44,617 research outputs found

    On Acquisition and Analysis of a Dataset Comprising of Gait, Ear and Semantic data

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    In outdoor scenarios such as surveillance where there is very little control over the environments, complex computer vision algorithms are often required for analysis. However constrained environments, such as walkways in airports where the surroundings and the path taken by individuals can be controlled, provide an ideal application for such systems. Figure 1.1 depicts an idealised constrained environment. The path taken by the subject is restricted to a narrow path and once inside is in a volume where lighting and other conditions are controlled to facilitate biometric analysis. The ability to control the surroundings and the flow of people greatly simplifes the computer vision task, compared to typical unconstrained environments. Even though biometric datasets with greater than one hundred people are increasingly common, there is still very little known about the inter and intra-subject variation in many biometrics. This information is essential to estimate the recognition capability and limits of automatic recognition systems. In order to accurately estimate the inter- and the intra- class variance, substantially larger datasets are required [40]. Covariates such as facial expression, headwear, footwear type, surface type and carried items are attracting increasing attention; although considering the potentially large impact on an individuals biometrics, large trials need to be conducted to establish how much variance results. This chapter is the first description of the multibiometric data acquired using the University of Southampton's Multi-Biometric Tunnel [26, 37]; a biometric portal using automatic gait, face and ear recognition for identification purposes. The tunnel provides a constrained environment and is ideal for use in high throughput security scenarios and for the collection of large datasets. We describe the current state of data acquisition of face, gait, ear, and semantic data and present early results showing the quality and range of data that has been collected. The main novelties of this dataset in comparison with other multi-biometric datasets are: 1. gait data exists for multiple views and is synchronised, allowing 3D reconstruction and analysis; 2. the face data is a sequence of images allowing for face recognition in video; 3. the ear data is acquired in a relatively unconstrained environment, as a subject walks past; and 4. the semantic data is considerably more extensive than has been available previously. We shall aim to show the advantages of this new data in biometric analysis, though the scope for such analysis is considerably greater than time and space allows for here

    Learning to Reconstruct People in Clothing from a Single RGB Camera

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    We present a learning-based model to infer the personalized 3D shape of people from a few frames (1-8) of a monocular video in which the person is moving, in less than 10 seconds with a reconstruction accuracy of 5mm. Our model learns to predict the parameters of a statistical body model and instance displacements that add clothing and hair to the shape. The model achieves fast and accurate predictions based on two key design choices. First, by predicting shape in a canonical T-pose space, the network learns to encode the images of the person into pose-invariant latent codes, where the information is fused. Second, based on the observation that feed-forward predictions are fast but do not always align with the input images, we predict using both, bottom-up and top-down streams (one per view) allowing information to flow in both directions. Learning relies only on synthetic 3D data. Once learned, the model can take a variable number of frames as input, and is able to reconstruct shapes even from a single image with an accuracy of 6mm. Results on 3 different datasets demonstrate the efficacy and accuracy of our approach

    LiveCap: Real-time Human Performance Capture from Monocular Video

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    We present the first real-time human performance capture approach that reconstructs dense, space-time coherent deforming geometry of entire humans in general everyday clothing from just a single RGB video. We propose a novel two-stage analysis-by-synthesis optimization whose formulation and implementation are designed for high performance. In the first stage, a skinned template model is jointly fitted to background subtracted input video, 2D and 3D skeleton joint positions found using a deep neural network, and a set of sparse facial landmark detections. In the second stage, dense non-rigid 3D deformations of skin and even loose apparel are captured based on a novel real-time capable algorithm for non-rigid tracking using dense photometric and silhouette constraints. Our novel energy formulation leverages automatically identified material regions on the template to model the differing non-rigid deformation behavior of skin and apparel. The two resulting non-linear optimization problems per-frame are solved with specially-tailored data-parallel Gauss-Newton solvers. In order to achieve real-time performance of over 25Hz, we design a pipelined parallel architecture using the CPU and two commodity GPUs. Our method is the first real-time monocular approach for full-body performance capture. Our method yields comparable accuracy with off-line performance capture techniques, while being orders of magnitude faster

    Navigation domain representation for interactive multiview imaging

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    Enabling users to interactively navigate through different viewpoints of a static scene is a new interesting functionality in 3D streaming systems. While it opens exciting perspectives towards rich multimedia applications, it requires the design of novel representations and coding techniques in order to solve the new challenges imposed by interactive navigation. Interactivity clearly brings new design constraints: the encoder is unaware of the exact decoding process, while the decoder has to reconstruct information from incomplete subsets of data since the server can generally not transmit images for all possible viewpoints due to resource constrains. In this paper, we propose a novel multiview data representation that permits to satisfy bandwidth and storage constraints in an interactive multiview streaming system. In particular, we partition the multiview navigation domain into segments, each of which is described by a reference image and some auxiliary information. The auxiliary information enables the client to recreate any viewpoint in the navigation segment via view synthesis. The decoder is then able to navigate freely in the segment without further data request to the server; it requests additional data only when it moves to a different segment. We discuss the benefits of this novel representation in interactive navigation systems and further propose a method to optimize the partitioning of the navigation domain into independent segments, under bandwidth and storage constraints. Experimental results confirm the potential of the proposed representation; namely, our system leads to similar compression performance as classical inter-view coding, while it provides the high level of flexibility that is required for interactive streaming. Hence, our new framework represents a promising solution for 3D data representation in novel interactive multimedia services

    Reflectance Transformation Imaging (RTI) System for Ancient Documentary Artefacts

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    This tutorial summarises our uses of reflectance transformation imaging in archaeological contexts. It introduces the UK AHRC funded project reflectance Transformation Imaging for Anciant Documentary Artefacts and demonstrates imaging methodologies

    Finite Element Based Tracking of Deforming Surfaces

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    We present an approach to robustly track the geometry of an object that deforms over time from a set of input point clouds captured from a single viewpoint. The deformations we consider are caused by applying forces to known locations on the object's surface. Our method combines the use of prior information on the geometry of the object modeled by a smooth template and the use of a linear finite element method to predict the deformation. This allows the accurate reconstruction of both the observed and the unobserved sides of the object. We present tracking results for noisy low-quality point clouds acquired by either a stereo camera or a depth camera, and simulations with point clouds corrupted by different error terms. We show that our method is also applicable to large non-linear deformations.Comment: additional experiment
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