310,232 research outputs found

    3D face reconstruction with geometry details from a single image

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    3D face reconstruction from a single image is a classical and challenging problem with wide applications in many areas. Inspired by recent works in face animation from RGB-D or monocular video inputs, we develop a novel method for reconstructing 3D faces from unconstrained 2D images using a coarse-to-fine optimization strategy. First, a smooth coarse 3D face is generated from an example-based bilinear face model by aligning the projection of 3D face landmarks with 2D landmarks detected from the input image. Afterward, using local corrective deformation fields, the coarse 3D face is refined using photometric consistency constraints, resulting in a medium face shape. Finally, a shape-from-shading method is applied on the medium face to recover fine geometric details. Our method outperforms the state-of-the-art approaches in terms of accuracy and detail recovery, which is demonstrated in extensive experiments using real-world models and publicly available data sets

    3D facial shape estimation from a single image under arbitrary pose and illumination.

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    Humans have the uncanny ability to perceive the world in three dimensions (3D), otherwise known as depth perception. The amazing thing about this ability to determine distances is that it depends only on a simple two-dimensional (2D) image in the retina. It is an interesting problem to explain and mimic this phenomenon of getting a three-dimensional perception of a scene from a flat 2D image of the retina. The main objective of this dissertation is the computational aspect of this human ability to reconstruct the world in 3D using only 2D images from the retina. Specifically, the goal of this work is to recover 3D facial shape information from a single image of unknown pose and illumination. Prior shape and texture models from real data, which are metric in nature, are incorporated into the 3D shape recovery framework. The output recovered shape, likewise, is metric, unlike previous shape-from-shading (SFS) approaches that only provide relative shape. This work starts first with the simpler case of general illumination and fixed frontal pose. Three optimization approaches were developed to solve this 3D shape recovery problem, starting from a brute-force iterative approach to a computationally efficient regression method (Method II-PCR), where the classical shape-from-shading equation is cast as a regression framework. Results show that the output of the regression-like approach is faster in timing and similar in error metrics when compared to its iterative counterpart. The best of the three algorithms above, Method II-PCR, is compared to its two predecessors, namely: (a) Castelan et al. [1] and (b) Ahmed et al. [2]. Experimental results show that the proposed method (Method II-PCR) is superior in all aspects compared to the previous state-of-the-art. Robust statistics was also incorporated into the shape recovery framework to deal with noise and occlusion. Using multiple-view geometry concepts [3], the fixed frontal pose was relaxed to arbitrary pose. The best of the three algorithms above, Method II-PCR, once again is used as the primary 3D shape recovery method. Results show that the pose-invariant 3D shape recovery version (for input with pose) has similar error values compared to the frontal-pose version (for input with frontal pose), for input images of the same subject. Sensitivity experiments indicate that the proposed method is, indeed, invariant to pose, at least for the pan angle range of (-50° to 50°). The next major part of this work is the development of 3D facial shape recovery methods, given only the input 2D shape information, instead of both texture and 2D shape. The simpler case of output 3D sparse shapes was dealt with, initially. The proposed method, which also use a regression-based optimization approach, was compared with state-of-the art algorithms, showing decent performance. There were five conclusions that drawn from the sparse experiments, namely, the proposed approach: (a) is competitive due to its linear and non-iterative nature, (b) does not need explicit training, as opposed to [4], (c) has comparable results to [4], at a shorter computational time, (d) better in all aspects than Zhang and Samaras [5], and (e) has the limitation, together with [4] and [5], in terms of the need to manually annotate the input 2D feature points. The proposed method was then extended to output 3D dense shapes simply by replacing the sparse model with its dense equivalent, in the regression framework inside the 3D face recovery approach. The numerical values of the mean height and surface orientation error indicate that even if shading information is unavailable, a decent 3D dense reconstruction is still possible

    Shape basis interpretation for monocular deformable 3D reconstruction

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    © 2019 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.In this paper, we propose a novel interpretable shape model to encode object non-rigidity. We first use the initial frames of a monocular video to recover a rest shape, used later to compute a dissimilarity measure based on a distance matrix measurement. Spectral analysis is then applied to this matrix to obtain a reduced shape basis, that in contrast to existing approaches, can be physically interpreted. In turn, these pre-computed shape bases are used to linearly span the deformation of a wide variety of objects. We introduce the low-rank basis into a sequential approach to recover both camera motion and non-rigid shape from the monocular video, by simply optimizing the weights of the linear combination using bundle adjustment. Since the number of parameters to optimize per frame is relatively small, specially when physical priors are considered, our approach is fast and can potentially run in real time. Validation is done in a wide variety of real-world objects, undergoing both inextensible and extensible deformations. Our approach achieves remarkable robustness to artifacts such as noisy and missing measurements and shows an improved performance to competing methods.Peer ReviewedPostprint (author's final draft

    Shape-from-shading using the heat equation

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    This paper offers two new directions to shape-from-shading, namely the use of the heat equation to smooth the field of surface normals and the recovery of surface height using a low-dimensional embedding. Turning our attention to the first of these contributions, we pose the problem of surface normal recovery as that of solving the steady state heat equation subject to the hard constraint that Lambert's law is satisfied. We perform our analysis on a plane perpendicular to the light source direction, where the z component of the surface normal is equal to the normalized image brightness. The x - y or azimuthal component of the surface normal is found by computing the gradient of a scalar field that evolves with time subject to the heat equation. We solve the heat equation for the scalar potential and, hence, recover the azimuthal component of the surface normal from the average image brightness, making use of a simple finite difference method. The second contribution is to pose the problem of recovering the surface height function as that of embedding the field of surface normals on a manifold so as to preserve the pattern of surface height differences and the lattice footprint of the surface normals. We experiment with the resulting method on a variety of real-world image data, where it produces qualitatively good reconstructed surfaces

    Recovering facial shape using a statistical model of surface normal direction

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    In this paper, we show how a statistical model of facial shape can be embedded within a shape-from-shading algorithm. We describe how facial shape can be captured using a statistical model of variations in surface normal direction. To construct this model, we make use of the azimuthal equidistant projection to map the distribution of surface normals from the polar representation on a unit sphere to Cartesian points on a local tangent plane. The distribution of surface normal directions is captured using the covariance matrix for the projected point positions. The eigenvectors of the covariance matrix define the modes of shape-variation in the fields of transformed surface normals. We show how this model can be trained using surface normal data acquired from range images and how to fit the model to intensity images of faces using constraints on the surface normal direction provided by Lambert's law. We demonstrate that the combination of a global statistical constraint and local irradiance constraint yields an efficient and accurate approach to facial shape recovery and is capable of recovering fine local surface details. We assess the accuracy of the technique on a variety of images with ground truth and real-world images
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