426 research outputs found

    Synthesizing Normalized Faces from Facial Identity Features

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    We present a method for synthesizing a frontal, neutral-expression image of a person's face given an input face photograph. This is achieved by learning to generate facial landmarks and textures from features extracted from a facial-recognition network. Unlike previous approaches, our encoding feature vector is largely invariant to lighting, pose, and facial expression. Exploiting this invariance, we train our decoder network using only frontal, neutral-expression photographs. Since these photographs are well aligned, we can decompose them into a sparse set of landmark points and aligned texture maps. The decoder then predicts landmarks and textures independently and combines them using a differentiable image warping operation. The resulting images can be used for a number of applications, such as analyzing facial attributes, exposure and white balance adjustment, or creating a 3-D avatar

    Vector Geometry and Applications to Three-Dimensional Computer Graphics

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    The mathematics behind algorithms involved in generating three-dimensional images on a computer has stemmed from the analysis of the processes of sight and vision. These processes have been modeled to provide methods of visualising three-dimensional data sets. The applications of such visualisations are varied. This project will study some of the mathematics that IS used in three-dimensional graphics application

    Smooth Surface Reconstruction using Charts for Medical Data

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    We present a surface reconstruction technique that constructs a smooth analytic surface from scattered data. The technique is robust to noise and both poorly and non-uniformly sampled data, making it well-suited for use in medical applications. In addition, the surface can be parameterized in multiple ways, making it possible to represent additional data, such as electromagnetic potential, in a different (but related) coordinate system to the geometric one. The parameterization technique also supports consistent parameterizations of multiple data sets

    DC-DFFN: Densely Connected Deep Feature Fusion Network With Sign Agnostic Learning for Implicit Shape Representation

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    Reconstructing 3D surfaces from raw point cloud data is still a challenging and complex problem in computer vision and graphics. Recently emerged neural implicit representations model 3D surfaces implicitly in arbitrary resolution and diverse topologies. In this domain, most of the studies have so far used a single latent code-based variational auto-encoder (VAE) or auto-decoder (AD) architectures, or architectures similar to UNets. Due to the deep architectures of the existing approaches, gradients and/or input information can vanish while passing through the layers, which can cause suboptimal learning at training time and consequently low performance at test time. As a countermeasure, skip connections and feature fusion have been used in related application fields of convolutional neural networks. In this study, we embrace this idea and propose a novel densely connected deep feature fusion network, DC-DFFN, architecture for implicit shape representation. In the experimental results we show that DC-DFFN outperforms baseline approaches in terms visual reconstruction quality and quantitatively based on several measures. In addition, the proposed approach provides faster convergence during training compared to the baseline approaches. The DC-DFFN architecture has been implemented in PyTorch and is available as open source.©2023 The Authors. Published by IEEE. This work is licensed under a Creative Commons Attribution 4.0 License. For more information, see https://creativecommons.org/licenses/by/4.0/fi=vertaisarvioitu|en=peerReviewed

    Perturbation methods for interactive specular reflections

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    We describe an approach for interactively approximating specular reflections in arbitrary curved surfaces. The technique is applicable to any smooth implicitly defined reflecting surface that is equipped with a ray intersection procedure; it is also extremely efficient as it employs local perturbations to interpolate point samples analytically. After ray tracing a sparse set of reflection paths with respect to a given vantage point and static reflecting surfaces, the algorithm rapidly approximates reflections of arbitrary points in 3-space by expressing them as perturbations of nearby points with known reflections. The reflection of each new point is approximated to second-order accuracy by applying a closed-form perturbation formula to one or more nearby reflection paths. This formula is derived from the Taylor expansion of a reflection path and is based on first and second-order path derivatives. After preprocessing, the approach is fast enough to compute reflections of tessellated diffuse objects in arbitrary curved surfaces at interactive rates using standard graphics hardware. The resulting images are nearly indistinguishable from ray traced images that take several orders of magnitude longer to generate

    High-fidelity 3D Human Digitization from Single 2K Resolution Images

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    High-quality 3D human body reconstruction requires high-fidelity and large-scale training data and appropriate network design that effectively exploits the high-resolution input images. To tackle these problems, we propose a simple yet effective 3D human digitization method called 2K2K, which constructs a large-scale 2K human dataset and infers 3D human models from 2K resolution images. The proposed method separately recovers the global shape of a human and its details. The low-resolution depth network predicts the global structure from a low-resolution image, and the part-wise image-to-normal network predicts the details of the 3D human body structure. The high-resolution depth network merges the global 3D shape and the detailed structures to infer the high-resolution front and back side depth maps. Finally, an off-the-shelf mesh generator reconstructs the full 3D human model, which are available at https://github.com/SangHunHan92/2K2K. In addition, we also provide 2,050 3D human models, including texture maps, 3D joints, and SMPL parameters for research purposes. In experiments, we demonstrate competitive performance over the recent works on various datasets.Comment: code page : https://github.com/SangHunHan92/2K2K, Accepted to CVPR 2023 (Highlight

    Geometric distance fields of plane curves

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    This paper introduces a geometric generalization of signed distance fields for plane curves. We propose to store simplified geometric proxies to the curve at every sample. These proxies are constructed based on the differential geometric quantities of the represented curve and are used for queries such as closest point and distance calculations. We investigate the theoretical approximation order of these constructs and provide empirical comparisons between geometric and algebraic distance fields of higher order. We apply our results to font representation and rendering

    Finite element analysis enhanced with subdivision surface boundary representations

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    In this work we develop a design-through-analysis methodology by extending the concept of the NURBS-enhanced finite element method (NEFEM) to volumes bounded by Catmull-Clark subdivision surfaces. The representation of the boundary as a single watertight manifold facilitates the generation of an external curved triangular mesh, which is subsequently used to generate the interior volumetric mesh. Following the NEFEM framework, the basis functions are defined in the physical space and the numerical integration is realized with a special mapping which takes into account the exact definition of the boundary. Furthermore, an appropriate quadrature strategy is proposed to deal with the integration of elements adjacent to extraordinary vertices (EVs). Both theoretical and practical aspects of the implementation are discussed and are supported with numerical examples.</p

    A new surface joining technique for the design of shoe lasts

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    The footwear industry is a traditional craft sector, where technological advances are difficult to implement owing to the complexity of the processes being carried out, and the level of precision demanded by most of them. The shoe last joining operation is one clear example, where two halves from different lasts are put together, following a specifically traditional process, to create a new one. Existing surface joining techniques analysed in this paper are not well adapted to shoe last design and production processes, which makes their implementation in the industry difficult. This paper presents an alternative surface joining technique, inspired by the traditional work of lastmakers. This way, lastmakers will be able to easily adapt to the new tool and make the most out of their know-how. The technique is based on the use of curve networks that are created on the surfaces to be joined, instead of using discrete data. Finally, a series of joining tests are presented, in which real lasts were successfully joined using a commercial last design software. The method has shown to be valid, efficient, and feasible within the sector
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