16,590 research outputs found

    Inner Space Preserving Generative Pose Machine

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    Image-based generative methods, such as generative adversarial networks (GANs) have already been able to generate realistic images with much context control, specially when they are conditioned. However, most successful frameworks share a common procedure which performs an image-to-image translation with pose of figures in the image untouched. When the objective is reposing a figure in an image while preserving the rest of the image, the state-of-the-art mainly assumes a single rigid body with simple background and limited pose shift, which can hardly be extended to the images under normal settings. In this paper, we introduce an image "inner space" preserving model that assigns an interpretable low-dimensional pose descriptor (LDPD) to an articulated figure in the image. Figure reposing is then generated by passing the LDPD and the original image through multi-stage augmented hourglass networks in a conditional GAN structure, called inner space preserving generative pose machine (ISP-GPM). We evaluated ISP-GPM on reposing human figures, which are highly articulated with versatile variations. Test of a state-of-the-art pose estimator on our reposed dataset gave an accuracy over 80% on PCK0.5 metric. The results also elucidated that our ISP-GPM is able to preserve the background with high accuracy while reasonably recovering the area blocked by the figure to be reposed.Comment: http://www.northeastern.edu/ostadabbas/2018/07/23/inner-space-preserving-generative-pose-machine

    Using image morphing for memory-efficient impostor rendering on GPU

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    Real-time rendering of large animated crowds consisting thousands of virtual humans is important for several applications including simulations, games and interactive walkthroughs; but cannot be performed using complex polygonal models at interactive frame rates. For that reason, several methods using large numbers of pre-computed image-based representations, which are called as impostors, have been proposed. These methods take the advantage of existing programmable graphics hardware to compensate the computational expense while maintaining the visual fidelity. Making the number of different virtual humans, which can be rendered in real-time, not restricted anymore by the required computational power but by the texture memory consumed for the variety and discretization of their animations. In this work, we proposed an alternative method that reduces the memory consumption by generating compelling intermediate textures using image-morphing techniques. In order to demonstrate the preserved perceptual quality of animations, where half of the key-frames were rendered using the proposed methodology, we have implemented the system using the graphical processing unit and obtained promising results at interactive frame rates

    Depth map compression via 3D region-based representation

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    In 3D video, view synthesis is used to create new virtual views between encoded camera views. Errors in the coding of the depth maps introduce geometry inconsistencies in synthesized views. In this paper, a new 3D plane representation of the scene is presented which improves the performance of current standard video codecs in the view synthesis domain. Two image segmentation algorithms are proposed for generating a color and depth segmentation. Using both partitions, depth maps are segmented into regions without sharp discontinuities without having to explicitly signal all depth edges. The resulting regions are represented using a planar model in the 3D world scene. This 3D representation allows an efficient encoding while preserving the 3D characteristics of the scene. The 3D planes open up the possibility to code multiview images with a unique representation.Postprint (author's final draft
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