991 research outputs found
LinkGAN: Linking GAN Latents to Pixels for Controllable Image Synthesis
This work presents an easy-to-use regularizer for GAN training, which helps
explicitly link some axes of the latent space to a set of pixels in the
synthesized image. Establishing such a connection facilitates a more convenient
local control of GAN generation, where users can alter the image content only
within a spatial area simply by partially resampling the latent code.
Experimental results confirm four appealing properties of our regularizer,
which we call LinkGAN. (1) The latent-pixel linkage is applicable to either a
fixed region (\textit{i.e.}, same for all instances) or a particular semantic
category (i.e., varying across instances), like the sky. (2) Two or multiple
regions can be independently linked to different latent axes, which further
supports joint control. (3) Our regularizer can improve the spatial
controllability of both 2D and 3D-aware GAN models, barely sacrificing the
synthesis performance. (4) The models trained with our regularizer are
compatible with GAN inversion techniques and maintain editability on real
images
Neural Illumination: Lighting Prediction for Indoor Environments
This paper addresses the task of estimating the light arriving from all
directions to a 3D point observed at a selected pixel in an RGB image. This
task is challenging because it requires predicting a mapping from a partial
scene observation by a camera to a complete illumination map for a selected
position, which depends on the 3D location of the selection, the distribution
of unobserved light sources, the occlusions caused by scene geometry, etc.
Previous methods attempt to learn this complex mapping directly using a single
black-box neural network, which often fails to estimate high-frequency lighting
details for scenes with complicated 3D geometry. Instead, we propose "Neural
Illumination" a new approach that decomposes illumination prediction into
several simpler differentiable sub-tasks: 1) geometry estimation, 2) scene
completion, and 3) LDR-to-HDR estimation. The advantage of this approach is
that the sub-tasks are relatively easy to learn and can be trained with direct
supervision, while the whole pipeline is fully differentiable and can be
fine-tuned with end-to-end supervision. Experiments show that our approach
performs significantly better quantitatively and qualitatively than prior work
Analysis of 3D Face Reconstruction
This thesis investigates the long standing problem of 3D reconstruction from a single 2D face
image. Face reconstruction from a single 2D face image is an ill posed problem involving estimation of the intrinsic and the extrinsic camera parameters, light parameters, shape parameters
and the texture parameters. The proposed approach has many potential applications in the
law enforcement, surveillance, medicine, computer games and the entertainment industries.
This problem is addressed using an analysis by synthesis framework by reconstructing a 3D
face model from identity photographs. The identity photographs are a widely used medium for
face identi cation and can be found on identity cards and passports.
The novel contribution of this thesis is a new technique for creating 3D face models from a single
2D face image. The proposed method uses the improved dense 3D correspondence obtained
using rigid and non-rigid registration techniques. The existing reconstruction methods use the
optical
ow method for establishing 3D correspondence. The resulting 3D face database is used
to create a statistical shape model.
The existing reconstruction algorithms recover shape by optimizing over all the parameters
simultaneously. The proposed algorithm simplifies the reconstruction problem by using a step
wise approach thus reducing the dimension of the parameter space and simplifying the opti-
mization problem. In the alignment step, a generic 3D face is aligned with the given 2D face
image by using anatomical landmarks. The texture is then warped onto the 3D model by using
the spatial alignment obtained previously. The 3D shape is then recovered by optimizing over
the shape parameters while matching a texture mapped model to the target image.
There are a number of advantages of this approach. Firstly, it simpli es the optimization requirements and makes the optimization more robust. Second, there is no need to accurately
recover the illumination parameters. Thirdly, there is no need for recovering the texture parameters by using a texture synthesis approach. Fourthly, quantitative analysis is used for
improving the quality of reconstruction by improving the cost function. Previous methods use
qualitative methods such as visual analysis, and face recognition rates for evaluating reconstruction accuracy.
The improvement in the performance of the cost function occurs as a result of improvement
in the feature space comprising the landmark and intensity features. Previously, the feature
space has not been evaluated with respect to reconstruction accuracy thus leading to inaccurate
assumptions about its behaviour.
The proposed approach simpli es the reconstruction problem by using only identity images,
rather than placing eff ort on overcoming the pose, illumination and expression (PIE) variations.
This makes sense, as frontal face images under standard illumination conditions are widely
available and could be utilized for accurate reconstruction. The reconstructed 3D models with
texture can then be used for overcoming the PIE variations
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Estimation of 3D Faces and Illumination from Single Photographs Using a Bilineaur Illumination Model
3D Face modeling is still one of the biggest challenges in computer graphics. In this paper we present a novel framework that acquires the 3D shape, texture, pose and illumination of a face from a single photograph. Additionally, we show how we can recreate a face under varying illumination conditions. Or, essentially relight it. Using a custom-built face scanning system, we have collected 3D face scans and light reflection images of a large and diverse group of human subjects . We derive a morphable face model for 3D face shapes and accompanying textures by transforming the data into a linear vector sub-space. The acquired images of faces under variable illumination are then used to derive a bilinear illumination model that spans 3D face shape and illumination variations. Using both models we, in turn, propose a novel fitting framework that estimates the parameters of the morphable model given a single photograph. Our framework can deal with complex face reflectance and lighting environments in an efficient and robust manner. In the results section of our paper, we compare our methods to existing ones and demonstrate its efficacy in reconstructing 3D face models when provided with a single photograph. We also provide several examples of facial relighting (on 2D images) by performing adequate decomposition of the estimated illumination using our framework.Engineering and Applied Science
Advanced Biometrics with Deep Learning
Biometrics, such as fingerprint, iris, face, hand print, hand vein, speech and gait recognition, etc., as a means of identity management have become commonplace nowadays for various applications. Biometric systems follow a typical pipeline, that is composed of separate preprocessing, feature extraction and classification. Deep learning as a data-driven representation learning approach has been shown to be a promising alternative to conventional data-agnostic and handcrafted pre-processing and feature extraction for biometric systems. Furthermore, deep learning offers an end-to-end learning paradigm to unify preprocessing, feature extraction, and recognition, based solely on biometric data. This Special Issue has collected 12 high-quality, state-of-the-art research papers that deal with challenging issues in advanced biometric systems based on deep learning. The 12 papers can be divided into 4 categories according to biometric modality; namely, face biometrics, medical electronic signals (EEG and ECG), voice print, and others
Master Texture Space: An Efficient Encoding for Projectively Mapped Objects
Projectively textured models are used in an increasingly large number of applicationsthat dynamically combine images with a simple geometric surface in a viewpoint dependentway. These models can provide visual fidelity while retaining the effects affordedby geometric approximation such as shadow casting and accurate perspective distortion.However, the number of stored views can be quite large and novel views must be synthesizedduring the rendering process because no single view may correctly texture the entireobject surface. This work introduces the Master Texture encoding and demonstrates thatthe encoding increases the utility of projectively textured objects by reducing render-timeoperations. Encoding involves three steps; 1) all image regions that correspond to the samegeometric mesh element are extracted and warped to a facet of uniform size and shape,2) an efficient packing of these facets into a new Master Texture image is computed, and3) the visibility of each pixel in the new Master Texture data is guaranteed using a simplealgorithm to discard occluded pixels in each view. Because the encoding implicitly representsthe multi-view geometry of the multiple images, a single texture mesh is sufficientto render the view-dependent model. More importantly, every Master Texture image cancorrectly texture the entire surface of the object, removing expensive computations suchas visibility analysis from the rendering algorithm. A benefit of this encoding is the supportfor pixel-wise view synthesis. The utility of pixel-wise view synthesis is demonstratedwith a real-time Master Texture encoded VDTM application. Pixel-wise synthesis is alsodemonstrated with an algorithm that distills a set of Master Texture images to a singleview-independent Master Texture image
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