[4eyes] FW: [cvc] Visual Computing Cafe Seminar Friday Feb. 14, 2014

Pradeep Sen psen at ece.ucsb.edu
Fri Feb 14 09:55:33 PST 2014


Dear 4-Eyes folks,

Hao Li will be coming by the Foglab around 4pm or so
today to talk to you about your work.  It might be
a little later if his schedule slips.

Either Ted or I can bring him by.

Thanks!

-Pradeep



On 2014-02-13 17:34, Matthew Turk wrote:
> Prof. Hao Li from USC (http://hao.li/) will be visiting tomorrow to
> give a 12:30pm Visual Computing Café seminar. It should be a very
> interesting talk. Someone will bring him by the Foglab in the
> mid-to-late afternoon, and I hope several of you can talk with him -
> briefly, since he'll probably only have 30-45 minutes.
> 
> When I find out the expected time, I'll email a follow-up (or Pradeep
> can reply directly).
> 
> Thanks,
> 	Matthew
> 
> -----Original Message-----
> From: cvc [mailto:cvc-bounces at lists.engr.ucsb.edu] On Behalf Of Pradeep 
> Sen
> Sent: Thursday, February 13, 2014 3:13 PM
> To: Cvc; 4eyes; jmartin at cs.ucsb.edu; lisa at mat.ucsb.edu
> Subject: [cvc] Visual Computing Cafe Seminar Friday Feb. 14, 2014
> 
> UCSB Visual Computing Café Seminar Friday February 14, 2014 12:30pm -
> 1:30pm, Phelps 3526
>             ** Note change of venue! **
> 
> 
> TITLE:
> 3D Human Capture: From VFX to the Mainstream by Hao Li, University of
> Southern California
> 
> 
> ABSTRACT:
> 
> With the emergence of real-time 3D depth sensing, performance capture
> technologies in visual effects are undergoing a radical shift from
> traditional marker and vision-based imaging to a geometry processing
> pipeline, allowing more faithful measurement of people without the
> requirement of wearing motion capture suits. The next generation
> imaging systems will recover large amounts of dynamic 3D data and the
> big challenge will be in their efficient treatment and analysis.
> 
> I will present an overview of state-of-the-art 3D capture techniques
> and introduce a fundamental technique to allow computers to
> automatically understand captured data from a geometric perspective. I
> will show how these techniques can help modeling digital humans in the
> context of entertainment and how they also impact other sciences, such
> as in evolutionary biology, cardiology, and cancer treatment. With the
> democratization of 3D depth sensors such as Microsoft's Kinect, these
> systems are no longer prototype technologies from research labs or
> visual effects studios, but are available to everyone. They will play
> a key role for future consumer level products innovating
> human-computer interfaces and 3D communication.
> 
> I will also show a live demonstration of a cutting-edge real-time
> facial animation system that I developed at Industrial Light & Magic
> which is based on a low cost level depth sensor.
> The system learns personalized facial expressions on-the-fly without
> the need of a tedious training process. While primarily developed to
> innovate real-time virtual production in the film and gaming industry,
> the tracking technology has the potential to impact the fidelity of
> emotions analysis, improve surveillance and monitoring systems, and be
> used for massive data collection for behavioral analytics.
> 
> Finally, I will discuss several important challenges that are ahead of
> us in the context of real-time 3D digitization of humans, and motivate
> the potential for upcoming personalized applications ranging from
> interactive gaming to 3D printing.
> 
> 
> BIO:
> 
> Hao Li recently joined USC as an assistant professor of Computer
> Science, after working for a year at the R&D group at Industrial Light
> & Magic/Lucasfilm as a research lead, developing next generation
> real-time performance capture technologies for the upcoming Star Wars
> episodes. Prior to his time in the visual effects industry, He spent a
> year as a postdoctoral research at Columbia and Princeton
> Universities, right after obtaining his Ph. D. from ETH Zurich in
> 2010.
> 
> His research lies in geometry processing, 3D reconstruction, and
> real-time performance capture. While primarily developed for Computer
> Graphics and Vision applications, his work on geometry-driven
> performance capture has also impacted the field of human shape
> analysis and biomedicine. His algorithms are widely deployed in the
> industry ranging from leading visual effects studios to manufacturers
> of
> state-of-
> the-art radiation therapy systems. Since 2009, eight of his papers
> have been published at Siggraph and Siggraph Asia. he has been named
> top 35 innovator under 35 by MIT Technology Review in 2013 and this
> year’s NextGen 10: Innovators under 40 by CSQ magazine. He was also
> awarded the Swiss National Science Foundation fellowship for
> prospective researchers in 2011, and obtained the best paper award at
> the Symposium of Computer Animation in 2009.
> 
> 
> URL:
> http://hao.li/

-- 
Pradeep Sen
Associate Professor
UCSB MIRAGE Lab
Dept. of Electrical & Computer Engineering
University of California, Santa Barbara
Santa Barbara, CA 93106-9560


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