859 research outputs found

    Calipso: Physics-based Image and Video Editing through CAD Model Proxies

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    We present Calipso, an interactive method for editing images and videos in a physically-coherent manner. Our main idea is to realize physics-based manipulations by running a full physics simulation on proxy geometries given by non-rigidly aligned CAD models. Running these simulations allows us to apply new, unseen forces to move or deform selected objects, change physical parameters such as mass or elasticity, or even add entire new objects that interact with the rest of the underlying scene. In Calipso, the user makes edits directly in 3D; these edits are processed by the simulation and then transfered to the target 2D content using shape-to-image correspondences in a photo-realistic rendering process. To align the CAD models, we introduce an efficient CAD-to-image alignment procedure that jointly minimizes for rigid and non-rigid alignment while preserving the high-level structure of the input shape. Moreover, the user can choose to exploit image flow to estimate scene motion, producing coherent physical behavior with ambient dynamics. We demonstrate Calipso's physics-based editing on a wide range of examples producing myriad physical behavior while preserving geometric and visual consistency.Comment: 11 page

    Modal space: a physics-based model for sequential estimation of time-varying shape from monocular video

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    The final publication is available at link.springer.comThis paper describes two sequential methods for recovering the camera pose together with the 3D shape of highly deformable surfaces from a monocular video. The nonrigid 3D shape is modeled as a linear combination of mode shapes with time-varying weights that define the shape at each frame and are estimated on-the-fly. The low-rank constraint is combined with standard smoothness priors to optimize the model parameters over a sliding window of image frames. We propose to obtain a physics-based shape basis using the initial frames on the video to code the time-varying shape along the sequence, reducing the problem from trilinear to bilinear. To this end, the 3D shape is discretized by means of a soup of elastic triangular finite elements where we apply a force balance equation. This equation is solved using modal analysis via a simple eigenvalue problem to obtain a shape basis that encodes the modes of deformation. Even though this strategy can be applied in a wide variety of scenarios, when the observations are denser, the solution can become prohibitive in terms of computational load. We avoid this limitation by proposing two efficient coarse-to-fine approaches that allow us to easily deal with dense 3D surfaces. This results in a scalable solution that estimates a small number of parameters per frame and could potentially run in real time. We show results on both synthetic and real videos with ground truth 3D data, while robustly dealing with artifacts such as noise and missing data.Peer ReviewedPostprint (author's final draft

    Physically-based Animation of ‘Sticky Lips’

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    Producing a realistic animation of the face is challenging due to the familiarity people have with facial expressions and movements. In recent years there has been increased activity in the use of physically-based models to create realistic animations of soft-tissue structures, as well as interest in modelling more subtle effects occurring in the mouth. This thesis presents a physically-based model of the mouth. In particular, the model recreates the effect of saliva on the movement of the lips, a largely unexplored topic. The research is composed of four novel components. The first component is a physically-based model of the mouth featuring a new stickiness model, recreating the effect of the saliva on the movements of the mouth. The model is supported by a novel moisture model which controls the stickiness level over time. The stickiness model itself provides more realistic behaviour than the few other current models and reproduces complex effects which can be seen in real mouths. The second component is a perceptual evaluation of the realism of mouth animations which incorporate stickiness. The evaluation concludes that the inclusion of the stickiness model results in an improvement in perceived realism of animations of the mouth. The third component is a new analysis process for capturing information about mouth movements from video. This analysis process is used to evaluate the developed model by comparing it against videos of real mouths. The analysis demonstrates that the stickiness model provides an improvement in accuracy of animation compared to models that do not incorporate stickiness. The fourth component is a corpus of mouth videos in which utterances and actions are recorded at varying levels of lip stickiness to produce high frame rate close up mouth videos which show stickiness effects in a variety of participants. This corpus is used in the objective evaluation

    State of the Art in Dense Monocular Non-Rigid 3D Reconstruction

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    3D reconstruction of deformable (or non-rigid) scenes from a set of monocular2D image observations is a long-standing and actively researched area ofcomputer vision and graphics. It is an ill-posed inverse problem,since--without additional prior assumptions--it permits infinitely manysolutions leading to accurate projection to the input 2D images. Non-rigidreconstruction is a foundational building block for downstream applicationslike robotics, AR/VR, or visual content creation. The key advantage of usingmonocular cameras is their omnipresence and availability to the end users aswell as their ease of use compared to more sophisticated camera set-ups such asstereo or multi-view systems. This survey focuses on state-of-the-art methodsfor dense non-rigid 3D reconstruction of various deformable objects andcomposite scenes from monocular videos or sets of monocular views. It reviewsthe fundamentals of 3D reconstruction and deformation modeling from 2D imageobservations. We then start from general methods--that handle arbitrary scenesand make only a few prior assumptions--and proceed towards techniques makingstronger assumptions about the observed objects and types of deformations (e.g.human faces, bodies, hands, and animals). A significant part of this STAR isalso devoted to classification and a high-level comparison of the methods, aswell as an overview of the datasets for training and evaluation of thediscussed techniques. We conclude by discussing open challenges in the fieldand the social aspects associated with the usage of the reviewed methods.<br

    State of the Art in Dense Monocular Non-Rigid 3D Reconstruction

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    3D reconstruction of deformable (or non-rigid) scenes from a set of monocular 2D image observations is a long-standing and actively researched area of computer vision and graphics. It is an ill-posed inverse problem, since--without additional prior assumptions--it permits infinitely many solutions leading to accurate projection to the input 2D images. Non-rigid reconstruction is a foundational building block for downstream applications like robotics, AR/VR, or visual content creation. The key advantage of using monocular cameras is their omnipresence and availability to the end users as well as their ease of use compared to more sophisticated camera set-ups such as stereo or multi-view systems. This survey focuses on state-of-the-art methods for dense non-rigid 3D reconstruction of various deformable objects and composite scenes from monocular videos or sets of monocular views. It reviews the fundamentals of 3D reconstruction and deformation modeling from 2D image observations. We then start from general methods--that handle arbitrary scenes and make only a few prior assumptions--and proceed towards techniques making stronger assumptions about the observed objects and types of deformations (e.g. human faces, bodies, hands, and animals). A significant part of this STAR is also devoted to classification and a high-level comparison of the methods, as well as an overview of the datasets for training and evaluation of the discussed techniques. We conclude by discussing open challenges in the field and the social aspects associated with the usage of the reviewed methods.Comment: 25 page

    Robust Cardiac Motion Estimation using Ultrafast Ultrasound Data: A Low-Rank-Topology-Preserving Approach

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    Cardiac motion estimation is an important diagnostic tool to detect heart diseases and it has been explored with modalities such as MRI and conventional ultrasound (US) sequences. US cardiac motion estimation still presents challenges because of the complex motion patterns and the presence of noise. In this work, we propose a novel approach to estimate the cardiac motion using ultrafast ultrasound data. -- Our solution is based on a variational formulation characterized by the L2-regularized class. The displacement is represented by a lattice of b-splines and we ensure robustness by applying a maximum likelihood type estimator. While this is an important part of our solution, the main highlight of this paper is to combine a low-rank data representation with topology preservation. Low-rank data representation (achieved by finding the k-dominant singular values of a Casorati Matrix arranged from the data sequence) speeds up the global solution and achieves noise reduction. On the other hand, topology preservation (achieved by monitoring the Jacobian determinant) allows to radically rule out distortions while carefully controlling the size of allowed expansions and contractions. Our variational approach is carried out on a realistic dataset as well as on a simulated one. We demonstrate how our proposed variational solution deals with complex deformations through careful numerical experiments. While maintaining the accuracy of the solution, the low-rank preprocessing is shown to speed up the convergence of the variational problem. Beyond cardiac motion estimation, our approach is promising for the analysis of other organs that experience motion.Comment: 15 pages, 10 figures, Physics in Medicine and Biology, 201

    NON-RIGID BODY MECHANICAL PROPERTY RECOVERY FROM IMAGES AND VIDEOS

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    Material property has great importance in surgical simulation and virtual reality. The mechanical properties of the human soft tissue are critical to characterize the tissue deformation of each patient. Studies have shown that the tissue stiffness described by the tissue properties may indicate abnormal pathological process. The (recovered) elasticity parameters can assist surgeons to perform better pre-op surgical planning and enable medical robots to carry out personalized surgical procedures. Traditional elasticity parameters estimation methods rely largely on known external forces measured by special devices and strain field estimated by landmarks on the deformable bodies. Or they are limited to mechanical property estimation for quasi-static deformation. For virtual reality applications such as virtual try-on, garment material capturing is of equal significance as the geometry reconstruction. In this thesis, I present novel approaches for automatically estimating the material properties of soft bodies from images or from a video capturing the motion of the deformable body. I use a coupled simulation-optimization-identification framework to deform one soft body at its original, non-deformed state to match the deformed geometry of the same object in its deformed state. The optimal set of material parameters is thereby determined by minimizing the error metric function. This method can simultaneously recover the elasticity parameters of multiple regions of soft bodies using Finite Element Method-based simulation (of either linear or nonlinear materials undergoing large deformation) and particle-swarm optimization methods. I demonstrate the effectiveness of this approach on real-time interaction with virtual organs in patient-specific surgical simulation, using parameters acquired from low-resolution medical images. With the recovered elasticity parameters and the age of the prostate cancer patients as features, I build a cancer grading and staging classifier. The classifier achieves up to 91% for predicting cancer T-Stage and 88% for predicting Gleason score. To recover the mechanical properties of soft bodies from a video, I propose a method which couples statistical graphical model with FEM simulation. Using this method, I can recover the material properties of a soft ball from a high-speed camera video that captures the motion of the ball. Furthermore, I extend the material recovery framework to fabric material identification. I propose a novel method for garment material extraction from a single-view image and a learning based cloth material recovery method from a video recording the motion of the cloth. Most recent garment capturing techniques rely on acquiring multiple views of clothing, which may not always be readily available, especially in the case of pre-existing photographs from the web. As an alternative, I propose a method that can compute a 3D model of a human body and its outfit from a single photograph with little human interaction. My proposed learning-based cloth material type recovery method exploits simulated data-set and deep neural network. I demonstrate the effectiveness of my algorithms by re-purposing the reconstructed garments for virtual try-on, garment transfer, and cloth animation on digital characters. With the recovered mechanical properties, one can construct a virtual world with soft objects exhibiting real-world behaviors.Doctor of Philosoph

    An evaluation approach for a physically-based sticky lip model

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    Physically-based mouth models operate on the principle that a better mouth animation will be produced by simulating physically accurate behaviour of the mouth. In the development of these models, it is useful to have an evaluation approach which can be used to judge the effectiveness of a model and draw comparisons against other models and real-life mouth behaviour. This article presents a set of metrics which can be used to describe the motion of the lips, as well as a process for measuring these from video of real or simulated mouths, implemented using Python and OpenCV. As an example, the process is used to evaluate a physically-based mouth model focusing on recreating the stickiness effect of saliva between the lips. The metrics highlight the changes in behaviour due to the addition of stickiness between the lips in the synthetic mouth model and show quantitatively improved behaviour in relation to real mouth movements. The article concludes that the presented metrics provide a useful approach for evaluation of mouth animation models that incorporate sticky lip effects

    Realtime Face Tracking and Animation

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    Capturing and processing human geometry, appearance, and motion is at the core of computer graphics, computer vision, and human-computer interaction. The high complexity of human geometry and motion dynamics, and the high sensitivity of the human visual system to variations and subtleties in faces and bodies make the 3D acquisition and reconstruction of humans in motion a challenging task. Digital humans are often created through a combination of 3D scanning, appearance acquisition, and motion capture, leading to stunning results in recent feature films. However, these methods typically require complex acquisition systems and substantial manual post-processing. As a result, creating and animating high-quality digital avatars entails long turn-around times and substantial production costs. Recent technological advances in RGB-D devices, such as Microsoft Kinect, brought new hopes for realtime, portable, and affordable systems allowing to capture facial expressions as well as hand and body motions. RGB-D devices typically capture an image and a depth map. This permits to formulate the motion tracking problem as a 2D/3D non-rigid registration of a deformable model to the input data. We introduce a novel face tracking algorithm that combines geometry and texture registration with pre-recorded animation priors in a single optimization. This led to unprecedented face tracking quality on a low cost consumer level device. The main drawback of this approach in the context of consumer applications is the need for an offline user-specific training. Robust and efficient tracking is achieved by building an accurate 3D expression model of the user's face who is scanned in a predefined set of facial expressions. We extended this approach removing the need of a user-specific training or calibration, or any other form of manual assistance, by modeling online a 3D user-specific dynamic face model. In complement of a realtime face tracking and modeling algorithm, we developed a novel system for animation retargeting that allows learning a high-quality mapping between motion capture data and arbitrary target characters. We addressed one of the main challenges of existing example-based retargeting methods, the need for a large number of accurate training examples to define the correspondence between source and target expression spaces. We showed that this number can be significantly reduced by leveraging the information contained in unlabeled data, i.e. facial expressions in the source or target space without corresponding poses. Finally, we present a novel realtime physics-based animation technique allowing to simulate a large range of deformable materials such as fat, flesh, hair, or muscles. This approach could be used to produce more lifelike animations by enhancing the animated avatars with secondary effects. We believe that the realtime face tracking and animation pipeline presented in this thesis has the potential to inspire numerous future research in the area of computer-generated animation. Already, several ideas presented in thesis have been successfully used in industry and this work gave birth to the startup company faceshift AG
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