyboard along with different forms of tactile feedback, both spatial and non-spatial, for fingers and for wrists.