47,132 research outputs found

    DyNCA: Real-time Dynamic Texture Synthesis Using Neural Cellular Automata

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    Current Dynamic Texture Synthesis (DyTS) models in the literature can synthesize realistic videos. However, these methods require a slow iterative optimization process to synthesize a single fixed-size short video, and they do not offer any post-training control over the synthesis process. We propose Dynamic Neural Cellular Automata (DyNCA), a framework for real-time and controllable dynamic texture synthesis. Our method is built upon the recently introduced NCA models, and can synthesize infinitely-long and arbitrary-size realistic texture videos in real-time. We quantitatively and qualitatively evaluate our model and show that our synthesized videos appear more realistic than the existing results. We improve the SOTA DyTS performance by 2∼42\sim 4 orders of magnitude. Moreover, our model offers several real-time and interactive video controls including motion speed, motion direction, and an editing brush tool

    Dynamic Facial Expression Generation on Hilbert Hypersphere with Conditional Wasserstein Generative Adversarial Nets

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    In this work, we propose a novel approach for generating videos of the six basic facial expressions given a neutral face image. We propose to exploit the face geometry by modeling the facial landmarks motion as curves encoded as points on a hypersphere. By proposing a conditional version of manifold-valued Wasserstein generative adversarial network (GAN) for motion generation on the hypersphere, we learn the distribution of facial expression dynamics of different classes, from which we synthesize new facial expression motions. The resulting motions can be transformed to sequences of landmarks and then to images sequences by editing the texture information using another conditional Generative Adversarial Network. To the best of our knowledge, this is the first work that explores manifold-valued representations with GAN to address the problem of dynamic facial expression generation. We evaluate our proposed approach both quantitatively and qualitatively on two public datasets; Oulu-CASIA and MUG Facial Expression. Our experimental results demonstrate the effectiveness of our approach in generating realistic videos with continuous motion, realistic appearance and identity preservation. We also show the efficiency of our framework for dynamic facial expressions generation, dynamic facial expression transfer and data augmentation for training improved emotion recognition models

    Live User-guided Intrinsic Video For Static Scenes

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    We present a novel real-time approach for user-guided intrinsic decomposition of static scenes captured by an RGB-D sensor. In the first step, we acquire a three-dimensional representation of the scene using a dense volumetric reconstruction framework. The obtained reconstruction serves as a proxy to densely fuse reflectance estimates and to store user-provided constraints in three-dimensional space. User constraints, in the form of constant shading and reflectance strokes, can be placed directly on the real-world geometry using an intuitive touch-based interaction metaphor, or using interactive mouse strokes. Fusing the decomposition results and constraints in three-dimensional space allows for robust propagation of this information to novel views by re-projection.We leverage this information to improve on the decomposition quality of existing intrinsic video decomposition techniques by further constraining the ill-posed decomposition problem. In addition to improved decomposition quality, we show a variety of live augmented reality applications such as recoloring of objects, relighting of scenes and editing of material appearance

    Real-time content-aware texturing for deformable surfaces

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    Animation of models often introduces distortions to their parameterisation, as these are typically optimised for a single frame. The net effect is that under deformation, the mapped features, i.e. UV texture maps, bump maps or displacement maps, may appear to stretch or scale in an undesirable way. Ideally, what we would like is for the appearance of such features to remain feasible given any underlying deformation. In this paper we introduce a real-time technique that reduces such distortions based on a distortion control (rigidity) map. In two versions of our proposed technique, the parameter space is warped in either an axis or a non-axis aligned manner based on the minimisation of a non-linear distortion metric. This in turn is solved using a highly optimised hybrid CPU-GPU strategy. The result is real-time dynamic content-aware texturing that reduces distortions in a controlled way. The technique can be applied to reduce distortions in a variety of scenarios, including reusing a low geometric complexity animated sequence with a multitude of detail maps, dynamic procedurally defined features mapped on deformable geometry and animation authoring previews on texture-mapped models. © 2013 ACM
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