Tiberiu Popa

Department of Computer Science
University of British Columbia
2366 Main Mall
Vancouver, B.C. V6T 1N5
Canada

Phone:  604.822.2218
Fax:      604.822.5485

Email: stpopa AT cs DOT ubc DOT ca

Resume


I'm currently a PhD. student in the Department of Computer Science at the University of British Columbia.
My supervisor is Dr. Alla Sheffer and my work is in the area of Digital Geometry Processing.
I received my MMath and BMath. from
University of Waterloo

 

Publications

 

 

Wrinkling Captured Garments Using Space-Time Data-Driven Deformation       PDF    AVI
T.Popa, Q. Zhou, D. Bradley, V. Kraevoy, H. Fu, A. Sheffer, W. Heidrich Eurographics 2009
(
Munich, Germany).

 

The presence of characteristic fine folds is important for modeling realistic looking virtual garments. While recent garment capture techniques are quite successful at capturing the low-frequency garment shape and motion over time, they often fail to capture the numerous high-frequency folds, reducing the realism of the reconstructed space- time models. In our work we propose a method for reintroducing fine folds into the captured models using data- driven dynamic wrinkling. We first estimate the shape and position of folds based on the original video footage used for capture and then wrinkle the surface based on those estimates using space-time deformation. Both steps utilize the unique geometric characteristics of garments in general, and garment folds specifically, to facilitate the modeling of believable folds. We demonstrate the effectiveness of our wrinkling method on a variety of garments that have been captured using several recent techniques.

 

 

Markerless Garment Capture       PDF    AVI
D. Bradley, T. Popa, A. Sheffer, W. Heidrich, T. Boubekeur. ACM Transactions on Graphics (Proceedings of SIGGRAPH). 2008.
(
Los Angeles, USA).

 

A lot of research has recently focused on the problem of capturing the geometry and motion of garments. Such work usually relies on special markers printed on the fabric to establish temporally coherent correspondences between points on the garments surface at different times. Unfortunately, this approach is tedious and prevents the capture of off-the-shelf clothing made from interesting fabrics.

In this paper, we describe a marker-free approach to capturing garment motion that avoids these downsides. We establish temporally coherent parameterizations between incomplete geometries that we extract at each timestep with a multiview stereo algorithm. We then fill holes in the geometry using a template. This approach, for the first time, allows us to capture the geometry and motion of unpatterned, off-the-shelf garments made from a range of different fabrics.

 

 

3D Collage: Expressive Non-Realistic Modeling
Ran Gal, Olga Sorkine, Tiberiu Popa, Alla Sheffer and Daniel Cohen-Or
NPAR 2007 (The 5th International Symposium on Non-Photorealistic Animation and Rendering)

 

The ability of computer graphics to represent images symbolically has so far been used mostly to render existing models with greater clarity or with greater visual appeal. In this work, we present a method aimed at harnessing this symbolic representation power to increase the expressiveness of the 3D models themselves. We achieve this through modification of the actual representation of 3D shapes rather than their images. In particular, we focus on 3D collage creation, namely, a generation of compound representations of objects

Interactive and Linear Material Aware Deformations

T. Popa D. Julius A. Sheffer

International Journal of Shape Modelling – Special Issue on SMI’06 - June 2007

 

Most real world objects consist of non-uniform materials; as a result, during deformation the bending and shearing are distributed non-uniformly and depend on the local stiffness of the material. In the virtual environment there are three prevalent approaches to model deformation: purely geometric, physically driven, and skeleton based. This paper proposes a new approach to model deformation that incorporates nonuniform materials into the geometric deformation framework. Our approach provides a simple and intuitive method to control the distribution of the bending and shearing throughout the model according to the local material stiffness. It also provides a rich, flexible and intuitive user interface. Thus, we are able to generate realistic looking, material-aware deformations at interactive rates. Our method works on all types of models, including models with continuous stiffness gradation and non-articulated models such as cloth. The material stiffness across the surface can be specified by the user with an intuitive paint-like interface or it can be learned from a sequence of sample deformations.

 

Paper (pdf)

Non-Realistic Expressive Modeling

 

Ran Gal, Olga Sorkine, Tiberiu Popa, Alla Sheffer and Daniel Cohen-Or

ACM SIGGRAPH 2006, Technical Sketches

 

The ability of computer graphics to represent images symbolically has so far been used mostly to render existing models with greater clarity or with greater visual appeal. In this work, we present a method aimed at harnessing this symbolic representation power to increase the expressiveness of the 3D models themselves. We achieve this through modification of the actual representation of 3D shapes rather than their images.

 

Sketch(pdf)

Material Aware Mesh Deformations

 

T. Popa D. Julius A. Sheffer

International Conference on Shape Modelling - June 2006

Most real world objects consist of non-uniform materials; as a result, during deformation the bending and shearing are distributed non-uniformly and depend on the local stiffness of the material. In the virtual environment there are three prevalent approaches to model deformation: purely geometric, physically driven, and skeleton based.
We propose a new approach to model deformation that incorporates non-uniform materials into the geometric deformation framework. Our approach provides a simple and intuitive method to control the distribution of the bending and shearing throughout the model according to the local material stiffness. Thus, we are able to generate realistic looking, material-aware deformations at interactive rates. Our method works on all types of models, including models with continuous stiffness gradation and non-articulated models such as cloth. The material stiffness across the surface can be specified by the user with an intuitive paint-like interface or it can be learned from a sequence of sample deformations.

 Slides (ppt) Paper (pdf)



 

 

                     

Material Aware Mesh Deformations
T. Popa D. Julius A. Sheffer
ACM SIGGRAPH 2005 – Poster (ACM Student Research Competition winner)

 

Most real world objects consist of non-uniform materials; as a result, during deformation the bending and shearing are distributed non-uniformly and depend on the local stiffness of the material. In the virtual environment there are three prevalent approaches to model deformation: purely geometric, physically driven, and skeleton based.

Poster (pdf) (ppt)

 

 

 

 




Links
Pictures
Blog
Tess
My Flickr pictures
 

 

If you use google calendar, here is my schedule: