D3GA - Drivable 3D Gaussian Avatars

We present Drivable 3D Gaussian Avatars (D3GA), the first 3D controllable model for human bodies rendered with Gaussian splats. Current photorealistic drivable avatars require either accurate 3D registrations during training, dense input images during testing, or both. The ones based on neural radiance fields also tend to be prohibitively slow...

5 minute read

GAN-Avatar - Controllable Personalized GAN-based Human Head Avatar [3DV2024]

Digital humans and, especially, 3D facial avatars have raised a lot of attention in the past years, as they are the backbone of several applications like immersive telepresence in AR or VR. Despite the progress, facial avatars reconstructed from commodity hardware are incomplete and miss out on parts of the...

4 minute read

INSTA - Instant Volumetric Head Avatars [CVPR2023]

For immersive telepresence in AR or VR, we aim for digital humans (avatars) that mimic the motions and facial expressions of the actual subjects participating in a meeting. Besides the motion, these avatars should reflect the human's shape and appearance. Instead of prerecorded, old avatars, we aim to instantaneously reconstruct...

4 minute read

MICA - Towards Metrical Reconstruction of Human Faces [ECCV2022]

Face reconstruction and tracking is a building block of numerous applications in AR/VR, human-machine interaction, as well as medical applications. Most of these applications rely on a metrically correct prediction of the shape, especially, when the reconstructed subject is put into a metrical context (i.e., when there is a reference...

6 minute read

Audio-driven Neural Rendering of Portrait Videos

This work proposes a novel way of synthesizing audio-driven portrait videos. We show that photo-realistic images can be rendered based on a small, fully connected neural network with the positional encoding of 3D face surface and additional audio-features extracted from an arbitrary English speech. The method is based on the...

2 minute read

Vulkan Path Tracer Sandbox

This project is an engine where you can create/test new shaders in real-time physically based ray tracing system. The main idea is that users can test their own integrators in predefined environment with assets like: meshes, materials, lights and textures. The Vulkan pipeline is abstracted in a shaders form and...

1 minute read

Software Rasterizer

CPU implementation of a very efficient rasterizer which utilizes AVX2 instructions and lock-free multi-threading programming. Using tiled rendering the program consumes 8 pixels at the same time, which together with std::execution threading library makes it very fast and robust. The viewer of the project is a very simple OpenGL applicatoin...

1 minute read

Parallel Mesh Simplification For Planar Surfaces

This work elaborates a parallel algorithm based on quadric error metric and adaptive thresholding to simplify a triangle mesh. The approach emphasizes planar surfaces as a target to simplify. The main goal was to create a framework able to produce high-quality progressive meshes based on reconstructed ones from the environment....

1 minute read