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Human Image Synthesis
Human image synthesis is technology that can be applied to make believable and even photorealistic renditions of human-likenesses, moving or still. It has effectively existed since the early 2000s. Many films using computer generated imagery have featured synthetic images of human-like characters digitally composited onto the real or other simulated film material. Towards the end of the 2010s deep learning artificial intelligence has been applied to synthesize images and video that look like humans, without need for human assistance, once the training phase has been completed, whereas the old school 7D-route required massive amounts of human work. Timeline of human image synthesis * In 1971 Henri Gouraud made the first CG geometry capture and representation of a human face. Modeling was his wife Sylvie Gouraud. The 3D model was a simple wire-frame model and he applied the Gouraud shader he is most known for to produce the first known representation of human-likeness on ...
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Computer-generated Imagery
Computer-generated imagery (CGI) is the use of computer graphics to create or contribute to images in art, printed media, video games, simulators, and visual effects in films, television programs, shorts, commercials, and videos. The images may be static (still images) or dynamic (moving images), in which case CGI is also called ''computer animation''. CGI may be two-dimensional (2D), although the term "CGI" is most commonly used to refer to the 3-D computer graphics used for creating characters, scenes and special effects in films and television, which is described as "CGI animation". The first feature film to make use of CGI was the 1973 film ''Westworld''. Other early films that incorporated CGI include ''Star Wars'' (1977), ''Tron'' (1982), '' Golgo 13: The Professional'' (1983), ''The Last Starfighter'' (1984), ''Young Sherlock Holmes'' (1985) and ''Flight of the Navigator'' (1986). The first music video to use CGI was Dire Straits' award-winning " Money for Nothing" (1 ...
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Audience
An audience is a group of people who participate in a show or encounter a work of art, literature (in which they are called "readers"), theatre, music (in which they are called "listeners"), video games (in which they are called "players"), or academics in any medium. Audience members participate in different ways in different kinds of art. Some events invite overt audience participation and others allow only modest clapping and criticism and reception. Media audience studies have become a recognized part of the curriculum. Audience theory offers scholarly insight into audiences in general. These insights shape our knowledge of just how audiences affect and are affected by different forms of art. The biggest art form is the mass media. Films, video games, radio shows, software (and hardware), and other formats are affected by the audience and its reviews and recommendations. In the age of easy internet participation and citizen journalism, professional creators share space, an ...
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SIGGRAPH
SIGGRAPH (Special Interest Group on Computer Graphics and Interactive Techniques) is an annual conference on computer graphics (CG) organized by the ACM SIGGRAPH, starting in 1974. The main conference is held in North America; SIGGRAPH Asia, a second conference held annually, has been held since 2008 in countries throughout Asia. Overview The conference incorporates both academic presentations as well as an industry trade show. Other events at the conference include educational courses and panel discussions on recent topics in computer graphics and interactive techniques. SIGGRAPH Proceedings The SIGGRAPH conference proceedings, which are published in the ACM Transactions on Graphics, has one of the highest impact factors among academic publications in the field of computer graphics. The paper acceptance rate for SIGGRAPH has historically been between 17% and 29%, with the average acceptance rate between 2015 and 2019 of 27%. The submitted papers are peer-reviewed und ...
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Light Stage
A light stage or light cage is equipment used for shape, texture, reflectance and motion capture often with structured light and a multi-camera setup. Reflectance capture The reflectance field over a human face was first captured in 1999 by Paul Debevec, Tim Hawkins et al and presented in SIGGRAPH 2000. The method they used to find the light that travels under the skin was based on the existing scientific knowledge that light reflecting off the air-to-oil retains its polarization while light that travels under the skin loses its polarization. Using this information, a light stage was built by Debevec et al., consisting of # Moveable digital camera # Moveable simple light source (full rotation with adjustable radius and height) # Two polarizers set into various angles in front of the light and the camera # A computer with relatively simple programs doing relatively simple tasks. The setup enabled the team to find the subsurface scattering component of the bidirectio ...
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University Of Southern California
The University of Southern California (USC, SC, or Southern Cal) is a Private university, private research university in Los Angeles, California, United States. Founded in 1880 by Robert M. Widney, it is the oldest private research university in California. The university is composed of one Liberal arts education, liberal arts school, the University of Southern California academics, Dornsife College of Letters, Arts and Sciences, and 22 Undergraduate education, undergraduate, Graduate school, graduate, and professional schools, enrolling roughly 21,000 undergraduate and 28,500 Postgraduate education, post-graduate students from all 50 U.S. states and more than 115 countries. It is also a member of the Association of American Universities, which it joined in 1969. USC is ranked as one of the top universities in the United States and admission to its programs is considered College admissions in the United States, highly selective. USC has graduated more alumni who have gone on to w ...
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Paul Debevec
Paul Ernest Debevec is a researcher in computer graphics at the University of Southern California's Institute for Creative Technologies. He is best known for his work in finding, capturing and synthesizing the bidirectional scattering distribution function utilizing the light stages his research team constructed to find and capture the reflectance field over the human face, high-dynamic-range imaging and image-based modeling and rendering. Debevec received his undergraduate degree in mathematics and engineering from the University of Michigan, and a Ph.D. in computer science from University of California, Berkeley in 1996; his thesis research was in photogrammetry, or the recovery of the 3D shape of an object from a collection of still photographs taken from various angles. In 1997 he and a team of students produced ''The Campanile Movie'' (1997), a virtual flyby of UC Berkeley's Campanile tower. Debevec's more recent research has included methods for recording real-world illumina ...
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Brandon Lee
Brandon Bruce Lee (February 1, 1965 – March 31, 1993) was an American actor and martial artist. Establishing himself as a rising action star in the early 1990s, he landed his breakthrough role as Eric Draven in the dark fantasy film ''The Crow'' (1994). Lee's career, however, was cut short by his accidental death during ''The Crow''s production. Lee was the son of martial artist and film star Bruce Lee, who died when he was eight years old. Lee, who followed in his father's footsteps, trained in martial arts and studied acting at Emerson College and the Lee Strasberg Theatre and Film Institute. He started his career with leading roles in the Hong Kong action film ''Legacy of Rage'' (1986) and the straight-to-video ''Laser Mission'' (1989). Lee also appeared in two spin-offs of the 1970s series ''Kung Fu,'' the television film '' Kung Fu: The Movie'' (1986) and the pilot '' Kung Fu: The Next Generation'' (1987). Transitioning to Hollywood productions, Lee first starred i ...
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Body Double
In filmmaking, a double is a person who substitutes FOR another actor such that the person's face is not shown. There are various terms associated with a double based on the specific body part or ability they serve as a double for, such as stunt double, "dance double", "butt double" and "hand double". Types of doubles Body double A body double or photography double is used in certain specific shots to replace the credited actor of a character. The body double's face is obscured to maintain the illusion that they are the same character; usually by shooting their body at an angle that leaves their face out (such as by showing the body double from the back) or in post-production by superimposing the original actor's face over the body double's. The double's face is usually not seen on-camera, particularly when they do not facially resemble the actor; a wig will usually be employed if the double's hair color is different from that of the main actor. This is in contrast to a st ...
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The Crow (1994 Film)
''The Crow'' is a 1994 American superhero film directed by Alex Proyas, written by David J. Schow and John Shirley. It stars Brandon Lee in his final film appearance as Eric Draven, a murdered musician who is resurrected to avenge his death and that of his fiancée. The film is based on James O'Barr's comic of the same name. Production on ''The Crow'' was struck by tragedy when Lee was fatally wounded during filming. As Lee had finished most of his scenes before his death, the film was completed through script rewrites, a stunt double, and digital effects. ''The Crow'' is dedicated to Lee and his fiancée, Eliza Hutton. After Lee's death, Paramount Pictures opted out of distributing the film and the rights were picked up by Miramax, who oversaw ''The Crow''s completion. ''The Crow'' was released to positive reviews, with the Rotten Tomatoes critical consensus praising its tone, visuals, Dariusz Wolski's cinematography, the production design, and Lee's performance. It also gros ...
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Rebecca Allen (artist)
Rebecca Allen is an internationally recognized digital artist inspired by the aesthetics of motion, the study of perception and behavior and the potential of advanced technology. Her artwork, which spans four decades and takes the form of experimental video, large-scale performances, live simulations and virtual and augmented reality art installations, addresses issues of gender, identity and what it means to be human as technology redefines our sense of reality. Early life Allen began her art practice in the early 1970s while working toward a B.F.A. degree at the Rhode Island School of Design (RISD). She received her Master of Science degree in 1980 from the Architecture Machine Group (predecessor to the MIT Media Lab) at Massachusetts Institute of Technology. Career Select works Swimmer (1981) "Swimmer" is a looping video animation that Allen curated to show human animation using technology. It was displayed on the exhibition entitled A Retrospective in 1986., which wa ...
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