102 research outputs found

    Cage Active Contours for image warping and morphing

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    Cage Active Contours (CACs) have shown to be a framework for segmenting connected objects using a new class of parametric region-based active contours. The CAC approach deforms the contour locally by moving cage's points through affine transformations. The method has shown good performance for image segmentation, but other applications have not been studied. In this paper, we extend the method with new energy functions based on Gaussian mixture models to capture multiple color components per region and extend their applicability to RGB color space. In addition, we provide an extended mathematical formalization of the CAC framework with the purpose of showing its good properties for segmentation, warping, and morphing. Thus, we propose a multiple-step combined method for segmenting images, warping the correspondences of the object cage points, and morphing the objects to create new images. For validation, both quantitative and qualitative tests are used on different datasets. The results show that the new energies produce improvements over the previously developed energies for the CAC. Moreover, we provide examples of the application of the CAC in image segmentation, warping, and morphing supported by our theoretical conclusions

    Cage active contours: Extension to color spaces and application to image morphing

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    The main purpose of this master thesis is to enhance the performance of Cage Active Contours (CAC) in the context of color image object segmentation as well as provide a theoretical framework on which to justify the potential applications of the segmentation produced in particular to image morphing

    Mean value coordinates–based caricature and expression synthesis

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    We present a novel method for caricature synthesis based on mean value coordinates (MVC). Our method can be applied to any single frontal face image to learn a specified caricature face pair for frontal and 3D caricature synthesis. This technique only requires one or a small number of exemplar pairs and a natural frontal face image training set, while the system can transfer the style of the exemplar pair across individuals. Further exaggeration can be fulfilled in a controllable way. Our method is further applied to facial expression transfer, interpolation, and exaggeration, which are applications of expression editing. Additionally, we have extended our approach to 3D caricature synthesis based on the 3D version of MVC. With experiments we demonstrate that the transferred expressions are credible and the resulting caricatures can be characterized and recognized

    Reconstruction of Patient-Specific Bone Models from X-Ray Radiography

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    The availability of a patient‐specific bone model has become an increasingly invaluable addition to orthopedic case evaluation and planning [1]. Utilized within a wide range of specialized visualization and analysis tools, such models provide unprecedented wealth of bone shape information previously unattainable using traditional radiographic imaging [2]. In this work, a novel bone reconstruction method from two or more x‐ray images is described. This method is superior to previous attempts in terms of accuracy and repeatability. The new technique accurately models the radiological scene in a way that eliminates the need for expensive multi‐planar radiographic imaging systems. It is also flexible enough to allow for both short and long film imaging using standard radiological protocols, which makes the technology easily utilized in standard clinical setups

    Handbook of Digital Face Manipulation and Detection

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    This open access book provides the first comprehensive collection of studies dealing with the hot topic of digital face manipulation such as DeepFakes, Face Morphing, or Reenactment. It combines the research fields of biometrics and media forensics including contributions from academia and industry. Appealing to a broad readership, introductory chapters provide a comprehensive overview of the topic, which address readers wishing to gain a brief overview of the state-of-the-art. Subsequent chapters, which delve deeper into various research challenges, are oriented towards advanced readers. Moreover, the book provides a good starting point for young researchers as well as a reference guide pointing at further literature. Hence, the primary readership is academic institutions and industry currently involved in digital face manipulation and detection. The book could easily be used as a recommended text for courses in image processing, machine learning, media forensics, biometrics, and the general security area

    Handbook of Digital Face Manipulation and Detection

    Get PDF
    This open access book provides the first comprehensive collection of studies dealing with the hot topic of digital face manipulation such as DeepFakes, Face Morphing, or Reenactment. It combines the research fields of biometrics and media forensics including contributions from academia and industry. Appealing to a broad readership, introductory chapters provide a comprehensive overview of the topic, which address readers wishing to gain a brief overview of the state-of-the-art. Subsequent chapters, which delve deeper into various research challenges, are oriented towards advanced readers. Moreover, the book provides a good starting point for young researchers as well as a reference guide pointing at further literature. Hence, the primary readership is academic institutions and industry currently involved in digital face manipulation and detection. The book could easily be used as a recommended text for courses in image processing, machine learning, media forensics, biometrics, and the general security area

    Efficient sketch-based 3D character modelling.

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    Sketch-based modelling (SBM) has undergone substantial research over the past two decades. In the early days, researchers aimed at developing techniques useful for modelling of architectural and mechanical models through sketching. With the advancement of technology used in designing visual effects for film, TV and games, the demand for highly realistic 3D character models has skyrocketed. To allow artists to create 3D character models quickly, researchers have proposed several techniques for efficient character modelling from sketched feature curves. Moreover several research groups have developed 3D shape databases to retrieve 3D models from sketched inputs. Unfortunately, the current state of the art in sketch-based organic modelling (3D character modelling) contains a lot of gaps and limitations. To bridge the gaps and improve the current sketch-based modelling techniques, this research aims to develop an approach allowing direct and interactive modelling of 3D characters from sketched feature curves, and also make use of 3D shape databases to guide the artist to create his / her desired models. The research involved finding a fusion between 3D shape retrieval, shape manipulation, and shape reconstruction / generation techniques backed by an extensive literature review, experimentation and results. The outcome of this research involved devising a novel and improved technique for sketch-based modelling, the creation of a software interface that allows the artist to quickly and easily create realistic 3D character models with comparatively less effort and learning. The proposed research work provides the tools to draw 3D shape primitives and manipulate them using simple gestures which leads to a better modelling experience than the existing state of the art SBM systems

    Techniques for Realtime Viewing and Manipulation of Volumetric Data

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    Visualizing and manipulating volumetric data is a major component in many areas including anatomical registration in biomedical fields, seismic data analysis in the oil industry, machine part design in computer-aided geometric design, character animation in the movie industry, and fluid simulation. These industries have to meet the demands of the times and be able to make meaningful assertions about the data they generate. The shear size of this data presents many challenges to facilitating realtime interaction. In the recent decade, graphics hardware has become increasingly powerful and more sophisticated which has introduced a new realm of possibilities for processing volumetric data. This thesis focuses on a suite of techniques for viewing and editing volumetric data that efficiently use the processing power of central processing units (CPUs) as well as the large processing power of the graphics hardware (GPUs). This work begins with an algorithm to improve the efficiency of a texture-based volume rendering. We continue with a framework for performing realtime constructive solid geometry (CSG) with complex shapes and smoothing operations on watertight meshes based on a variation of Depth Peeling. We then move to an intuitive technique for deforming volumetric data using a collection of control points. Finally, we apply this technique to image registration of 3-dimensional computed tomography (CT) images used for lung cancel treatment, planning
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