Paul Debevec

Los Angeles, California, United States
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Publications

  • Spherical Light-Field Environment Capture for Virtual Reality Using a Motorized Pan/Tilt Head and Offset Camera

    Siggraph 2015

    Using a standard panoramic pan/tilt mount with an offset fisheye lens camera to record outward-looking spherical light fields of real environments, which can then be viewed in virtual reality with full motion parallax.

    Other authors
  • Spherical Light-Field Environment Capture for Virtual Reality Using a Motorized Pan/Tilt Head and Offset Camera

    Siggraph 2015

    Using a standard panoramic pan/tilt mount with an offset fisheye lens camera to record outward-looking spherical light fields of real environments, which can then be viewed in virtual reality with full motion parallax.

    Other authors
  • Ada and Grace: Toward Realistic and Engaging Virtual Museum Guides

    10th International Conference on Intelligent Virtual Agents - IVA 2010

    Virtual Humans combine computer generated character animation with artificial intelligence and autonomous agent research to form interactive characters that engage in face-to-face communication with people. In collaboration with the Museum of Science Boston, we developed two spoken word interactive characters displayed lifesize to act as museum guides.

    Other authors
  • Ada and Grace: Toward Realistic and Engaging Virtual Museum Guides

    10th International Conference on Intelligent Virtual Agents - IVA 2010

    Virtual Humans combine computer generated character animation with artificial intelligence and autonomous agent research to form interactive characters that engage in face-to-face communication with people. In collaboration with the Museum of Science Boston, we developed two spoken word interactive characters displayed lifesize to act as museum guides.

    Other authors
  • Computation & cultural heritage: fundamentals and applications

    DOI: 10.1145/1667239.1667249 Conference: ACM SIGGRAPH 2009 Courses

    ABSTRACT This course surveys several practical techniques advanced by graphics and vision researchers for applications in cultural heritage, archeology, and art history. Topics include: efficient techniques for digital capture of heritage objects, appropriate uses in the heritage field, an end-to-end pipeline for processing archaeological reconstructions (with special attention to incorporating archeological data and review throughout the process), how digital techniques are actually used in…

    ABSTRACT This course surveys several practical techniques advanced by graphics and vision researchers for applications in cultural heritage, archeology, and art history. Topics include: efficient techniques for digital capture of heritage objects, appropriate uses in the heritage field, an end-to-end pipeline for processing archaeological reconstructions (with special attention to incorporating archeological data and review throughout the process), how digital techniques are actually used in cultural heritage projects, and an honest evaluation of progress and challenges in this field.

    Other authors
    See publication
  • Computation & cultural heritage: fundamentals and applications

    DOI: 10.1145/1667239.1667249 Conference: ACM SIGGRAPH 2009 Courses

    ABSTRACT This course surveys several practical techniques advanced by graphics and vision researchers for applications in cultural heritage, archeology, and art history. Topics include: efficient techniques for digital capture of heritage objects, appropriate uses in the heritage field, an end-to-end pipeline for processing archaeological reconstructions (with special attention to incorporating archeological data and review throughout the process), how digital techniques are actually used in…

    ABSTRACT This course surveys several practical techniques advanced by graphics and vision researchers for applications in cultural heritage, archeology, and art history. Topics include: efficient techniques for digital capture of heritage objects, appropriate uses in the heritage field, an end-to-end pipeline for processing archaeological reconstructions (with special attention to incorporating archeological data and review throughout the process), how digital techniques are actually used in cultural heritage projects, and an honest evaluation of progress and challenges in this field.

    Other authors
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  • Relighting Human Locomotion with Flowed Reflectance Fields

    Eurographics Symposium on Rendering

    We present an image-based approach for capturing the appearance of a walking or running person so they can be rendered realistically under variable viewpoint and illumination. In our approach, a person walks on a treadmill at a regular rate as a turntable slowly rotates the person's direction. As this happens, the person is filmed with a vertical array of high-speed cameras under a time-multiplexed lighting basis, acquiring a seven-dimensional dataset of the person under variable time…

    We present an image-based approach for capturing the appearance of a walking or running person so they can be rendered realistically under variable viewpoint and illumination. In our approach, a person walks on a treadmill at a regular rate as a turntable slowly rotates the person's direction. As this happens, the person is filmed with a vertical array of high-speed cameras under a time-multiplexed lighting basis, acquiring a seven-dimensional dataset of the person under variable time, illumination, and viewing direction in approximately forty seconds. We process this data into a flowed reflectance field using an optical flow algorithm to correspond pixels in neighboring camera views and time samples to each other, and we use image compression to reduce the size of this data. We then use image-based relighting and a hardware-accelerated combination of view morphing and light field rendering to render the subject under user-specified viewpoint and lighting conditions. To composite the person into a scene, we use an alpha channel derived from back lighting and a retroreflective treadmill surface and a visual hull process to render the shadows the person would cast onto the ground. We demonstrate realistic composites of several subjects into real and virtual environments using our technique.

    Other authors
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  • Modeling and Rendering Architecture from Photographs

    SIGGRAPH 96

    Photogrammetric Modeling and Image-Based Rendering system for architectural scenes

    Other authors
    • Camillo J Taylor
    • Jitendra Malik
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Patents

Projects

Honors & Awards

  • Technical Achievement Academy Award

    Academy of Motion Picture Arts and Sciences

    For the invention of the Polarized Spherical Gradient Illumination facial appearance capture method, and the design and engineering of the Light Stage X capture system. Polarized Spherical Gradient Illumination was a breakthrough in facial capture technology allowing shape and reflectance capture of an actor's face with sub-millimeter detail, enabling the faithful recreation of hero character faces. The Light Stage X structure was the foundation for all subsequent innovation and has been the…

    For the invention of the Polarized Spherical Gradient Illumination facial appearance capture method, and the design and engineering of the Light Stage X capture system. Polarized Spherical Gradient Illumination was a breakthrough in facial capture technology allowing shape and reflectance capture of an actor's face with sub-millimeter detail, enabling the faithful recreation of hero character faces. The Light Stage X structure was the foundation for all subsequent innovation and has been the keystone of the method's evolution into a production system.

Languages

  • French

    -

Organizations

  • ACM SIGGRAPH

    -

    - Present

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