6 research outputs found

    Recovering refined surface normals for relighting clothing in dynamic scenes

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    In this paper we present a method to relight captured 3D video sequences of non-rigid, dynamic scenes, such as clothing of real actors, reconstructed from multiple view video. A view-dependent approach is introduced to refine an initial coarse surface reconstruction using shape-from-shading to estimate detailed surface normals. The prior surface approximation is used to constrain the simultaneous estimation of surface normals and scene illumination, under the assumption of Lambertian surface reflectance. This approach enables detailed surface normals of a moving non-rigid object to be estimated from a single image frame. Refined normal estimates from multiple views are integrated into a single surface normal map. This approach allows highly non-rigid surfaces, such as creases in clothing, to be relit whilst preserving the detailed dynamics observed in video

    Physically Valid Shape Parameterization for Monocular 3–D Deformable Surface Tracking

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    We develop a low-dimensional approximation of the set of possible deformations of smoothly deforming objects of planar topology. To this end, we propose a novel parameterization of inextensible surfaces that allows us first to effectively sample the space of all possible deformations, which is a priori very large, and then to derive the low-dimensional model using a simple dimensionality reduction technique. We incorporate the resulting models into a monocular tracking system that we use to capture complex deformations of objects such as sheets of paper or more flexible material. We also show that, even though the model was built by sampling the set of possible deformations of inextensible surfaces, it can also handle extensible ones.

    Single View Reconstruction for Human Face and Motion with Priors

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    Single view reconstruction is fundamentally an under-constrained problem. We aim to develop new approaches to model human face and motion with model priors that restrict the space of possible solutions. First, we develop a novel approach to recover the 3D shape from a single view image under challenging conditions, such as large variations in illumination and pose. The problem is addressed by employing the techniques of non-linear manifold embedding and alignment. Specifically, the local image models for each patch of facial images and the local surface models for each patch of 3D shape are learned using a non-linear dimensionality reduction technique, and the correspondences between these local models are then learned by a manifold alignment method. Local models successfully remove the dependency of large training databases for human face modeling. By combining the local shapes, the global shape of a face can be reconstructed directly from a single linear system of equations via least square. Unfortunately, this learning-based approach cannot be successfully applied to the problem of human motion modeling due to the internal and external variations in single view video-based marker-less motion capture. Therefore, we introduce a new model-based approach for capturing human motion using a stream of depth images from a single depth sensor. While a depth sensor provides metric 3D information, using a single sensor, instead of a camera array, results in a view-dependent and incomplete measurement of object motion. We develop a novel two-stage template fitting algorithm that is invariant to subject size and view-point variations, and robust to occlusions. Starting from a known pose, our algorithm first estimates a body configuration through temporal registration, which is used to search the template motion database for a best match. The best match body configuration as well as its corresponding surface mesh model are deformed to fit the input depth map, filling in the part that is occluded from the input and compensating for differences in pose and body-size between the input image and the template. Our approach does not require any makers, user-interaction, or appearance-based tracking. Experiments show that our approaches can achieve good modeling results for human face and motion, and are capable of dealing with variety of challenges in single view reconstruction, e.g., occlusion

    Augmented reality for non-rigid surfaces

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    Augmented Reality (AR) is the process of integrating virtual elements in reality, often by mixing computer graphics into a live video stream of a real scene. It requires registration of the target object with respect to the cameras. To this end, some approaches rely on dedicated hardware, such as magnetic trackers or infra-red cameras, but they are too expensive and cumbersome to reach a large public. Others are based on specifically designed markers which usually look like bar-codes. However, they alter the look of objects to be augmented, thereby hindering their use in application for which visual design matters. Recent advances in Computer Vision have made it possible to track and detect objects by relying on natural features. However, no such method is commonly used in the AR community, because the maturity of available packages is not sufficient yet. As far as deformable surfaces are concerned, the choice is even more limited, mainly because initialization is so difficult. Our main contribution is therefore a new AR framework that can properly augment deforming surfaces in real-time. Its target platform is a standard PC and a single webcam. It does not require any complex calibration procedure, making it perfectly suitable for novice end-users. To satisfy to the most demanding application designers, our framework does not require any scene engineering, renders virtual objects illuminated by real light, and let real elements occlude virtual ones. To meet this challenge, we developed several innovative techniques. Our approach to real-time registration of a deforming surface is based on wide-baseline feature matching. However, traditional outlier elimination techniques such as RANSAC are unable to handle the non-rigid surface's large number of degrees of freedom. We therefore proposed a new robust estimation scheme that allows both 2–D and 3–D non-rigid surface registration. Another issue of critical importance in AR to achieve realism is illumination handling, for which existing techniques often require setup procedures or devices such as reflective spheres. By contrast, our framework includes methods to estimate illumination for rendering purposes without sacrificing ease of use. Finally, several existing approaches to handling occlusions in AR rely on multiple cameras or can only deal with occluding objects modeled beforehand. Our requires only one camera and models occluding objects at runtime. We incorporated these components in a consistent and flexible framework. We used it to augment many different objects such as a deforming T-shirt or a sheet of paper, under challenging conditions, in real-time, and with correct handling of illumination and occlusions. We also used our non-rigid surface registration technique to measure the shape of deformed sails. We validated the ease of deployment of our framework by distributing a software package and letting an artist use it to create two AR applications

    Learning and recovering 3D surface deformations

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    Recovering the 3D deformations of a non-rigid surface from a single viewpoint has applications in many domains such as sports, entertainment, and medical imaging. Unfortunately, without any knowledge of the possible deformations that the object of interest can undergo, it is severely under-constrained, and extremely different shapes can have very similar appearances when reprojected onto an image plane. In this thesis, we first exhibit the ambiguities of the reconstruction problem when relying on correspondences between a reference image for which we know the shape and an input image. We then propose several approaches to overcoming these ambiguities. The core idea is that some a priori knowledge about how a surface can deform must be introduced to solve them. We therefore present different ways to formulate that knowledge that range from very generic constraints to models specifically designed for a particular object or material. First, we propose generally applicable constraints formulated as motion models. Such models simply link the deformations of the surface from one image to the next in a video sequence. The obvious advantage is that they can be used independently of the physical properties of the object of interest. However, to be effective, they require the presence of texture over the whole surface, and, additionally, do not prevent error accumulation from frame to frame. To overcome these weaknesses, we propose to introduce statistical learning techniques that let us build a model from a large set of training examples, that is, in our case, known 3D deformations. The resulting model then essentially performs linear or non-linear interpolation between the training examples. Following this approach, we first propose a linear global representation that models the behavior of the whole surface. As is the case with all statistical learning techniques, the applicability of this representation is limited by the fact that acquiring training data is far from trivial. A large surface can undergo many subtle deformations, and thus a large amount of training data must be available to build an accurate model. We therefore propose an automatic way of generating such training examples in the case of inextensible surfaces. Furthermore, we show that the resulting linear global models can be incorporated into a closed-form solution to the shape recovery problem. This lets us not only track deformations from frame to frame, but also reconstruct surfaces from individual images. The major drawback of global representations is that they can only model the behavior of a specific surface, which forces us to re-train a new model for every new shape, even though it is made of a material observed before. To overcome this issue, and simultaneously reduce the amount of required training data, we propose local deformation models. Such models describe the behavior of small portions of a surface, and can be combined to form arbitrary global shapes. For this purpose, we study both linear and non-linear statistical learning methods, and show that, whereas the latter are better suited for traking deformations from frame to frame, the former can also be used for reconstruction from a single image

    Entornos multimedia de realidad aumentada en el campo del arte

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    La relación ente Ciencia y Arte ha mantenido a lo largo de la historia momentos de proximidad o distanciamiento, llegando a entenderse como dos culturas diferentes, pero también se han producido situaciones interdisciplinares de colaboración e intercambio que en nuestros días mantienen como nexo común la cultura digital y el uso del ordenador. Según Berenguer (2002) desde la aparición del ordenador, científicos y artistas están encontrando un espacio común de trabajo y entendimiento. Mediante el empleo de las nuevas tecnologías, la distancia que separa ambas disciplinas es cada vez más corta. En esta tesis, cuyo título es "Entornos Multimedia de Realidad Aumentada en el Campo del Arte", se presenta una investigación teórico-práctica de la tecnología de realidad aumentada aplicada al arte y campos afines, como el edutainment (educación + entretenimiento). La investigación se ha realizado en dos bloques: en el primer bloque se trata la tecnología desde distintos factores que se han considerado relevantes para su entendimiento y funcionamiento; en el segundo se presentan un total de seis ensayos que constituyen la parte práctica de esta tesis.Portalés Ricart, C. (2008). Entornos multimedia de realidad aumentada en el campo del arte [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/3402Palanci
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