11,832 research outputs found

    MoSculp: Interactive Visualization of Shape and Time

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    We present a system that allows users to visualize complex human motion via 3D motion sculptures---a representation that conveys the 3D structure swept by a human body as it moves through space. Given an input video, our system computes the motion sculptures and provides a user interface for rendering it in different styles, including the options to insert the sculpture back into the original video, render it in a synthetic scene or physically print it. To provide this end-to-end workflow, we introduce an algorithm that estimates that human's 3D geometry over time from a set of 2D images and develop a 3D-aware image-based rendering approach that embeds the sculpture back into the scene. By automating the process, our system takes motion sculpture creation out of the realm of professional artists, and makes it applicable to a wide range of existing video material. By providing viewers with 3D information, motion sculptures reveal space-time motion information that is difficult to perceive with the naked eye, and allow viewers to interpret how different parts of the object interact over time. We validate the effectiveness of this approach with user studies, finding that our motion sculpture visualizations are significantly more informative about motion than existing stroboscopic and space-time visualization methods.Comment: UIST 2018. Project page: http://mosculp.csail.mit.edu

    Learning to Reconstruct People in Clothing from a Single RGB Camera

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    We present a learning-based model to infer the personalized 3D shape of people from a few frames (1-8) of a monocular video in which the person is moving, in less than 10 seconds with a reconstruction accuracy of 5mm. Our model learns to predict the parameters of a statistical body model and instance displacements that add clothing and hair to the shape. The model achieves fast and accurate predictions based on two key design choices. First, by predicting shape in a canonical T-pose space, the network learns to encode the images of the person into pose-invariant latent codes, where the information is fused. Second, based on the observation that feed-forward predictions are fast but do not always align with the input images, we predict using both, bottom-up and top-down streams (one per view) allowing information to flow in both directions. Learning relies only on synthetic 3D data. Once learned, the model can take a variable number of frames as input, and is able to reconstruct shapes even from a single image with an accuracy of 6mm. Results on 3 different datasets demonstrate the efficacy and accuracy of our approach

    FML: Face Model Learning from Videos

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    Monocular image-based 3D reconstruction of faces is a long-standing problem in computer vision. Since image data is a 2D projection of a 3D face, the resulting depth ambiguity makes the problem ill-posed. Most existing methods rely on data-driven priors that are built from limited 3D face scans. In contrast, we propose multi-frame video-based self-supervised training of a deep network that (i) learns a face identity model both in shape and appearance while (ii) jointly learning to reconstruct 3D faces. Our face model is learned using only corpora of in-the-wild video clips collected from the Internet. This virtually endless source of training data enables learning of a highly general 3D face model. In order to achieve this, we propose a novel multi-frame consistency loss that ensures consistent shape and appearance across multiple frames of a subject's face, thus minimizing depth ambiguity. At test time we can use an arbitrary number of frames, so that we can perform both monocular as well as multi-frame reconstruction.Comment: CVPR 2019 (Oral). Video: https://www.youtube.com/watch?v=SG2BwxCw0lQ, Project Page: https://gvv.mpi-inf.mpg.de/projects/FML19

    Understanding face and eye visibility in front-facing cameras of smartphones used in the wild

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    Commodity mobile devices are now equipped with high-resolution front-facing cameras, allowing applications in biometrics (e.g., FaceID in the iPhone X), facial expression analysis, or gaze interaction. However, it is unknown how often users hold devices in a way that allows capturing their face or eyes, and how this impacts detection accuracy. We collected 25,726 in-the-wild photos, taken from the front-facing camera of smartphones as well as associated application usage logs. We found that the full face is visible about 29% of the time, and that in most cases the face is only partially visible. Furthermore, we identified an influence of users' current activity; for example, when watching videos, the eyes but not the entire face are visible 75% of the time in our dataset. We found that a state-of-the-art face detection algorithm performs poorly against photos taken from front-facing cameras. We discuss how these findings impact mobile applications that leverage face and eye detection, and derive practical implications to address state-of-the art's limitations
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