Network


Latest external collaboration on country level. Dive into details by clicking on the dots.

Hotspot


Dive into the research topics where Gregor A. Kalberer is active.

Publication


Featured researches published by Gregor A. Kalberer.


Proceedings Computer Animation 2001. Fourteenth Conference on Computer Animation (Cat. No.01TH8596) | 2001

Face animation based on observed 3D speech dynamics

Gregor A. Kalberer; L. Van Gool

Realistic face animation is especially hard as we are all experts in the perception and interpretation of face dynamics. One approach is to simulate facial anatomy. Alternatively, animation can be based on first observing the visible 3D dynamics, extracting the basic modes, and then putting these together according to the required performance. This is the strategy followed in this paper, which focuses on speech. The approach follows a kind of bootstrap procedure. First, 3D shape statistics are learned from a talking face with a relatively small number of markers. A 3D reconstruction is produced at temporal intervals of 1/25 s. A topological mask of the lower half of the face is fitted to the motion. Principal component analysis (PCA) of the mask shapes reduces the dimension of the mask shape space. The result is two-fold. On the one hand, the face can be animated (in our case, it can be made to speak new sentences). On the other hand, face dynamics can be tracked in 3D without markers for performance capture.


Journal of Visualization and Computer Animation | 2002

Realistic face animation for speech

Gregor A. Kalberer; Luc Van Gool

Realistic face animation is especially hard as we are all experts in the perception and interpretation of face dynamics. One approach is to simulate facial anatomy. Alternatively, animation can be based on first observing the visible 3D dynamics, extracting the basic modes, and putting these together according to the required performance. This is the strategy followed by the paper, which focuses on speech. The approach follows a kind of bootstrap procedure. First, 3D shape statistics are learned from a talking face with a relatively small number of markers. A 3D reconstruction is produced at temporal intervals of 1/25 seconds. A topological mask of the lower half of the face is fitted to the motion. Principal component analysis (PCA) of the mask shapes reduces the dimension of the mask shape space. The result is twofold. On the one hand, the face can be animated; in our case it can be made to speak new sentences. On the other hand, face dynamics can be tracked in 3D without markers for performance capture. Copyright


international symposium on 3d data processing visualization and transmission | 2002

Modeling shapes and textures from images: new frontiers

L. Van Gool; Dirk Vandermeulen; Gregor A. Kalberer; Tinne Tuytelaars; A. Zalesny

Increasingly, models of the world are directly built from images. The paper discusses a number of recent developments that try to push the envelope of what image-based modeling can achieve. In particular the analysis of 3D surface deformations is discussed for face animation, the extraction of matches under wide baseline conditions for 3D scene reconstruction, and the synthesis of viewpoint dependent textures for realistic object rendering.


Confluence of computer vision and computer graphics | 2000

Image-based 3D modeling: modeling from reality

Luc Van Gool; Filip Defoort; Johannes Hug; Gregor A. Kalberer; Reinhard Koch; Danny Martens; Marc Proesmans; Maarten Vergauwen; Alexey Zalesny; Marc Pollefeys

Increasingly, realistic object, scene, and event modeling is based on image data rather than manual synthesis. The paper describes a system for visits to a virtual, 3D archeological site. One can navigate through this environment, with a virtual guide as companion. One can ask questions using natural, fluent speech. The guide will respond and will bring the visitor to the desired place. Simple answers are given as changes in the orientations of his head, by him raising his eyebrows or by head nodding. In the near future the head will speak.


International Journal of Imaging Systems and Technology | 2003

Visual speech, a trajectory in viseme space

Gregor A. Kalberer; Pascal Müller; Luc Van Gool

Efficient, realistic face animation is still a challenge. A system is proposed that yields realistic animations for speech. It starts from real 3D face dynamics, observed at frame rate for thousands of points on the faces of speaking actors. When asked to animate a face it replicates the visemes that it has learned, and adds the necessary coarticulation effects. The speech animation could be based on as few as 16 modes, extracted through independent component analysis from the observed face dynamics. Rather than animating via verbatim copying the deformation fields that come with the different visemes are adapted to the shape of the given face. By localizing the face to be animated in a face space, where also the locations of the example faces are known, visemes are adapted automatically according to the relative distance with respect to these examples.


electronic imaging | 2003

A visual speech generator

Gregor A. Kalberer; Pascal Mueller; Luc Van Gool

Efficient, realistic face animation is still a challenge. A system is proposed that yields realistic animations for speech. It starts from real 3D face dynamics, observed at a frame rate of 25 fps for thousands of points on the faces of speaking actors. When asked to animate a face it replicates the visemes that is has learned, and adds the necessary coarticulation effects. The speech animation could be based on as few as 16 modes, extracted through Independent Component Analysis from the observed face dynamics. Also faces for which only a static, neutral 3D model is available, can be animated. Rather then animating via verbatim copying other faces’ deformation fields, the visemes are adapted to the shape of the new face. By localising this face in a Face Space, where also the locations of the example faces are known, visemes are adapted automatically according to the relative distance with respect to these examples. The animation tool proposes a good speech-based face animation as a point of departure for animators, who also get support by the system to then make further changes as desired.


conference on visual media production | 2005

Realistic speech animation based on observed 3-D face dynamics

Pascal Müller; Gregor A. Kalberer; M. Proesmans; L. Van Gool


vision modeling and visualization | 2002

Speech Animation using Viseme Space

Gregor A. Kalberer; Pascal Müller; Luc Van Gool


Proceedings 23rd symposium on information theory in the Benelux | 2002

From speech to 3D face animation

Peter Vanroose; Gregor A. Kalberer; Patrick Wambacq; Luc Van Gool


conference on visual media production | 2004

Animation pipeline: realistic speech based on observed 3D face dynamics

Gregor A. Kalberer; Pascal Müller; M. Proesmans; L. Van Gool

Collaboration


Dive into the Gregor A. Kalberer's collaboration.

Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar

Dirk Vandermeulen

Catholic University of Leuven

View shared research outputs
Top Co-Authors

Avatar

Filip Defoort

Katholieke Universiteit Leuven

View shared research outputs
Researchain Logo
Decentralizing Knowledge