1,404 research outputs found

    Enhancing Mesh Deformation Realism: Dynamic Mesostructure Detailing and Procedural Microstructure Synthesis

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    Propomos uma solução para gerar dados de mapas de relevo dinâmicos para simular deformações em superfícies macias, com foco na pele humana. A solução incorpora a simulação de rugas ao nível mesoestrutural e utiliza texturas procedurais para adicionar detalhes de microestrutura estáticos. Oferece flexibilidade além da pele humana, permitindo a geração de padrões que imitam deformações em outros materiais macios, como couro, durante a animação. As soluções existentes para simular rugas e pistas de deformação frequentemente dependem de hardware especializado, que é dispendioso e de difícil acesso. Além disso, depender exclusivamente de dados capturados limita a direção artística e dificulta a adaptação a mudanças. Em contraste, a solução proposta permite a síntese dinâmica de texturas que se adaptam às deformações subjacentes da malha de forma fisicamente plausível. Vários métodos foram explorados para sintetizar rugas diretamente na geometria, mas sofrem de limitações como auto-interseções e maiores requisitos de armazenamento. A intervenção manual de artistas na criação de mapas de rugas e mapas de tensão permite controle, mas pode ser limitada em deformações complexas ou onde maior realismo seja necessário. O nosso trabalho destaca o potencial dos métodos procedimentais para aprimorar a geração de padrões de deformação dinâmica, incluindo rugas, com maior controle criativo e sem depender de dados capturados. A incorporação de padrões procedimentais estáticos melhora o realismo, e a abordagem pode ser estendida além da pele para outros materiais macios.We propose a solution for generating dynamic heightmap data to simulate deformations for soft surfaces, with a focus on human skin. The solution incorporates mesostructure-level wrinkles and utilizes procedural textures to add static microstructure details. It offers flexibility beyond human skin, enabling the generation of patterns mimicking deformations in other soft materials, such as leater, during animation. Existing solutions for simulating wrinkles and deformation cues often rely on specialized hardware, which is costly and not easily accessible. Moreover, relying solely on captured data limits artistic direction and hinders adaptability to changes. In contrast, our proposed solution provides dynamic texture synthesis that adapts to underlying mesh deformations. Various methods have been explored to synthesize wrinkles directly to the geometry, but they suffer from limitations such as self-intersections and increased storage requirements. Manual intervention by artists using wrinkle maps and tension maps provides control but may be limited to the physics-based simulations. Our research presents the potential of procedural methods to enhance the generation of dynamic deformation patterns, including wrinkles, with greater creative control and without reliance on captured data. Incorporating static procedural patterns improves realism, and the approach can be extended to other soft-materials beyond skin

    {3D} Morphable Face Models -- Past, Present and Future

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    In this paper, we provide a detailed survey of 3D Morphable Face Models over the 20 years since they were first proposed. The challenges in building and applying these models, namely capture, modeling, image formation, and image analysis, are still active research topics, and we review the state-of-the-art in each of these areas. We also look ahead, identifying unsolved challenges, proposing directions for future research and highlighting the broad range of current and future applications

    The use of low-cost photogrammetry techniques to create an accurate model of a human skull

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    There has been increasing interest in low-cost close range photogrammetry techniques for use in a variety of applications. The use of these techniques in medicine, forensic science, architecture, engineering, archaeology and anthropology to record, measure and monitor objects and sites has been growing in recent years. Close range photogrammetry has been particularly investigated and preferred for human body mapping due to being non-contact, non-invasive, accurate, and inexpensive and data is re-measurable. Skulls have been traditionally measured using callipers and tape in anthropological study, which is subject to observer error. Close range photogrammetry can be used to perform more accurate measurements and retain a digital copy of the skull, which can be re-used for a number of purposes. Using low cost software (Photomodeler), and low cost cameras, the aim of this project is to detail the camera calibration techniques and image capture of a skull. The process for 3D modelling using close range photogrammetry includes camera calibration to determine the camera’s internal parameters, photographing the object within a control target frame, and processing the data with photogrammetry software. Achieving a high precision camera calibration and producing a high-accuracy 3D model were more difficult than anticipated. There are a number of factors which can result in a poor quality models. However, the results show that photogrammetry can be utilised in the capture of accurate 3D skull model using low-cost cameras efficiently. The research was successful, the project objectives were satisfied and the accuracy across the project was approximately 0.4mm

    Inverse rendering for scene reconstruction in general environments

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    Demand for high-quality 3D content has been exploding recently, owing to the advances in 3D displays and 3D printing. However, due to insufficient 3D content, the potential of 3D display and printing technology has not been realized to its full extent. Techniques for capturing the real world, which are able to generate 3D models from captured images or videos, are a hot research topic in computer graphics and computer vision. Despite significant progress, many methods are still highly constrained and require lots of prerequisites to succeed. Marker-less performance capture is one such dynamic scene reconstruction technique that is still confined to studio environments. The requirements involved, such as the need for a multi-view camera setup, specially engineered lighting or green-screen backgrounds, prevent these methods from being widely used by the film industry or even by ordinary consumers. In the area of scene reconstruction from images or videos, this thesis proposes new techniques that succeed in general environments, even using as few as two cameras. Contributions are made in terms of reducing the constraints of marker-less performance capture on lighting, background and the required number of cameras. The primary theoretical contribution lies in the investigation of light transport mechanisms for high-quality 3D reconstruction in general environments. Several steps are taken to approach the goal of scene reconstruction in general environments. At first, the concept of employing inverse rendering for scene reconstruction is demonstrated on static scenes, where a high-quality multi-view 3D reconstruction method under general unknown illumination is developed. Then, this concept is extended to dynamic scene reconstruction from multi-view video, where detailed 3D models of dynamic scenes can be captured under general and even varying lighting, and in front of a general scene background without a green screen. Finally, efforts are made to reduce the number of cameras employed. New performance capture methods using as few as two cameras are proposed to capture high-quality 3D geometry in general environments, even outdoors.Die Nachfrage nach qualitativ hochwertigen 3D Modellen ist in letzter Zeit, bedingt durch den technologischen Fortschritt bei 3D-Wieder-gabegeräten und -Druckern, stark angestiegen. Allerdings konnten diese Technologien wegen mangelnder Inhalte nicht ihr volles Potential entwickeln. Methoden zur Erfassung der realen Welt, welche 3D-Modelle aus Bildern oder Videos generieren, sind daher ein brandaktuelles Forschungsthema im Bereich Computergrafik und Bildverstehen. Trotz erheblichen Fortschritts in dieser Richtung sind viele Methoden noch stark eingeschränkt und benötigen viele Voraussetzungen um erfolgreich zu sein. Markerloses Performance Capturing ist ein solches Verfahren, das dynamische Szenen rekonstruiert, aber noch auf Studio-Umgebungen beschränkt ist. Die spezifischen Anforderung solcher Verfahren, wie zum Beispiel einen Mehrkameraaufbau, maßgeschneiderte, kontrollierte Beleuchtung oder Greenscreen-Hintergründe verhindern die Verbreitung dieser Verfahren in der Filmindustrie und besonders bei Endbenutzern. Im Bereich der Szenenrekonstruktion aus Bildern oder Videos schlägt diese Dissertation neue Methoden vor, welche in beliebigen Umgebungen und auch mit nur wenigen (zwei) Kameras funktionieren. Dazu werden Schritte unternommen, um die Einschränkungen bisheriger Verfahren des markerlosen Performance Capturings im Hinblick auf Beleuchtung, Hintergründe und die erforderliche Anzahl von Kameras zu verringern. Der wichtigste theoretische Beitrag liegt in der Untersuchung von Licht-Transportmechanismen für hochwertige 3D-Rekonstruktionen in beliebigen Umgebungen. Dabei werden mehrere Schritte unternommen, um das Ziel der Szenenrekonstruktion in beliebigen Umgebungen anzugehen. Zunächst wird die Anwendung von inversem Rendering auf die Rekonstruktion von statischen Szenen dargelegt, indem ein hochwertiges 3D-Rekonstruktionsverfahren aus Mehransichtsaufnahmen unter beliebiger, unbekannter Beleuchtung entwickelt wird. Dann wird dieses Konzept auf die dynamische Szenenrekonstruktion basierend auf Mehransichtsvideos erweitert, wobei detaillierte 3D-Modelle von dynamischen Szenen unter beliebiger und auch veränderlicher Beleuchtung vor einem allgemeinen Hintergrund ohne Greenscreen erfasst werden. Schließlich werden Anstrengungen unternommen die Anzahl der eingesetzten Kameras zu reduzieren. Dazu werden neue Verfahren des Performance Capturings, unter Verwendung von lediglich zwei Kameras vorgeschlagen, um hochwertige 3D-Geometrie im beliebigen Umgebungen, sowie im Freien, zu erfassen

    Reconstruction and analysis of dynamic shapes

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    Thesis (Ph. D.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2010.Cataloged from PDF version of thesis.Includes bibliographical references (p. 122-141).Motion capture has revolutionized entertainment and influenced fields as diverse as the arts, sports, and medicine. This is despite the limitation that it tracks only a small set of surface points. On the other hand, 3D scanning techniques digitize complete surfaces of static objects, but are not applicable to moving shapes. I present methods that overcome both limitations, and can obtain the moving geometry of dynamic shapes (such as people and clothes in motion) and analyze it in order to advance computer animation. Further understanding of dynamic shapes will enable various industries to enhance virtual characters, advance robot locomotion, improve sports performance, and aid in medical rehabilitation, thus directly affecting our daily lives. My methods efficiently recover much of the expressiveness of dynamic shapes from the silhouettes alone. Furthermore, the reconstruction quality is greatly improved by including surface orientations (normals). In order to make reconstruction more practical, I strive to capture dynamic shapes in their natural environment, which I do by using hybrid inertial and acoustic sensors. After capture, the reconstructed dynamic shapes are analyzed in order to enhance their utility. My algorithms then allow animators to generate novel motions, such as transferring facial performances from one actor onto another using multi-linear models. The presented research provides some of the first and most accurate reconstructions of complex moving surfaces, and is among the few approaches that establish a relationship between different dynamic shapes.by Daniel Vlasic.Ph.D

    A Survey of Facial Capture for Virtual Reality

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    3D face recognition using photometric stereo

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    Automatic face recognition has been an active research area for the last four decades. This thesis explores innovative bio-inspired concepts aimed at improved face recognition using surface normals. New directions in salient data representation are explored using data captured via a photometric stereo method from the University of the West of England’s “Photoface” device. Accuracy assessments demonstrate the advantage of the capture format and the synergy offered by near infrared light sources in achieving more accurate results than under conventional visible light. Two 3D face databases have been created as part of the thesis – the publicly available Photoface database which contains 3187 images of 453 subjects and the 3DE-VISIR dataset which contains 363 images of 115 people with different expressions captured simultaneously under near infrared and visible light. The Photoface database is believed to be the ?rst to capture naturalistic 3D face models. Subsets of these databases are then used to show the results of experiments inspired by the human visual system. Experimental results show that optimal recognition rates are achieved using surprisingly low resolution of only 10x10 pixels on surface normal data, which corresponds to the spatial frequency range of optimal human performance. Motivated by the observed increase in recognition speed and accuracy that occurs in humans when faces are caricatured, novel interpretations of caricaturing using outlying data and pixel locations with high variance show that performance remains disproportionately high when up to 90% of the data has been discarded. These direct methods of dimensionality reduction have useful implications for the storage and processing requirements for commercial face recognition systems. The novel variance approach is extended to recognise positive expressions with 90% accuracy which has useful implications for human-computer interaction as well as ensuring that a subject has the correct expression prior to recognition. Furthermore, the subject recognition rate is improved by removing those pixels which encode expression. Finally, preliminary work into feature detection on surface normals by extending Haar-like features is presented which is also shown to be useful for correcting the pose of the head as part of a fully operational device. The system operates with an accuracy of 98.65% at a false acceptance rate of only 0.01 on front facing heads with neutral expressions. The work has shown how new avenues of enquiry inspired by our observation of the human visual system can offer useful advantages towards achieving more robust autonomous computer-based facial recognition

    Facial Normal Map Capture using Four Lights : an Effective and Inexpensive Method of Capturing the Fine Scale Detail of Human Faces using Four Point Lights

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    Obtaining photorealistic scans of human faces is both challenging and expensive. Capturing thehigh-frequency components of skin surface structure requires the face to be scanned at very highresolutions, outside the range of most structured light 3D scanners.We present a novel and simple enhancement to the acquisition process, requiring only four photo-graphic  ash-lights and three texture cameras attached to the structured light scanner setup.The three texture cameras capture one texture map (luminance map) of the face as illuminatedby each of the four  ash-lights. Based on those four luminance textures, three normal maps ofthe head are approximated, one for each color channel. Those normal maps are then used toreconstruct a 3D model of the head at a much higher mesh resolution, in order to validate thenormals. Finally, the validated normals are used as a normal map at rendering time. Alternatively,the reconstructed high resolution model can also be used for rendering
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