516 research outputs found

    A Dense Point-to-Point Alignment Method for Realistic 3D Face Morphing and Animation

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    We present a new point matching method to overcome the dense point-to-point alignment of scanned 3D faces. Instead of using the rigid spatial transformation in the traditional iterative closest point (ICP) algorithm, we adopt the thin plate spline (TPS) transformation to model the deformation of different 3D faces. Because TPS is a non-rigid transformation with good smooth property, it is suitable for formulating the complex variety of human facial morphology. A closest point searching algorithm is proposed to keep one-to-one mapping, and to get good efficiency the point matching method is accelerated by a KD-tree method. Having constructed the dense point-to-point correspondence of 3D faces, we create 3D face morphing and animation by key-frames interpolation and obtain realistic results. Comparing with ICP algorithm and the optical flow method, the presented point matching method can achieve good matching accuracy and stability. The experiment results have shown that our method is efficient for dense point objects registration

    Automatic 3D facial model and texture reconstruction from range scans

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    This paper presents a fully automatic approach to fitting a generic facial model to detailed range scans of human faces to reconstruct 3D facial models and textures with no manual intervention (such as specifying landmarks). A Scaling Iterative Closest Points (SICP) algorithm is introduced to compute the optimal rigid registrations between the generic model and the range scans with different sizes. And then a new template-fitting method, formulated in an optmization framework of minimizing the physically based elastic energy derived from thin shells, faithfully reconstructs the surfaces and the textures from the range scans and yields dense point correspondences across the reconstructed facial models. Finally, we demonstrate a facial expression transfer method to clone facial expressions from the generic model onto the reconstructed facial models by using the deformation transfer technique

    A New 3D Tool for Planning Plastic Surgery

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    Face plastic surgery (PS) plays a major role in today medicine. Both for reconstructive and cosmetic surgery, achieving harmony of facial features is an important, if not the major goal. Several systems have been proposed for presenting to patient and surgeon possible outcomes of the surgical procedure. In this paper, we present a new 3D system able to automatically suggest, for selected facial features as nose, chin, etc, shapes that aesthetically match the patient's face. The basic idea is suggesting shape changes aimed to approach similar but more harmonious faces. To this goal, our system compares the 3D scan of the patient with a database of scans of harmonious faces, excluding the feature to be corrected. Then, the corresponding features of the k most similar harmonious faces, as well as their average, are suitably pasted onto the patient's face, producing k+1 aesthetically effective surgery simulations. The system has been fully implemented and tested. To demonstrate the system, a 3D database of harmonious faces has been collected and a number of PS treatments have been simulated. The ratings of the outcomes of the simulations, provided by panels of human judges, show that the system and the underlying idea are effectiv

    HeadOn: Real-time Reenactment of Human Portrait Videos

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    We propose HeadOn, the first real-time source-to-target reenactment approach for complete human portrait videos that enables transfer of torso and head motion, face expression, and eye gaze. Given a short RGB-D video of the target actor, we automatically construct a personalized geometry proxy that embeds a parametric head, eye, and kinematic torso model. A novel real-time reenactment algorithm employs this proxy to photo-realistically map the captured motion from the source actor to the target actor. On top of the coarse geometric proxy, we propose a video-based rendering technique that composites the modified target portrait video via view- and pose-dependent texturing, and creates photo-realistic imagery of the target actor under novel torso and head poses, facial expressions, and gaze directions. To this end, we propose a robust tracking of the face and torso of the source actor. We extensively evaluate our approach and show significant improvements in enabling much greater flexibility in creating realistic reenacted output videos.Comment: Video: https://www.youtube.com/watch?v=7Dg49wv2c_g Presented at Siggraph'1

    Volumetric intelligence: A framework for the creation of interactive volumetric captured characters

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    Virtual simulation of human faces and facial movements has challenged media artists and computer scientists since the first realistic 3D renderings of a human face by Fred Parke in 1972. Today, a range of software and techniques are available for modelling virtual characters and their facial behavior in immersive environments, such as computer games or storyworlds. However, applying these techniques often requires large teams with multidisciplinary expertise, extensive amount of manual labor, as well as financial conditions that are not typically available for individual media artists. This thesis work demonstrates how an individual artist may create humanlike virtual characters – specifically their facial behavior – in a relatively fast and automated manner. The method is based on volumetric capturing, or photogrammetry, of a set of facial expressions from a real person using a multi-camera setup, and further applying open source and accessible 3D reconstruction and re-topology techniques and software. Furthermore, the study discusses possibilities of utilizing contemporary game engines and applications for building settings that allow real-time interaction between the user and virtual characters. The thesis documents an innovative framework for the creation of a virtual character captured from a real person, that can be presented and driven in real-time, without the need of a specialized team, high budget or intensive manual labor. This workflow is suitable for research groups, independent teams and individuals seeking for the creation of immersive and real-time experiences and experiments using virtual humanlike characters

    3D Human Face Reconstruction and 2D Appearance Synthesis

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    3D human face reconstruction has been an extensive research for decades due to its wide applications, such as animation, recognition and 3D-driven appearance synthesis. Although commodity depth sensors are widely available in recent years, image based face reconstruction are significantly valuable as images are much easier to access and store. In this dissertation, we first propose three image-based face reconstruction approaches according to different assumption of inputs. In the first approach, face geometry is extracted from multiple key frames of a video sequence with different head poses. The camera should be calibrated under this assumption. As the first approach is limited to videos, we propose the second approach then focus on single image. This approach also improves the geometry by adding fine grains using shading cue. We proposed a novel albedo estimation and linear optimization algorithm in this approach. In the third approach, we further loose the constraint of the input image to arbitrary in the wild images. Our proposed approach can robustly reconstruct high quality model even with extreme expressions and large poses. We then explore the applicability of our face reconstructions on four interesting applications: video face beautification, generating personalized facial blendshape from image sequences, face video stylizing and video face replacement. We demonstrate great potentials of our reconstruction approaches on these real-world applications. In particular, with the recent surge of interests in VR/AR, it is increasingly common to see people wearing head-mounted displays. However, the large occlusion on face is a big obstacle for people to communicate in a face-to-face manner. Our another application is that we explore hardware/software solutions for synthesizing the face image with presence of HMDs. We design two setups (experimental and mobile) which integrate two near IR cameras and one color camera to solve this problem. With our algorithm and prototype, we can achieve photo-realistic results. We further propose a deep neutral network to solve the HMD removal problem considering it as a face inpainting problem. This approach doesn\u27t need special hardware and run in real-time with satisfying results
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