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August 9, 2021 Sai Bi, Stephen Lombardi, Shunsuke Saito, Tomas Simon, Shih-En Wei, Kevyn Mcphail, Ravi Ramamoorthi, Yaser Sheikh, Jason Saragih
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Deep Relightable Appearance Models for Animatable Faces

We present a method for building high-fidelity animatable 3D face models that can be posed and rendered with novel lighting environments in real-time.
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August 9, 2021 Stephen Lombardi, Tomas Simon, Gabriel Schwartz, Michael Zollhoefer, Yaser Sheikh, Jason Saragih
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Mixture of Volumetric Primitives for Efficient Neural Rendering

We present Mixture of Volumetric Primitives (MVP), a representation for rendering dynamic 3D content that combines the completeness of volumetric representations with the efficiency of primitive-based rendering, e.g., point-based or mesh-based methods. Our approach achieves this by leveraging spatially shared computation with a convolutional architecture and by minimizing computation in empty regions of space with volumetric primitives that can move to cover only occupied regions.
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June 19, 2021 Shugao Ma, Tomas Simon, Jason Saragih, Dawei Wang, Yuecheng Li, Fernando De la Torre, Yaser Sheikh
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Pixel Codec Avatars

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.
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June 19, 2021 Ye Yuan, Shih-En Wei, Tomas Simon, Kris Kitani, Jason Saragih
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SimPoE: Simulated Character Control for 3D Human Pose Estimation

Accurate estimation of 3D human motion from monocular video requires modeling both kinematics (body motion without physical forces) and dynamics (motion with physical forces).
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June 6, 2021 Panagiotis Tzirakis, Anurag Kumar, Jacob Donley
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Multi-Channel Speech Enhancement Using Graph Neural Networks

In this paper, we introduce a different research direction by viewing each audio channel as a node lying in a non-Euclidean space and, specifically, a graph.
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June 1, 2021 Bindita Chaudhuri, Nikolaos Sarafianos, Linda Shapiro, Tony Tung
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Semi-supervised Synthesis of High-Resolution Editable Textures for 3D Humans

We introduce a novel approach to generate diverse high fidelity texture maps for 3D human meshes in a semi- supervised setup.
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May 9, 2021 Benjamin Stephens-Fripp, Ali Israr, Carine Rognon
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A Multichannel Pneumatic Analog Control System for Haptic Displays

In this paper, we demonstrate that by altering the attack and release profiles we can create a more pleasant pulsing sensation on the wrist, and a more continuous sensation for communicating movement around the wrist.
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May 8, 2021 Sunggeun Ahn, Stephanie Santosa, Mark Parent, Daniel Wigdor, Tovi Grossman, Marcello Giordano
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StickyPie: A Gaze-Based, Scale-Invariant Marking Menu Optimized for AR/VR

This work explores the design of marking menus for gaze-based AR/VR menu selection by expert and novice users. It first identifies and explains the challenges inherent in ocular motor control and current eye tracking hardware, including overshooting, incorrect selections, and false activations.
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May 8, 2021 Conor R. Foy, John J. Dudley, Aakar Gupta, Hrvoje Benko, Per Ola Kristensson
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Understanding, Detecting and Mitigating the Effects of Coactivations in Ten-Finger Mid-Air Typing in Virtual Reality

In this paper we examine the features that discriminate intentional activations from coactivations. Based on this analysis, we demonstrate three alternative coactivation detection strategies with high discrimination power. Finally, we integrate coactivation detection into a probabilistic decoder and demonstrate its ability to further reduce uncorrected character error rates by approximately 10% relative and 0.9% absolute.
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May 8, 2021 Zhen Li, Joannes Chan, Joshua Walton, Hrvoje Benko, Daniel Wigdor, Michael Glueck
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Armstrong: An Empirical Examination of Pointing at Non-Dominant Arm-Anchored UIs in Virtual Reality

Results demonstrated that targets appearing closer to the skin, located around the wrist, or placed on the medial side of the forearm could be selected more quickly than targets farther away from the skin, located around the elbow, or on the lateral side of the forearm. Based on these results, we developed Armstrong guidelines, demonstrated through a Unity plugin to enable designers to create performance-optimized arm-anchored 3D UI layouts.
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