86,821 research outputs found

    Playing for Data: Ground Truth from Computer Games

    Full text link
    Recent progress in computer vision has been driven by high-capacity models trained on large datasets. Unfortunately, creating large datasets with pixel-level labels has been extremely costly due to the amount of human effort required. In this paper, we present an approach to rapidly creating pixel-accurate semantic label maps for images extracted from modern computer games. Although the source code and the internal operation of commercial games are inaccessible, we show that associations between image patches can be reconstructed from the communication between the game and the graphics hardware. This enables rapid propagation of semantic labels within and across images synthesized by the game, with no access to the source code or the content. We validate the presented approach by producing dense pixel-level semantic annotations for 25 thousand images synthesized by a photorealistic open-world computer game. Experiments on semantic segmentation datasets show that using the acquired data to supplement real-world images significantly increases accuracy and that the acquired data enables reducing the amount of hand-labeled real-world data: models trained with game data and just 1/3 of the CamVid training set outperform models trained on the complete CamVid training set.Comment: Accepted to the 14th European Conference on Computer Vision (ECCV 2016

    A deformation transformer for real-time cloth animation

    Get PDF
    Achieving interactive performance in cloth animation has significant implications in computer games and other interactive graphics applications. Although much progress has been made, it is still much desired to have real-time high-quality results that well preserve dynamic folds and wrinkles. In this paper, we introduce a hybrid method for real-time cloth animation. It relies on datadriven models to capture the relationship between cloth deformations at two resolutions. Such data-driven models are responsible for transforming low-quality simulated deformations at the low resolution into high-resolution cloth deformations with dynamically introduced fine details. Our data-driven transformation is trained using rotation invariant quantities extracted from the cloth models, and is independent of the simulation technique chosen for the lower resolution model. We have also developed a fast collision detection and handling scheme based on dynamically transformed bounding volumes. All the components in our algorithm can be efficiently implemented on programmable graphics hardware to achieve an overall real-time performance on high-resolution cloth models. © 2010 ACM.postprin

    Computer facial animation: a review

    Get PDF
    Computer facial animation is not a new endeavour as it had been introduced since 1970s. However, animating human face still presents interesting challenges because of its familiarity as the face is the part used to recognize individuals.Facial modelling and facial animation are important in developing realistic computer facial animation. Both modelling and animation is dependent to drive the animation.This paper reviews several geometric -based modelling (shape interpolation,parameterization and muscle-based animation)and data-driven animation (image-based techniques speech-driven techniques and performance-driven animation) techniques used in computer graphics and vision for facial animation. The main concept s and problems for each technique are highlighted in the paper
    corecore