1,786 research outputs found

    HeadOn: Real-time Reenactment of Human Portrait Videos

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    We propose HeadOn, the first real-time source-to-target reenactment approach for complete human portrait videos that enables transfer of torso and head motion, face expression, and eye gaze. Given a short RGB-D video of the target actor, we automatically construct a personalized geometry proxy that embeds a parametric head, eye, and kinematic torso model. A novel real-time reenactment algorithm employs this proxy to photo-realistically map the captured motion from the source actor to the target actor. On top of the coarse geometric proxy, we propose a video-based rendering technique that composites the modified target portrait video via view- and pose-dependent texturing, and creates photo-realistic imagery of the target actor under novel torso and head poses, facial expressions, and gaze directions. To this end, we propose a robust tracking of the face and torso of the source actor. We extensively evaluate our approach and show significant improvements in enabling much greater flexibility in creating realistic reenacted output videos.Comment: Video: https://www.youtube.com/watch?v=7Dg49wv2c_g Presented at Siggraph'1

    CGAMES'2009

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    A framework for realistic 3D tele-immersion

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    Meeting, socializing and conversing online with a group of people using teleconferencing systems is still quite differ- ent from the experience of meeting face to face. We are abruptly aware that we are online and that the people we are engaging with are not in close proximity. Analogous to how talking on the telephone does not replicate the experi- ence of talking in person. Several causes for these differences have been identified and we propose inspiring and innova- tive solutions to these hurdles in attempt to provide a more realistic, believable and engaging online conversational expe- rience. We present the distributed and scalable framework REVERIE that provides a balanced mix of these solutions. Applications build on top of the REVERIE framework will be able to provide interactive, immersive, photo-realistic ex- periences to a multitude of users that for them will feel much more similar to having face to face meetings than the expe- rience offered by conventional teleconferencing systems

    2D-to-3D facial expression transfer

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    © 20xx 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.Automatically changing the expression and physical features of a face from an input image is a topic that has been traditionally tackled in a 2D domain. In this paper, we bring this problem to 3D and propose a framework that given an input RGB video of a human face under a neutral expression, initially computes his/her 3D shape and then performs a transfer to a new and potentially non-observed expression. For this purpose, we parameterize the rest shape --obtained from standard factorization approaches over the input video-- using a triangular mesh which is further clustered into larger macro-segments. The expression transfer problem is then posed as a direct mapping between this shape and a source shape, such as the blend shapes of an off-the-shelf 3D dataset of human facial expressions. The mapping is resolved to be geometrically consistent between 3D models by requiring points in specific regions to map on semantic equivalent regions. We validate the approach on several synthetic and real examples of input faces that largely differ from the source shapes, yielding very realistic expression transfers even in cases with topology changes, such as a synthetic video sequence of a single-eyed cyclops.Peer ReviewedPostprint (author's final draft

    AFFECT-PRESERVING VISUAL PRIVACY PROTECTION

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    The prevalence of wireless networks and the convenience of mobile cameras enable many new video applications other than security and entertainment. From behavioral diagnosis to wellness monitoring, cameras are increasing used for observations in various educational and medical settings. Videos collected for such applications are considered protected health information under privacy laws in many countries. Visual privacy protection techniques, such as blurring or object removal, can be used to mitigate privacy concern, but they also obliterate important visual cues of affect and social behaviors that are crucial for the target applications. In this dissertation, we propose to balance the privacy protection and the utility of the data by preserving the privacy-insensitive information, such as pose and expression, which is useful in many applications involving visual understanding. The Intellectual Merits of the dissertation include a novel framework for visual privacy protection by manipulating facial image and body shape of individuals, which: (1) is able to conceal the identity of individuals; (2) provide a way to preserve the utility of the data, such as expression and pose information; (3) balance the utility of the data and capacity of the privacy protection. The Broader Impacts of the dissertation focus on the significance of privacy protection on visual data, and the inadequacy of current privacy enhancing technologies in preserving affect and behavioral attributes of the visual content, which are highly useful for behavior observation in educational and medical settings. This work in this dissertation represents one of the first attempts in achieving both goals simultaneously

    Statistical modelling for facial expression dynamics

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    PhDOne of the most powerful and fastest means of relaying emotions between humans are facial expressions. The ability to capture, understand and mimic those emotions and their underlying dynamics in the synthetic counterpart is a challenging task because of the complexity of human emotions, different ways of conveying them, non-linearities caused by facial feature and head motion, and the ever critical eye of the viewer. This thesis sets out to address some of the limitations of existing techniques by investigating three components of expression modelling and parameterisation framework: (1) Feature and expression manifold representation, (2) Pose estimation, and (3) Expression dynamics modelling and their parameterisation for the purpose of driving a synthetic head avatar. First, we introduce a hierarchical representation based on the Point Distribution Model (PDM). Holistic representations imply that non-linearities caused by the motion of facial features, and intrafeature correlations are implicitly embedded and hence have to be accounted for in the resulting expression space. Also such representations require large training datasets to account for all possible variations. To address those shortcomings, and to provide a basis for learning more subtle, localised variations, our representation consists of tree-like structure where a holistic root component is decomposed into leaves containing the jaw outline, each of the eye and eyebrows and the mouth. Each of the hierarchical components is modelled according to its intrinsic functionality, rather than the final, holistic expression label. Secondly, we introduce a statistical approach for capturing an underlying low-dimension expression manifold by utilising components of the previously defined hierarchical representation. As Principal Component Analysis (PCA) based approaches cannot reliably capture variations caused by large facial feature changes because of its linear nature, the underlying dynamics manifold for each of the hierarchical components is modelled using a Hierarchical Latent Variable Model (HLVM) approach. Whilst retaining PCA properties, such a model introduces a probability density model which can deal with missing or incomplete data and allows discovery of internal within cluster structures. All of the model parameters and underlying density model are automatically estimated during the training stage. We investigate the usefulness of such a model to larger and unseen datasets. Thirdly, we extend the concept of HLVM model to pose estimation to address the non-linear shape deformations and definition of the plausible pose space caused by large head motion. Since our head rarely stays still, and its movements are intrinsically connected with the way we perceive and understand the expressions, pose information is an integral part of their dynamics. The proposed 3 approach integrates into our existing hierarchical representation model. It is learned using sparse and discreetly sampled training dataset, and generalises to a larger and continuous view-sphere. Finally, we introduce a framework that models and extracts expression dynamics. In existing frameworks, explicit definition of expression intensity and pose information, is often overlooked, although usually implicitly embedded in the underlying representation. We investigate modelling of the expression dynamics based on use of static information only, and focus on its sufficiency for the task at hand. We compare a rule-based method that utilises the existing latent structure and provides a fusion of different components with holistic and Bayesian Network (BN) approaches. An Active Appearance Model (AAM) based tracker is used to extract relevant information from input sequences. Such information is subsequently used to define the parametric structure of the underlying expression dynamics. We demonstrate that such information can be utilised to animate a synthetic head avatar. Submitte

    3d Face Reconstruction And Emotion Analytics With Part-Based Morphable Models

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    3D face reconstruction and facial expression analytics using 3D facial data are new and hot research topics in computer graphics and computer vision. In this proposal, we first review the background knowledge for emotion analytics using 3D morphable face model, including geometry feature-based methods, statistic model-based methods and more advanced deep learning-bade methods. Then, we introduce a novel 3D face modeling and reconstruction solution that robustly and accurately acquires 3D face models from a couple of images captured by a single smartphone camera. Two selfie photos of a subject taken from the front and side are used to guide our Non-Negative Matrix Factorization (NMF) induced part-based face model to iteratively reconstruct an initial 3D face of the subject. Then, an iterative detail updating method is applied to the initial generated 3D face to reconstruct facial details through optimizing lighting parameters and local depths. Our iterative 3D face reconstruction method permits fully automatic registration of a part-based face representation to the acquired face data and the detailed 2D/3D features to build a high-quality 3D face model. The NMF part-based face representation learned from a 3D face database facilitates effective global and adaptive local detail data fitting alternatively. Our system is flexible and it allows users to conduct the capture in any uncontrolled environment. We demonstrate the capability of our method by allowing users to capture and reconstruct their 3D faces by themselves. Based on the 3D face model reconstruction, we can analyze the facial expression and the related emotion in 3D space. We present a novel approach to analyze the facial expressions from images and a quantitative information visualization scheme for exploring this type of visual data. From the reconstructed result using NMF part-based morphable 3D face model, basis parameters and a displacement map are extracted as features for facial emotion analysis and visualization. Based upon the features, two Support Vector Regressions (SVRs) are trained to determine the fuzzy Valence-Arousal (VA) values to quantify the emotions. The continuously changing emotion status can be intuitively analyzed by visualizing the VA values in VA-space. Our emotion analysis and visualization system, based on 3D NMF morphable face model, detects expressions robustly from various head poses, face sizes and lighting conditions, and is fully automatic to compute the VA values from images or a sequence of video with various facial expressions. To evaluate our novel method, we test our system on publicly available databases and evaluate the emotion analysis and visualization results. We also apply our method to quantifying emotion changes during motivational interviews. These experiments and applications demonstrate effectiveness and accuracy of our method. In order to improve the expression recognition accuracy, we present a facial expression recognition approach with 3D Mesh Convolutional Neural Network (3DMCNN) and a visual analytics guided 3DMCNN design and optimization scheme. The geometric properties of the surface is computed using the 3D face model of a subject with facial expressions. Instead of using regular Convolutional Neural Network (CNN) to learn intensities of the facial images, we convolve the geometric properties on the surface of the 3D model using 3DMCNN. We design a geodesic distance-based convolution method to overcome the difficulties raised from the irregular sampling of the face surface mesh. We further present an interactive visual analytics for the purpose of designing and modifying the networks to analyze the learned features and cluster similar nodes in 3DMCNN. By removing low activity nodes in the network, the performance of the network is greatly improved. We compare our method with the regular CNN-based method by interactively visualizing each layer of the networks and analyze the effectiveness of our method by studying representative cases. Testing on public datasets, our method achieves a higher recognition accuracy than traditional image-based CNN and other 3D CNNs. The presented framework, including 3DMCNN and interactive visual analytics of the CNN, can be extended to other applications

    Photorealistic retrieval of occluded facial information using a performance-driven face model

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    Facial occlusions can cause both human observers and computer algorithms to fail in a variety of important tasks such as facial action analysis and expression classification. This is because the missing information is not reconstructed accurately enough for the purpose of the task in hand. Most current computer methods that are used to tackle this problem implement complex three-dimensional polygonal face models that are generally timeconsuming to produce and unsuitable for photorealistic reconstruction of missing facial features and behaviour. In this thesis, an image-based approach is adopted to solve the occlusion problem. A dynamic computer model of the face is used to retrieve the occluded facial information from the driver faces. The model consists of a set of orthogonal basis actions obtained by application of principal component analysis (PCA) on image changes and motion fields extracted from a sequence of natural facial motion (Cowe 2003). Examples of occlusion affected facial behaviour can then be projected onto the model to compute coefficients of the basis actions and thus produce photorealistic performance-driven animations. Visual inspection shows that the PCA face model recovers aspects of expressions in those areas occluded in the driver sequence, but the expression is generally muted. To further investigate this finding, a database of test sequences affected by a considerable set of artificial and natural occlusions is created. A number of suitable metrics is developed to measure the accuracy of the reconstructions. Regions of the face that are most important for performance-driven mimicry and that seem to carry the best information about global facial configurations are revealed using Bubbles, thus in effect identifying facial areas that are most sensitive to occlusions. Recovery of occluded facial information is enhanced by applying an appropriate scaling factor to the respective coefficients of the basis actions obtained by PCA. This method improves the reconstruction of the facial actions emanating from the occluded areas of the face. However, due to the fact that PCA produces bases that encode composite, correlated actions, such an enhancement also tends to affect actions in non-occluded areas of the face. To avoid this, more localised controls for facial actions are produced using independent component analysis (ICA). Simple projection of the data onto an ICA model is not viable due to the non-orthogonality of the extracted bases. Thus occlusion-affected mimicry is first generated using the PCA model and then enhanced by accordingly manipulating the independent components that are subsequently extracted from the mimicry. This combination of methods yields significant improvements and results in photorealistic reconstructions of occluded facial actions

    Laughter and smiling facial expression modelling for the generation of virtual affective behavior

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    Laughter and smiling are significant facial expressions used in human to human communication. We present a computational model for the generation of facial expressions associated with laughter and smiling in order to facilitate the synthesis of such facial expressions in virtual characters. In addition, a new method to reproduce these types of laughter is proposed and validated using databases of generic and specific facial smile expressions. In particular, a proprietary database of laugh and smile expressions is also presented. This database lists the different types of classified and generated laughs presented in this work. The generated expressions are validated through a user study with 71 subjects, which concluded that the virtual character expressions built using the presented model are perceptually acceptable in quality and facial expression fidelity. Finally, for generalization purposes, an additional analysis shows that the results are independent of the type of virtual character’s appearance. © 2021 Mascaró et al. This is an open access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited
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