360 research outputs found
Personalized Cinemagraphs using Semantic Understanding and Collaborative Learning
Cinemagraphs are a compelling way to convey dynamic aspects of a scene. In
these media, dynamic and still elements are juxtaposed to create an artistic
and narrative experience. Creating a high-quality, aesthetically pleasing
cinemagraph requires isolating objects in a semantically meaningful way and
then selecting good start times and looping periods for those objects to
minimize visual artifacts (such a tearing). To achieve this, we present a new
technique that uses object recognition and semantic segmentation as part of an
optimization method to automatically create cinemagraphs from videos that are
both visually appealing and semantically meaningful. Given a scene with
multiple objects, there are many cinemagraphs one could create. Our method
evaluates these multiple candidates and presents the best one, as determined by
a model trained to predict human preferences in a collaborative way. We
demonstrate the effectiveness of our approach with multiple results and a user
study.Comment: To appear in ICCV 2017. Total 17 pages including the supplementary
materia
Image editing and interaction tools for visual expression
Digital photography is becoming extremely common in our daily life. However, images are difficult to edit and interact with. From a user's perspective, it is important to interact freely with the images on his/her smartphone or ipad. In this thesis we develop several image editing and interaction systems with this idea in mind. We aim for creating visual models with pre-computed internal structures
such that interaction is readily supported. We demonstrate that such interactable models,
driven by a user's hand, can render powerful visual expressiveness, and make static pixel arrays much more fun to play with.
The first system harnesses the editing power of vector graphics. We convert raster images
into a vector representation using Loop's subdivision surfaces. An image is represented by a multi-resolution feature-preserving sparse control mesh, with which image editing can be done at semantic level. A user can easily put a smile on a face image, or adjust the level of scene abstractness through a simple slider. The second system allows one to insert an object from image into a new scene. The key is to correct the shading on the object such that it goes consistently with the scene. Unlike traditional approach, we use a simple shape to
capture gross shading effects and a set of shading detail images to account for visual complexities. The high-frequency nature of these detail images allows a moderate range of interactive composition effects without causing alarming visual artifacts. The third system is on video clips instead of a single image. We proposed a fully automated algorithm to creat
Visual Dynamics: Probabilistic Future Frame Synthesis via Cross Convolutional Networks
We study the problem of synthesizing a number of likely future frames from a
single input image. In contrast to traditional methods, which have tackled this
problem in a deterministic or non-parametric way, we propose a novel approach
that models future frames in a probabilistic manner. Our probabilistic model
makes it possible for us to sample and synthesize many possible future frames
from a single input image. Future frame synthesis is challenging, as it
involves low- and high-level image and motion understanding. We propose a novel
network structure, namely a Cross Convolutional Network to aid in synthesizing
future frames; this network structure encodes image and motion information as
feature maps and convolutional kernels, respectively. In experiments, our model
performs well on synthetic data, such as 2D shapes and animated game sprites,
as well as on real-wold videos. We also show that our model can be applied to
tasks such as visual analogy-making, and present an analysis of the learned
network representations.Comment: The first two authors contributed equally to this wor
Skeleton-aided Articulated Motion Generation
This work make the first attempt to generate articulated human motion
sequence from a single image. On the one hand, we utilize paired inputs
including human skeleton information as motion embedding and a single human
image as appearance reference, to generate novel motion frames, based on the
conditional GAN infrastructure. On the other hand, a triplet loss is employed
to pursue appearance-smoothness between consecutive frames. As the proposed
framework is capable of jointly exploiting the image appearance space and
articulated/kinematic motion space, it generates realistic articulated motion
sequence, in contrast to most previous video generation methods which yield
blurred motion effects. We test our model on two human action datasets
including KTH and Human3.6M, and the proposed framework generates very
promising results on both datasets.Comment: ACM MM 201
Visual Dynamics: Stochastic Future Generation via Layered Cross Convolutional Networks
We study the problem of synthesizing a number of likely future frames from a
single input image. In contrast to traditional methods that have tackled this
problem in a deterministic or non-parametric way, we propose to model future
frames in a probabilistic manner. Our probabilistic model makes it possible for
us to sample and synthesize many possible future frames from a single input
image. To synthesize realistic movement of objects, we propose a novel network
structure, namely a Cross Convolutional Network; this network encodes image and
motion information as feature maps and convolutional kernels, respectively. In
experiments, our model performs well on synthetic data, such as 2D shapes and
animated game sprites, and on real-world video frames. We present analyses of
the learned network representations, showing it is implicitly learning a
compact encoding of object appearance and motion. We also demonstrate a few of
its applications, including visual analogy-making and video extrapolation.Comment: Journal preprint of arXiv:1607.02586 (IEEE TPAMI, 2019). The first
two authors contributed equally to this work. Project page:
http://visualdynamics.csail.mit.ed
Audeosynth: music-driven video montage
We introduce music-driven video montage, a media format that offers a pleasant way to browse or summarize video clips collected from various occasions, including gatherings and adventures. In music-driven video montage, the music drives the composition of the video content. According to musical movement and beats, video clips are organized to form a montage that visually reflects the experiential properties of the music. Nonetheless, it takes enormous manual work and artistic expertise to create it. In this paper, we develop a framework for automatically generating music-driven video montages. The input is a set of video clips and a piece of background music. By analyzing the music and video content, our system extracts carefully designed temporal features from the input, and casts the synthesis problem as an optimization and solves the parameters through Markov Chain Monte Carlo sampling. The output is a video montage whose visual activities are cut and synchronized with the rhythm of the music, rendering a symphony of audio-visual resonance.postprin
Visual Dynamics: Probabilistic Future Frame Synthesis via Cross Convolutional Networks
We study the problem of synthesizing a number of likely future frames from a single input image. In contrast to traditional methods, which have tackled this problem in a deterministic or non-parametric way, we propose a novel approach which models future frames in a probabilistic manner. Our proposed method is therefore able to synthesize multiple possible next frames using the same model. Solving this challenging problem involves low- and high-level image and motion understanding for successful image synthesis. Here, we propose a novel network structure, namely a Cross Convolutional Network, that encodes images as feature maps and motion information as convolutional kernels to aid in synthesizing future frames. In experiments, our model performs well on both synthetic data, such as 2D shapes and animated game sprites, as well as on real-wold video data. We show that our model can also be applied to tasks such as visual analogy-making, and present analysis of the learned network representations
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