Borom Tunwattanapong

Practical Image-Based Relighting and Editing with Spherical-Harmonics and Local Lights

Borom Tunwattanapong, Abhijeet Ghosh, Paul Debevec. Proceeding of the European Conference on Visual Media Production (CVMP) 2011. [paper][project][video]

      Lighting Environment                               Our Method                                  Ground Truth                                  Artistic Editing

                                                                  (20 lighting conditions)                (156 lighting conditions)


Multiview Face Capture using Polarized Spherical Gradient Illumination

Abhijeet Ghosh, Graham Fyffe, Borom Tunwattanapong, Jay Busch, Xueming Yu, Paul Debevec. ACM Transactions on Graphics (Proc. SIGGRAPH Asia), 30(6), 2011. [paper][project][video]

Multiview face capture using polarized spherical gradient illumination. (a) Acquired data from five viewpoints used for stereo reconstruction. (b) Reconstructed geometry. (c) Hybrid normal rendering.


Facial Cartography: Interactive High-Resolution Scan Correspondence

Cyrus A. Wilson, Oleg Alexander, Borom Tunwattanapong, Pieter Peers, Abhijeet Ghosh, Jay Busch, Arno Hartholt, Paul Debevec. ACM/Eurographics Symposium on Computer Animation (SCA) 2011. [paper][project][video]

Figure 1: Morph sequence between scans of neutral pose and corresponded extreme pose. Low-resolution meshes and high-resolution texture and normal maps are blended to give a high-quality result rendered in real-time.


Crafting 3D Faces Using Free Form Portrait Sketching and Plausible Texture Inference

T. Sucontphunt, B. Tunwattanapong, Z. Deng, and U. Neumann, Proceeding of Graphics Interface (GI) 2010, Ottawa, Ontario, Canada, May-June 2010, pp. 209-216. [project][video]



Interactive Image-Based Relighting with Spatially-Varying Lights

Borom Tunwattanapong, Paul Debevec. SIGGRAPH 2009 Poster. [project][poster][video]

Novel lighting conditions. Left: A combining of two sets of lighting configuration to form more comlicated lighiting condition. Middle: The face lit from per pixel view dependent reflection angles. Right: The face lit from the whole sphere of directions at once.