Kacper Kania
supervisor: Tomasz TrzciĆski
High-quality human-like animations are required for many different applications. In video gaming, many popular games involve controlling and interacting with humanish characters. In AR and VR a core component is realistic rendering and animation of other people’s avatars. In filmmaking, CGI often involves generating footage for sequences that involve the human characters in the film. The common methods used for creating and animating digital characters are both time-consuming and difficult to scale. The creation process usually begins with a 3D scan of a real person’s face or body performing various actions. The scan requires specialized equipment and needs to be further processed by artists. To animate the model in a realistic way an actor needs to perform the desired sequences in a motion capture studio. This effort is extremely time-consuming and expensive.
During my session, I will present the progress in my research on human rendering and describe two articles submitted to a top-tier conference. One of the works focuses on controlled human animation while the other on realistic controlled human rendering. Both works bring us closer to creating complex realistic animations and enable advanced post-processing of photographs using hand-held devices that we use on a daily basis.