Alex Ma
Taiwanese software engineer
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Computer Science
Alex Ma's Degrees
- Bachelors Computer Science University of Taipei
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Why Is Alex Ma Influential?
(Suggest an Edit or Addition)According to Wikipedia, Wan-Chun Alex Ma is a Taiwanese software engineer. Ma was born in 1978. Ma became interested in visual effects at a young age, influenced by the Star Wars film series and Wing Commander III: Heart of the Tiger, a video game released in 1994. He completed his bachelor's, master's, and doctoral degrees at National Taiwan University. With the help of the Graduate Student Study Abroad Program of Taiwan's National Science Council. Ma went to the University of Southern California in 2005, completing his studies under Paul Debevec at the Institute for Creative Technologies. Since obtaining his doctorate, Ma has worked for Activision and Google.
Alex Ma's Published Works
Published Works
- Rapid Acquisition of Specular and Diffuse Normal Maps from Polarized Spherical Gradient Illumination (2007) (336)
- Facial performance synthesis using deformation-driven polynomial displacement maps (2008) (158)
- Relighting human locomotion with flowed reflectance fields (2006) (153)
- The Digital Emily Project: Achieving a Photorealistic Digital Actor (2010) (142)
- Skeleton extraction of 3D objects with radial basis functions (2003) (109)
- DeepLight: Learning Illumination for Unconstrained Mobile Mixed Reality (2019) (76)
- Automatic Animation Skeleton Construction Using Repulsive Force Field (2003) (61)
- Relighting human locomotion with flowed reflectance fields (2006) (52)
- Skeleton Extraction of 3D Objects with Visible Repulsive Force (2003) (46)
- Domain connected graph: the skeleton of a closed 3D shape for animation (2006) (46)
- AgileGAN: stylizing portraits by inversion-consistent transfer learning (2021) (45)
- Comprehensive Facial Performance Capture (2011) (43)
- Level-of-detail representation of bidirectional texture functions for real-time rendering (2005) (42)
- As‐Conformal‐As‐Possible Surface Registration (2014) (29)
- Rig animation with a tangible and modular input device (2016) (27)
- Automatic animation skeleton using repulsive force field (2003) (25)
- A blendshape model that incorporates physical interaction (2011) (19)
- Creating an actor-specific facial rig from performance capture (2016) (17)
- Real-time triple product relighting using spherical local-frame parameterization (2006) (16)
- Using Intel Streaming SIMD Extensions for 3D Geometry Processing (2002) (16)
- An efficient representation of complex materials for real-time rendering (2004) (16)
- Learning Illumination from Diverse Portraits (2020) (13)
- A blendshape model that incorporates physical interaction (2012) (10)
- A framework for locally retargeting and rendering facial performance (2011) (10)
- A facial composite editor for blendshape characters (2012) (9)
- Semantically-aware blendshape rigs from facial performance measurements (2016) (8)
- Rig animation with a tangible and modular input device (2017) (7)
- A Framework for Capture and Synthesis of High Resolution Facial Geometry and Performance (2008) (7)
- Expression transfer: A system to build 3D blend shapes for facial animation (2013) (6)
- DeepLight (2019) (6)
- Deep relightable textures (2020) (5)
- A high-resolution geometry capture system for facial performance (2008) (4)
- A system for high-resolution face scanning based on polarized spherical illumination (2007) (4)
- Skeleton Extraction of 3 D Objects with Radial Basis Functions (2003) (4)
- AR-ia: Volumetric Opera for Mobile Augmented Reality (2019) (4)
- Emotion challenge: building a new photoreal facial performance pipeline for games (2017) (4)
- Image-based BRDF acquisition for non-spherical objects (2005) (4)
- Optimized local blendshape mapping for facial motion retargeting (2011) (3)
- Asynchronous rendering (2010) (3)
- Rig Animation with a Tangible and Modular Input Device (2016) (3)
- Localized Optimization for Mocap-Driven Blendshapes (2010) (2)
- Deformation transfer based on stretchiness ratio (2013) (2)
- A guided synthesizer for blendshape characters (2012) (1)
- AgileGAN (2021) (1)
- Using Augmented Face Images to Improve Facial Recognition Tasks (2022) (0)
- Making digital characters: creation, deformation, and animation (2015) (0)
- AgileGAN (2021) (0)
- Coherent Texture Synthesis for Photograph Relighting and Texture Transfer (2006) (0)
- Understanding AR inside and out --- Part One: a solid grounding (2020) (0)
- Editorial (2016) (0)
- OmniAvatar: Geometry-Guided Controllable 3D Head Synthesis (2023) (0)
- A Novel MPEG-4 Based Architecture for Internet Games (2001) (0)
- Real-time all-frequency relighting in local frame (2006) (0)
- Relighting Character Motion for Photoreal Simulations (2006) (0)
- Fast rendering of realistic faces with wavelength dependent normal maps (2007) (0)
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