Browsing by Author "Liu, Li"
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Item Feature Representation for High‐resolution Clothed Human Reconstruction(© 2023 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd., 2023) Pu, Juncheng; Liu, Li; Fu, Xiaodong; Su, Zhuo; Liu, Lijun; Peng, Wei; Hauser, Helwig and Alliez, PierreDetailed and accurate feature representation is essential for high‐resolution reconstruction of clothed human. Herein we introduce a unified feature representation for clothed human reconstruction, which can adapt to changeable posture and various clothing details. The whole method can be divided into two parts: the human shape feature representation and the details feature representation. Specifically, we firstly combine the voxel feature learned from semantic voxel with the pixel feature from input image as an implicit representation for human shape. Then, the details feature mixed with the clothed layer feature and the normal feature is used to guide the multi‐layer perceptron to capture geometric surface details. The key difference from existing methods is that we use the clothing semantics to infer clothed layer information, and further restore the layer details with geometric height. We qualitative and quantitative experience results demonstrate that proposed method outperforms existing methods in terms of handling limb swing and clothing details. Our method provides a new solution for clothed human reconstruction with high‐resolution details (style, wrinkles and clothed layers), and has good potential in three‐dimensional virtual try‐on and digital characters.Item A New Uniform Format for 360 VR Videos(The Eurographics Association and John Wiley & Sons Ltd., 2018) Guo, Juan; Pei, Qikai K.; Ma, Guilong L.; Liu, Li; Zhang, Xinyu Y.; Fu, Hongbo and Ghosh, Abhijeet and Kopf, JohannesRecent breakthroughs in VR technologies, especially in economic VR headsets and massive smartphones are creating a fastgrowing demand for 3D immersive VR content. 360 VR videos record a surrounding environment in every direction and give users a fully immersive experience. Thanks to a ton of 360 cameras that launched in the past years, 360 video content creation is exploding and 360 VR videos are becoming a new video standard in the digital industry. When ERP and CMP are perhaps the most prevalent projection and packing layout for storing 360 VR videos, they have severe projection distortion, internal discontinuous seams or disadvantages in aspect ratio. We introduce a new format for packing and storing 360 VR videos using two stage mappings. Hemispheres are seamlessly and uniformly mapped onto squares. Two respective squares are stitched to form a rectangle with the aspect ratio 2 : 1. Our approach is able to avoid internal discontinuity and generate uniform pixel distribution, while keeping the aspect ratio close to the majority standard aspect ratio of 16 : 9.