1,351 research outputs found

    Editing faces in videos

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    Editing faces in movies is of interest in the special effects industry. We aim at producing effects such as the addition of accessories interacting correctly with the face or replacing the face of a stuntman with the face of the main actor. The system introduced in this thesis is based on a 3D generative face model. Using a 3D model makes it possible to edit the face in the semantic space of pose, expression, and identity instead of pixel space, and due to its 3D nature allows a modelling of the light interaction. In our system we first reconstruct the 3D face, which is deforming because of expressions and speech, the lighting, and the camera in all frames of a monocular input video. The face is then edited by substituting expressions or identities with those of another video sequence or by adding virtual objects into the scene. The manipulated 3D scene is rendered back into the original video, correctly simulating the interaction of the light with the deformed face and virtual objects. We describe all steps necessary to build and apply the system. This includes registration of training faces to learn a generative face model, semi-automatic annotation of the input video, fitting of the face model to the input video, editing of the fit, and rendering of the resulting scene. While describing the application we introduce a host of new methods, each of which is of interest on its own. We start with a new method to register 3D face scans to use as training data for the face model. For video preprocessing a new interest point tracking and 2D Active Appearance Model fitting technique is proposed. For robust fitting we introduce background modelling, model-based stereo techniques, and a more accurate light model

    Globally Optimal Spatio-temporal Reconstruction from Cluttered Videos

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    International audienceWe propose a method for multi-view reconstruction from videos adapted to dynamic cluttered scenes under uncontrolled imaging conditions. Taking visibility into account, and being based on a global optimization of a true spatio-temporal energy, it oilers several desirable properties: no need for silhouettes, robustness to noise, independent from any initialization, no heuristic force, reduced flickering results, etc. Results on real-world data proves the potential of what is, to our knowledge, the only globally optimal spatio-temporal multi-view reconstruction method

    HIGH QUALITY HUMAN 3D BODY MODELING, TRACKING AND APPLICATION

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    Geometric reconstruction of dynamic objects is a fundamental task of computer vision and graphics, and modeling human body of high fidelity is considered to be a core of this problem. Traditional human shape and motion capture techniques require an array of surrounding cameras or subjects wear reflective markers, resulting in a limitation of working space and portability. In this dissertation, a complete process is designed from geometric modeling detailed 3D human full body and capturing shape dynamics over time using a flexible setup to guiding clothes/person re-targeting with such data-driven models. As the mechanical movement of human body can be considered as an articulate motion, which is easy to guide the skin animation but has difficulties in the reverse process to find parameters from images without manual intervention, we present a novel parametric model, GMM-BlendSCAPE, jointly taking both linear skinning model and the prior art of BlendSCAPE (Blend Shape Completion and Animation for PEople) into consideration and develop a Gaussian Mixture Model (GMM) to infer both body shape and pose from incomplete observations. We show the increased accuracy of joints and skin surface estimation using our model compared to the skeleton based motion tracking. To model the detailed body, we start with capturing high-quality partial 3D scans by using a single-view commercial depth camera. Based on GMM-BlendSCAPE, we can then reconstruct multiple complete static models of large pose difference via our novel non-rigid registration algorithm. With vertex correspondences established, these models can be further converted into a personalized drivable template and used for robust pose tracking in a similar GMM framework. Moreover, we design a general purpose real-time non-rigid deformation algorithm to accelerate this registration. Last but not least, we demonstrate a novel virtual clothes try-on application based on our personalized model utilizing both image and depth cues to synthesize and re-target clothes for single-view videos of different people

    Second-order Shape Optimization for Geometric Inverse Problems in Vision

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    We develop a method for optimization in shape spaces, i.e., sets of surfaces modulo re-parametrization. Unlike previously proposed gradient flows, we achieve superlinear convergence rates through a subtle approximation of the shape Hessian, which is generally hard to compute and suffers from a series of degeneracies. Our analysis highlights the role of mean curvature motion in comparison with first-order schemes: instead of surface area, our approach penalizes deformation, either by its Dirichlet energy or total variation. Latter regularizer sparks the development of an alternating direction method of multipliers on triangular meshes. Therein, a conjugate-gradients solver enables us to bypass formation of the Gaussian normal equations appearing in the course of the overall optimization. We combine all of the aforementioned ideas in a versatile geometric variation-regularized Levenberg-Marquardt-type method applicable to a variety of shape functionals, depending on intrinsic properties of the surface such as normal field and curvature as well as its embedding into space. Promising experimental results are reported

    Towards high-resolution large-scale multi-view stereo

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    International audienceBoosted by the Middlebury challenge, the precision of dense multi-view stereovision methods has increased drastically in the past few years. Yet, most methods, although they perform well on this benchmark, are still inapplicable to large-scale data sets taken under uncontrolled conditions. In this paper, we propose a multi-view stereo pipeline able to deal at the same time with very large scenes while still producing highly detailed reconstructions within very reasonable time. The keys to these benefits are twofold: (i) a minimum s-t cut based global optimization that transforms a dense point cloud into a visibility consistent mesh, followed by (ii) a mesh-based variational refinement that captures small details, smartly handling photo-consistency, regularization and adaptive resolution. Our method has been tested on numerous large-scale outdoor scenes. The accuracy of our reconstructions is also measured on the recent dense multi-view benchmark proposed by Strecha et al., showing our results to compare more than favorably with the current state-of-the-art

    Differentiable SAR Renderer and SAR Target Reconstruction

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    Forward modeling of wave scattering and radar imaging mechanisms is the key to information extraction from synthetic aperture radar (SAR) images. Like inverse graphics in optical domain, an inherently-integrated forward-inverse approach would be promising for SAR advanced information retrieval and target reconstruction. This paper presents such an attempt to the inverse graphics for SAR imagery. A differentiable SAR renderer (DSR) is developed which reformulates the mapping and projection algorithm of SAR imaging mechanism in the differentiable form of probability maps. First-order gradients of the proposed DSR are then analytically derived which can be back-propagated from rendered image/silhouette to the target geometry and scattering attributes. A 3D inverse target reconstruction algorithm from SAR images is devised. Several simulation and reconstruction experiments are conducted, including targets with and without background, using both synthesized data or real measured inverse SAR (ISAR) data by ground radar. Results demonstrate the efficacy of the proposed DSR and its inverse approach
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