3,860 research outputs found

    EgoFace: Egocentric Face Performance Capture and Videorealistic Reenactment

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    Face performance capture and reenactment techniques use multiple cameras and sensors, positioned at a distance from the face or mounted on heavy wearable devices. This limits their applications in mobile and outdoor environments. We present EgoFace, a radically new lightweight setup for face performance capture and front-view videorealistic reenactment using a single egocentric RGB camera. Our lightweight setup allows operations in uncontrolled environments, and lends itself to telepresence applications such as video-conferencing from dynamic environments. The input image is projected into a low dimensional latent space of the facial expression parameters. Through careful adversarial training of the parameter-space synthetic rendering, a videorealistic animation is produced. Our problem is challenging as the human visual system is sensitive to the smallest face irregularities that could occur in the final results. This sensitivity is even stronger for video results. Our solution is trained in a pre-processing stage, through a supervised manner without manual annotations. EgoFace captures a wide variety of facial expressions, including mouth movements and asymmetrical expressions. It works under varying illuminations, background, movements, handles people from different ethnicities and can operate in real time

    Beyond Reality: The Pivotal Role of Generative AI in the Metaverse

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    Imagine stepping into a virtual world that's as rich, dynamic, and interactive as our physical one. This is the promise of the Metaverse, and it's being brought to life by the transformative power of Generative Artificial Intelligence (AI). This paper offers a comprehensive exploration of how generative AI technologies are shaping the Metaverse, transforming it into a dynamic, immersive, and interactive virtual world. We delve into the applications of text generation models like ChatGPT and GPT-3, which are enhancing conversational interfaces with AI-generated characters. We explore the role of image generation models such as DALL-E and MidJourney in creating visually stunning and diverse content. We also examine the potential of 3D model generation technologies like Point-E and Lumirithmic in creating realistic virtual objects that enrich the Metaverse experience. But the journey doesn't stop there. We also address the challenges and ethical considerations of implementing these technologies in the Metaverse, offering insights into the balance between user control and AI automation. This paper is not just a study, but a guide to the future of the Metaverse, offering readers a roadmap to harnessing the power of generative AI in creating immersive virtual worlds.Comment: 8 pages, 4 figure

    Avatar captcha : telling computers and humans apart via face classification and mouse dynamics.

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    Bots are malicious, automated computer programs that execute malicious scripts and predefined functions on an affected computer. They pose cybersecurity threats and are one of the most sophisticated and common types of cybercrime tools today. They spread viruses, generate spam, steal personal sensitive information, rig online polls and commit other types of online crime and fraud. They sneak into unprotected systems through the Internet by seeking vulnerable entry points. They access the system’s resources like a human user does. Now the question arises how do we counter this? How do we prevent bots and on the other hand allow human users to access the system resources? One solution is by designing a CAPTCHA (Completely Automated Public Turing Tests to tell Computers and Humans Apart), a program that can generate and grade tests that most humans can pass but computers cannot. It is used as a tool to distinguish humans from malicious bots. They are a class of Human Interactive Proofs (HIPs) meant to be easily solvable by humans and economically infeasible for computers. Text CAPTCHAs are very popular and commonly used. For each challenge, they generate a sequence of alphabets by distorting standard fonts, requesting users to identify them and type them out. However, they are vulnerable to character segmentation attacks by bots, English language dependent and are increasingly becoming too complex for people to solve. A solution to this is to design Image CAPTCHAs that use images instead of text and require users to identify certain images to solve the challenges. They are user-friendly and convenient for human users and a much more challenging problem for bots to solve. In today’s Internet world the role of user profiling or user identification has gained a lot of significance. Identity thefts, etc. can be prevented by providing authorized access to resources. To achieve timely response to a security breach frequent user verification is needed. However, this process must be passive, transparent and non-obtrusive. In order for such a system to be practical it must be accurate, efficient and difficult to forge. Behavioral biometric systems are usually less prominent however, they provide numerous and significant advantages over traditional biometric systems. Collection of behavior data is non-obtrusive and cost-effective as it requires no special hardware. While these systems are not unique enough to provide reliable human identification, they have shown to be highly accurate in identity verification. In accomplishing everyday tasks, human beings use different styles, strategies, apply unique skills and knowledge, etc. These define the behavioral traits of the user. Behavioral biometrics attempts to quantify these traits to profile users and establish their identity. Human computer interaction (HCI)-based biometrics comprise of interaction strategies and styles between a human and a computer. These unique user traits are quantified to build profiles for identification. A specific category of HCI-based biometrics is based on recording human interactions with mouse as the input device and is known as Mouse Dynamics. By monitoring the mouse usage activities produced by a user during interaction with the GUI, a unique profile can be created for that user that can help identify him/her. Mouse-based verification approaches do not record sensitive user credentials like usernames and passwords. Thus, they avoid privacy issues. An image CAPTCHA is proposed that incorporates Mouse Dynamics to help fortify it. It displays random images obtained from Yahoo’s Flickr. To solve the challenge the user must identify and select a certain class of images. Two theme-based challenges have been designed. They are Avatar CAPTCHA and Zoo CAPTCHA. The former displays human and avatar faces whereas the latter displays different animal species. In addition to the dynamically selected images, while attempting to solve the CAPTCHA, the way each user interacts with the mouse i.e. mouse clicks, mouse movements, mouse cursor screen co-ordinates, etc. are recorded nonobtrusively at regular time intervals. These recorded mouse movements constitute the Mouse Dynamics Signature (MDS) of the user. This MDS provides an additional secure technique to segregate humans from bots. The security of the CAPTCHA is tested by an adversary executing a mouse bot attempting to solve the CAPTCHA challenges

    CGAMES'2009

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    Intelligent open data 3D maps in a collaborative virtual world

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    Three-dimensional (3D) maps have many potential applications, such as navigation and urban planning. In this article, we present the use of a 3D virtual world platform Meshmoon to create intelligent open data 3D maps. A processing method is developed to enable the generation of 3D virtual environments from the open data of the National Land Survey of Finland. The article combines the elements needed in contemporary smart city concepts, such as the connection between attribute information and 3D objects, and the creation of collaborative virtual worlds from open data. By using our 3D virtual world platform, it is possible to create up-to-date, collaborative 3D virtual models, which are automatically updated on all viewers. In the scenes, all users are able to interact with the model, and with each other. With the developed processing methods, the creation of virtual world scenes was partially automated for collaboration activities.Peer reviewe

    3D Face Synthesis Driven by Personality Impression

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    Synthesizing 3D faces that give certain personality impressions is commonly needed in computer games, animations, and virtual world applications for producing realistic virtual characters. In this paper, we propose a novel approach to synthesize 3D faces based on personality impression for creating virtual characters. Our approach consists of two major steps. In the first step, we train classifiers using deep convolutional neural networks on a dataset of images with personality impression annotations, which are capable of predicting the personality impression of a face. In the second step, given a 3D face and a desired personality impression type as user inputs, our approach optimizes the facial details against the trained classifiers, so as to synthesize a face which gives the desired personality impression. We demonstrate our approach for synthesizing 3D faces giving desired personality impressions on a variety of 3D face models. Perceptual studies show that the perceived personality impressions of the synthesized faces agree with the target personality impressions specified for synthesizing the faces. Please refer to the supplementary materials for all results.Comment: 8pages;6 figure

    RenderMe-360: A Large Digital Asset Library and Benchmarks Towards High-fidelity Head Avatars

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    Synthesizing high-fidelity head avatars is a central problem for computer vision and graphics. While head avatar synthesis algorithms have advanced rapidly, the best ones still face great obstacles in real-world scenarios. One of the vital causes is inadequate datasets -- 1) current public datasets can only support researchers to explore high-fidelity head avatars in one or two task directions; 2) these datasets usually contain digital head assets with limited data volume, and narrow distribution over different attributes. In this paper, we present RenderMe-360, a comprehensive 4D human head dataset to drive advance in head avatar research. It contains massive data assets, with 243+ million complete head frames, and over 800k video sequences from 500 different identities captured by synchronized multi-view cameras at 30 FPS. It is a large-scale digital library for head avatars with three key attributes: 1) High Fidelity: all subjects are captured by 60 synchronized, high-resolution 2K cameras in 360 degrees. 2) High Diversity: The collected subjects vary from different ages, eras, ethnicities, and cultures, providing abundant materials with distinctive styles in appearance and geometry. Moreover, each subject is asked to perform various motions, such as expressions and head rotations, which further extend the richness of assets. 3) Rich Annotations: we provide annotations with different granularities: cameras' parameters, matting, scan, 2D/3D facial landmarks, FLAME fitting, and text description. Based on the dataset, we build a comprehensive benchmark for head avatar research, with 16 state-of-the-art methods performed on five main tasks: novel view synthesis, novel expression synthesis, hair rendering, hair editing, and talking head generation. Our experiments uncover the strengths and weaknesses of current methods. RenderMe-360 opens the door for future exploration in head avatars.Comment: Technical Report; Project Page: 36; Github Link: https://github.com/RenderMe-360/RenderMe-36
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