Jens Fursund

Jens Fursund

København, Region Hovedstaden, Danmark
2 t følgere 500+ forbindelser

Om

Entrepreneur innovating in the interplay between computer graphics, artificial…

Aktivitet

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Erfaring

  • SQRM / SharkCorn

    Copenhagen Metropolitan Area

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    Copenhagen Area, Capital Region, Denmark

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    San Francisco Bay Area

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    San Francisco Bay Area

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    Copenhagen Area, Denmark

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Uddannelse

Udgivelser

  • paGAN: real-time avatars using dynamic textures

    ACM Transactions on Graphics (SIGGRAPH ASIA 2018)

    With the rising interest in personalized VR and gaming experiences comes the need to create high quality 3D avatars that are both low-cost and variegated. Due to this, building dynamic avatars from a single unconstrained input image is becoming a popular application. While previous techniques that attempt this require multiple input images or rely on transferring dynamic facial appearance from a source actor, we are able to do so using only one 2D input image without any form of transfer from a…

    With the rising interest in personalized VR and gaming experiences comes the need to create high quality 3D avatars that are both low-cost and variegated. Due to this, building dynamic avatars from a single unconstrained input image is becoming a popular application. While previous techniques that attempt this require multiple input images or rely on transferring dynamic facial appearance from a source actor, we are able to do so using only one 2D input image without any form of transfer from a source image. We achieve this using a new conditional Generative Adversarial Network design that allows fine-scale manipulation of any facial input image into a new expression while preserving its identity. Our photoreal avatar GAN (paGAN) can also synthesize the unseen mouth interior and control the eye-gaze direction of the output, as well as produce the final image from a novel viewpoint. The method is even capable of generating fully-controllable temporally stable video sequences, despite not using temporal information during training. After training, we can use our network to produce dynamic image-based avatars that are controllable on mobile devices in real time. To do this, we compute a fixed set of output images that correspond to key blendshapes, from which we extract textures in UV space. Using a subject's expression blendshapes at run-time, we can linearly blend these key textures together to achieve the desired appearance. Furthermore, we can use the mouth interior and eye textures produced by our network to synthesize on-the-fly avatar animations for those regions. Our work produces state-of-the-art quality image and video synthesis, and is the first to our knowledge that is able to generate a dynamically textured avatar with a mouth interior, all from a single image.

    https://www.youtube.com/watch?v=_JMx5VN1eeM&feature=youtu.be
    https://www.fxguide.com/featured/a-i-at-siggraph-part-2-pinscreen-at-real-time-live/

    Se udgivelse
  • Avatar Digitization From a Single Image For Real-Time Rendering

    SIGGRAPH Asia 2017

    We present a fully automatic framework that digitizes a complete 3D head with hair from a single unconstrained image. While the generated face is a high-quality textured mesh, we propose a versatile and efficient polygonal strips (polystrips) representation for the hair, compatible with existing real-time game engines.

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  • Pinscreen: 3D avatar from a single image

    SIGGRAPH ASIA Emerging Technologies 2016

    The age of social media and immersive technologies has created a growing need for processing detailed visual representations of ourselves as virtual and augmented reality is growing into the next generation platform for online communication, connecting hundreds of millions of users. A realistic simulation of our presence in a mixed reality environment is unthinkable without a compelling and directable 3D digitization of ourselves. With the wide availability of mobile cameras and internet…

    The age of social media and immersive technologies has created a growing need for processing detailed visual representations of ourselves as virtual and augmented reality is growing into the next generation platform for online communication, connecting hundreds of millions of users. A realistic simulation of our presence in a mixed reality environment is unthinkable without a compelling and directable 3D digitization of ourselves. With the wide availability of mobile cameras and internet images, we introduce a technology that can build a realistic 3D avatar from a single photograph. This textured 3D face model includes hair and can be instantly animated by anyone in real-time through natural facial performances captured from a regular RGB camera. Immediate applications include personalized gaming and VR-enabled social networks using automatically digitized 3D avatars, as well as mobile apps such as video messengers (e.g., Snapchat) with face-swapping capabilities. As opposed to existing solutions, our technology enables the automatic generation of a complete head model from a fully unconstrained image.

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  • Multiphase Flow of Immiscible Fluids on Unstructured Meshes

    Eurographics/ ACM SIGGRAPH Symposium on Computer Animation

    In this paper, we present a method for animating multiphase flow of immiscible fluids using unstructured moving meshes. Our underlying discretization is an unstructured tetrahedral mesh, the deformable simplicial complex (DSC), that moves with the flow in a Lagrangian manner. Mesh optimization operations improve element quality and avoid element inversion. In the context of multiphase flow, we guarantee that every element is occupied by a single fluid and, consequently, the interface between…

    In this paper, we present a method for animating multiphase flow of immiscible fluids using unstructured moving meshes. Our underlying discretization is an unstructured tetrahedral mesh, the deformable simplicial complex (DSC), that moves with the flow in a Lagrangian manner. Mesh optimization operations improve element quality and avoid element inversion. In the context of multiphase flow, we guarantee that every element is occupied by a single fluid and, consequently, the interface between fluids is represented by a set of faces in the simplicial complex. This approach ensures that the underlying discretization matches the physics and avoids the additional book-keeping required in grid-based methods where multiple fluids may occupy the same cell. Our Lagrangian approach naturally leads us to adopt a finite element approach to simulation, in contrast to the finite volume approaches adopted by a majority of fluid simulation techniques that use tetrahedral meshes. We characterize fluid simulation as an optimization problem allowing for full coupling of the pressure and velocity fields and the incorporation of a second-order surface energy. We introduce a preconditioner based on the diagonal Schur complement and solve our optimization on the GPU. We provide the results of parameter studies as well as a performance analysis of our method.

    Andre forfattere
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Patenter

  • Importance sampling for determining a light map

    Anmeldt US EP20170160680

    A bounce light map for a scene is determined for use in rendering the scene in a graphics processing system. Initial lighting indications representing lighting within the scene are determined. For a texel position of the bounce light map, the initial lighting indications are sampled using an importance sampling technique to identify positions within the scene. Sampling rays are traced between a position in the scene corresponding to the texel position of the bounce light map and the respective…

    A bounce light map for a scene is determined for use in rendering the scene in a graphics processing system. Initial lighting indications representing lighting within the scene are determined. For a texel position of the bounce light map, the initial lighting indications are sampled using an importance sampling technique to identify positions within the scene. Sampling rays are traced between a position in the scene corresponding to the texel position of the bounce light map and the respective identified positions with the scene. A lighting value is determined for the texel position of the bounce light map using results of the tracing of the sampling rays. By using the importance sampling method described herein, the rays which are traced are more likely to be directed towards more important regions of the scene which contribute more to the lighting of a texel.

    Se patent
  • Graphics processing using directional representations of lighting at probe positions within a scene

    Anmeldt US 20160260247

    Graphics processing systems can include lighting effects when rendering images. “Light probes” are directional representations of lighting at particular probe positions in the space of a scene which is being rendered. Light probes can be determined iteratively, which can allow them to be determined dynamically, in real-time over a sequence of frames. Once the light probes have been determined for a frame then the lighting at a pixel can be determined based on the lighting at the nearby light…

    Graphics processing systems can include lighting effects when rendering images. “Light probes” are directional representations of lighting at particular probe positions in the space of a scene which is being rendered. Light probes can be determined iteratively, which can allow them to be determined dynamically, in real-time over a sequence of frames. Once the light probes have been determined for a frame then the lighting at a pixel can be determined based on the lighting at the nearby light probe positions. Pixels can then be shaded based on the lighting determined for the pixel positions.

    Se patent
  • Object Illumination in Hybrid Rasterization and Ray Traced 3-D Rendering

    Anmeldt US 14/644,830

    Rendering systems that can use combinations of rasterization rendering processes and ray tracing rendering processes are disclosed. In some implementations, these systems perform a rasterization pass to identify visible surfaces of pixels in an image. Some implementations may begin shading processes for visible surfaces, before the geometry is entirely processed, in which rays are emitted. Rays can be culled at various points during processing, based on determining whether the surface from…

    Rendering systems that can use combinations of rasterization rendering processes and ray tracing rendering processes are disclosed. In some implementations, these systems perform a rasterization pass to identify visible surfaces of pixels in an image. Some implementations may begin shading processes for visible surfaces, before the geometry is entirely processed, in which rays are emitted. Rays can be culled at various points during processing, based on determining whether the surface from which the ray was emitted is still visible. Rendering systems may implement rendering effects as disclosed.

    Se patent

Fag/kurser

  • Real-time Graphics

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  • Rendering

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Projekter

  • Lightmapping for Unity 5

    A feature that produces progressively baking lightmaps while previewing to the user, allowing the user to change the scene and seeing the results of the new lighting instantly. The feature is powered by Imagination's PowerVR Raytracing library.

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  • On-stage Virtual Production

    Real-time rendering work at ILM involving image-based lighting (from import of EXR's, through computation of mip'ed cubemaps, on to rendering), tone-mapping and various farm related tasks such as rendering out 4K movies of the real-time renders

  • Pacific Rim

    My work was mainly focused on optimising our volume rendering shaders in Arnold. In the end we managed to speed up the volume rendering by a factor of 10. I also worked on some more general shader optimisations.

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Sprog

  • English

    Modersmåls- eller tosprogsfærdighed

  • Spanish

    Begrænset praktisk færdighed

  • Swedish

    Elementær færdighed

  • German

    Elementær færdighed

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