Jörg Haber
Max Planck Society
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Featured researches published by Jörg Haber.
symposium on computer animation | 2003
Irene Albrecht; Jörg Haber; Hans-Peter Seidel
The human hand is a masterpiece of mechanical complexity, able to perform fine motor manipulations and powerful work alike. Designing an animatable human hand model that features the abilities of the archetype created by Nature requires a great deal of anatomical detail to be modeled. In this paper, we present a human hand model with underlying anatomical structure. Animation of the hand model is controlled by muscle contraction values. We employ a physically based hybrid muscle model to convert these contraction values into movement of skin and bones. Pseudo muscles directly control the rotation of bones based on anatomical data and mechanical laws, while geometric muscles deform the skin tissue using a mass-spring system. Thus, resulting animations automatically exhibit anatomically and physically correct finger movements and skin deformations. In addition, we present a deformation technique to create individual hand models from photographs. A radial basis warping function is set up from the correspondence of feature points and applied to the complete structure of the reference hand model, making the deformed hand model instantly animatable.
symposium on computer animation | 2002
Kolja Kähler; Jörg Haber; Hitoshi Yamauchi; Hans-Peter Seidel
We present a versatile construction and deformation method for head models with anatomical structure, suitable for real-time physics-based facial animation. The model is equipped with landmark data on skin and skull, which allows us to deform the head in anthropometrically meaningful ways. On any deformed model, the underlying muscle and bone structure is adapted as well, such that the model remains completely animatable using the same muscle contraction parameters. We employ this general technique to fit a generic head model to imperfect scan data, and to simulate head growth from early childhood to adult age.
computer graphics international | 2003
Hitoshi Yamauchi; Jörg Haber; Hans-Peter Seidel
We present a new method for the restoration of digitized photographs. Restoration refers to removal of image defects such as scratches and blotches as well as to removal of disturbing objects as, for instance, subtitles, logos, wires, and microphones. Our method combines techniques from texture synthesis and image inpainting, bridging the gap between these two approaches that have recently attracted strong research interest. Combining image inpainting and texture synthesis in a multiresolution approach gives us the best of both worlds and enables us to overcome the limitations of each of those individual approaches. The restored images obtained with our method look plausible in general and surprisingly good in some cases. This is demonstrated for a variety of input images that exhibit different kinds of defects.
Virtual Reality | 2005
Irene Albrecht; Marc Schröder; Jörg Haber; Hans-Peter Seidel
We present an algorithm for generating facial expressions for a continuum of pure and mixed emotions of varying intensity. Based on the observation that in natural interaction among humans, shades of emotion are much more frequently encountered than expressions of basic emotions, a method to generate more than Ekman’s six basic emotions (joy, anger, fear, sadness, disgust and surprise) is required. To this end, we have adapted the algorithm proposed by Tsapatsoulis et al. [1] to be applicable to a physics-based facial animation system and a single, integrated emotion model. A physics-based facial animation system was combined with an equally flexible and expressive text-to-speech synthesis system, based upon the same emotion model, to form a talking head capable of expressing non-basic emotions of varying intensities. With a variety of life-like intermediate facial expressions captured as snapshots from the system we demonstrate the appropriateness of our approach.
international conference on computer graphics and interactive techniques | 2004
Christian Theobalt; Irene Albrecht; Jörg Haber; Marcus A. Magnor; Hans-Peter Seidel
Athletes and coaches in most professional sports make use of high-tech equipment to analyze and, subsequently, improve the athletes performance. High-speed video cameras are employed, for instance, to record the swing of a golf club or a tennis racket, the movement of the feet while running, and the body motion in apparatus gymnastics. High-tech and high-speed equipment, however, usually implies high-cost as well. In this paper, we present a passive optical approach to capture high-speed motion using multi-exposure images obtained with low-cost commodity still cameras and a stroboscope. The recorded motion remains completely undisturbed by the motion capture process. We apply our approach to capture the motion of hand and ball for a variety of baseball pitches and present algorithms to automatically track the position, velocity, rotation axis, and spin of the ball along its trajectory. To demonstrate the validity of our setup and algorithms, we analyze the consistency of our measurements with a physically based model that predicts the trajectory of a spinning baseball. Our approach can be applied to capture a wide variety of other high-speed objects and activities such as golfing, bowling, or tennis for visualization as well as analysis purposes.
ieee visualization | 2001
Jörg Haber; Frank Zeilfelder; Oleg Davydov; Hans-Peter Seidel
Presents an efficient method to automatically compute a smooth approximation of large functional scattered data sets given over arbitrarily shaped planar domains. Our approach is based on the construction of a C/sup 1/-continuous bivariate cubic spline and our method offers optimal approximation order. Both local variation and nonuniform distribution of the data are taken into account by using local polynomial least squares approximations of varying degree. Since we only need to solve small linear systems and no triangulation of the scattered data points is required, the overall complexity of the algorithm is linear in the total number of points. Numerical examples dealing with several real-world scattered data sets with up to millions of points demonstrate the efficiency of our method. The resulting spline surface is of high visual quality and can be efficiently evaluated for rendering and modeling. In our implementation we achieve real-time frame rates for typical fly-through sequences and interactive frame rates for recomputing and rendering a locally modified spline surface.
computer graphics international | 2002
Irene Albrecht; Jörg Haber; Hans-Peter Seidel; John Vince; Rae A. Earnshaw
Speech synchronized facial animation that controls only the movement of the mouth is typically perceived as wooden and unnatural. We propose a method to generate additional facial expressions such as movement of the head, the eyes, and the eyebrows fully automatically from the input speech signal. This is achieved by extracting prosodic parameters such as pitch flow and power spectrum from the speech signal and using them to control facial animation parameters in accordance to results from paralinguistic research.
computer graphics international | 2004
Martin Koster; Jörg Haber; Hans-Peter Seidel
We present a hair model together with rendering algorithms suitable for real-time rendering. In our approach, we take into account the major lighting factors contributing to a realistic appearance of human hair: anisotropic reflection and self-shadowing. To deal with the geometric complexity of human hair, we combine single hair fibers into hair wisps, which are represented by textured triangle strips. Our rendering algorithms use OpenGL extensions to achieve real-time performance on recent commodity graphics boards. We demonstrate the applicability of our hair model for a variety of different hairstyles
pacific conference on computer graphics and applications | 2002
Irene Albrecht; Jörg Haber; Kolja Kähler; Michael Schröder; Hans-Peter Seidel
We introduce a facial animation system that produces real-time animation sequences including speech synchronization and non-verbal speech-related facial expressions from plain text input. A state-of-the-art text-to-speech synthesis component performs linguistic analysis of the text input and creates a speech signal from phonetic and intonation information. The phonetic transcription is additionally used to drive a speech synchronization method for the physically based facial animation. Further high-level information from the linguistic analysis such as different types of accents or pauses as well as the type of the sentence is used to generate non-verbal speech-related facial expressions such as movement of head, eyes, and eyebrows or voluntary eye blinks. Moreover, emotions are translated into XML markup that triggers emotional facial expressions.
ACM Transactions on Graphics | 2005
Jörg Haber; Marcus A. Magnor; Hans-Peter Seidel
We present a physically-based approach to compute the colors of the sky during the twilight period before sunrise and after sunset. The simulation is based on the theory of light scattering by small particles. A realistic atmosphere model is assumed, consisting of air molecules, aerosols, and water. Air density, aerosols, and relative humidity vary with altitude. In addition, the aerosol component varies in composition and particle-size distribution. This allows us to realistically simulate twilight phenomena for a wide range of different climate conditions. Besides considering multiple Rayleigh and Mie scattering, we take into account wavelength-dependent refraction of direct sunlight as well as the shadow of the Earth. Incorporating several optimizations into the radiative transfer simulation, a photo-realistic hemispherical twilight sky is computed in less than two hours on a conventional PC. The resulting radiometric data is useful, for instance, for high-dynamic range environment mapping, outdoor global illumination calculations, mesopic vision research and optical aerosol load probing.