218 research outputs found

    A Review and Analysis of Eye-Gaze Estimation Systems, Algorithms and Performance Evaluation Methods in Consumer Platforms

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    In this paper a review is presented of the research on eye gaze estimation techniques and applications, that has progressed in diverse ways over the past two decades. Several generic eye gaze use-cases are identified: desktop, TV, head-mounted, automotive and handheld devices. Analysis of the literature leads to the identification of several platform specific factors that influence gaze tracking accuracy. A key outcome from this review is the realization of a need to develop standardized methodologies for performance evaluation of gaze tracking systems and achieve consistency in their specification and comparative evaluation. To address this need, the concept of a methodological framework for practical evaluation of different gaze tracking systems is proposed.Comment: 25 pages, 13 figures, Accepted for publication in IEEE Access in July 201

    High-quality face capture, animation and editing from monocular video

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    Digitization of virtual faces in movies requires complex capture setups and extensive manual work to produce superb animations and video-realistic editing. This thesis pushes the boundaries of the digitization pipeline by proposing automatic algorithms for high-quality 3D face capture and animation, as well as photo-realistic face editing. These algorithms reconstruct and modify faces in 2D videos recorded in uncontrolled scenarios and illumination. In particular, advances in three main areas offer solutions for the lack of depth and overall uncertainty in video recordings. First, contributions in capture include model-based reconstruction of detailed, dynamic 3D geometry that exploits optical and shading cues, multilayer parametric reconstruction of accurate 3D models in unconstrained setups based on inverse rendering, and regression-based 3D lip shape enhancement from high-quality data. Second, advances in animation are video-based face reenactment based on robust appearance metrics and temporal clustering, performance-driven retargeting of detailed facial models in sync with audio, and the automatic creation of personalized controllable 3D rigs. Finally, advances in plausible photo-realistic editing are dense face albedo capture and mouth interior synthesis using image warping and 3D teeth proxies. High-quality results attained on challenging application scenarios confirm the contributions and show great potential for the automatic creation of photo-realistic 3D faces.Die Digitalisierung von Gesichtern zum Einsatz in der Filmindustrie erfordert komplizierte Aufnahmevorrichtungen und die manuelle Nachbearbeitung von Rekonstruktionen, um perfekte Animationen und realistische Videobearbeitung zu erzielen. Diese Dissertation erweitert vorhandene Digitalisierungsverfahren durch die Erforschung von automatischen Verfahren zur qualitativ hochwertigen 3D Rekonstruktion, Animation und Modifikation von Gesichtern. Diese Algorithmen erlauben es, Gesichter in 2D Videos, die unter allgemeinen Bedingungen und unbekannten Beleuchtungsverhältnissen aufgenommen wurden, zu rekonstruieren und zu modifizieren. Vor allem Fortschritte in den folgenden drei Hauptbereichen tragen zur Kompensation von fehlender Tiefeninformation und der allgemeinen Mehrdeutigkeit von 2D Videoaufnahmen bei. Erstens, Beiträge zur modellbasierten Rekonstruktion von detaillierter und dynamischer 3D Geometrie durch optische Merkmale und die Shading-Eigenschaften des Gesichts, mehrschichtige parametrische Rekonstruktion von exakten 3D Modellen mittels inversen Renderings in allgemeinen Szenen und regressionsbasierter 3D Lippenformverfeinerung mittels qualitativ hochwertigen Daten. Zweitens, Fortschritte im Bereich der Computeranimation durch videobasierte Gesichtsausdrucksübertragung und temporaler Clusterbildung, Übertragung von detaillierten Gesichtsmodellen, deren Mundbewegung mit Ton synchronisiert ist, und die automatische Erstellung von personalisierten "3D Face Rigs". Schließlich werden Fortschritte im Bereich der realistischen Videobearbeitung vorgestellt, welche auf der dichten Rekonstruktion von Hautreflektionseigenschaften und der Mundinnenraumsynthese mittels bildbasierten und geometriebasierten Verfahren aufbauen. Qualitativ hochwertige Ergebnisse in anspruchsvollen Anwendungen untermauern die Wichtigkeit der geleisteten Beiträgen und zeigen das große Potential der automatischen Erstellung von realistischen digitalen 3D Gesichtern auf

    2D and 3D computer vision analysis of gaze, gender and age

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    Human-Computer Interaction (HCI) has been an active research area for over four decades. Research studies and commercial designs in this area have been largely facilitated by the visual modality which brings diversified functionality and improved usability to HCI interfaces by employing various computer vision techniques. This thesis explores a number of facial cues, such as gender, age and gaze, by performing 2D and 3D based computer vision analysis. The ultimate aim is to create a natural HCI strategy that can fulfil user expectations, augment user satisfaction and enrich user experience by understanding user characteristics and behaviours. To this end, salient features have been extracted and analysed from 2D and 3D face representations; 3D reconstruction algorithms and their compatible real-world imaging systems have been investigated; case study HCI systems have been designed to demonstrate the reliability, robustness, and applicability of the proposed method.More specifically, an unsupervised approach has been proposed to localise eye centres in images and videos accurately and efficiently. This is achieved by utilisation of two types of geometric features and eye models, complemented by an iris radius constraint and a selective oriented gradient filter specifically tailored to this modular scheme. This approach resolves challenges such as interfering facial edges, undesirable illumination conditions, head poses, and the presence of facial accessories and makeup. Tested on 3 publicly available databases (the BioID database, the GI4E database and the extended Yale Face Database b), and a self-collected database, this method outperforms all the methods in comparison and thus proves to be highly accurate and robust. Based on this approach, a gaze gesture recognition algorithm has been designed to increase the interactivity of HCI systems by encoding eye saccades into a communication channel similar to the role of hand gestures. As well as analysing eye/gaze data that represent user behaviours and reveal user intentions, this thesis also investigates the automatic recognition of user demographics such as gender and age. The Fisher Vector encoding algorithm is employed to construct visual vocabularies as salient features for gender and age classification. Algorithm evaluations on three publicly available databases (the FERET database, the LFW database and the FRCVv2 database) demonstrate the superior performance of the proposed method in both laboratory and unconstrained environments. In order to achieve enhanced robustness, a two-source photometric stereo method has been introduced to recover surface normals such that more invariant 3D facia features become available that can further boost classification accuracy and robustness. A 2D+3D imaging system has been designed for construction of a self-collected dataset including 2D and 3D facial data. Experiments show that utilisation of 3D facial features can increase gender classification rate by up to 6% (based on the self-collected dataset), and can increase age classification rate by up to 12% (based on the Photoface database). Finally, two case study HCI systems, a gaze gesture based map browser and a directed advertising billboard, have been designed by adopting all the proposed algorithms as well as the fully compatible imaging system. Benefits from the proposed algorithms naturally ensure that the case study systems can possess high robustness to head pose variation and illumination variation; and can achieve excellent real-time performance. Overall, the proposed HCI strategy enabled by reliably recognised facial cues can serve to spawn a wide array of innovative systems and to bring HCI to a more natural and intelligent state

    Analysis of 3D Face Reconstruction

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    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

    3D facial performance capture from monocular RGB video.

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    3D facial performance capture is an essential technique for animation production in featured films, video gaming, human computer interaction, VR/AR asset creation and digital heritage, which all have huge impact on our daily life. Traditionally, dedicated hardware such as depth sensors, laser scanners and camera arrays have been developed to acquire depth information for such purpose. However, such sophisticated instruments can only be operated by trained professionals. In recent years, the wide spread availability of mobile devices, and the increased interest of casual untrained users in applications such as image, video editing, virtual and facial model creation, have sparked interest in 3D facial reconstruction from 2D RGB input. Due to the depth ambiguity and facial appearance variation, 3D facial performance capture and modelling from 2D images are inherently ill-posed problems. However, with strong prior knowledge of the human face, it is possible to accurately infer the true 3D facial shape and performance from multiple observations captured with different viewing angles. Various 3D from 2D methods have been proposed and proven to work well in controlled environments. Nevertheless there are still many unexplored issues in uncontrolled in-the-wild environments. In order to achieve the same level of performance in controlled environments, interfering factors in uncontrolled environments such as varying illumination, partial occlusion and facial variation not captured by prior knowledge would require the development of new techniques. This thesis addresses existing challenges and proposes novel methods involving 2D landmark detection, 3D facial reconstruction and 3D performance tracking, which are validated through theoretical research and experimental studies. 3D facial performance tracking is a multidisciplinary problem involving many areas such as computer vision, computer graphics and machine learning. To deal with the large variations within a single image, we present new machine learning techniques for facial landmark detection based on our observation of the facial features in challenging scenarios to increase the robustness. To take advantage of the evidence aggregated from multiple observations, we present new robust and efficient optimisation techniques that impose consistency constrains that help filter out outliers. To exploit the person-specific model generation, temporal and spatial coherence in continuous video input, we present new methods to improve the performance via optimisation. In order to track the 3D facial performance, the fundamental prerequisite for good results is the accurate underlying 3D model of the actor. In this thesis, we present new methods that are targeted at 3D facial geometry reconstruction, which are more efficient than existing generic 3D geometry reconstruction methods. Evaluation and validation were obtained and analysed from substantial experiment, which shows the proposed methods in this thesis outperform the state-of-the-art methods and enable us to generate high quality results with less constraints

    Inverse rendering for scene reconstruction in general environments

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    Demand for high-quality 3D content has been exploding recently, owing to the advances in 3D displays and 3D printing. However, due to insufficient 3D content, the potential of 3D display and printing technology has not been realized to its full extent. Techniques for capturing the real world, which are able to generate 3D models from captured images or videos, are a hot research topic in computer graphics and computer vision. Despite significant progress, many methods are still highly constrained and require lots of prerequisites to succeed. Marker-less performance capture is one such dynamic scene reconstruction technique that is still confined to studio environments. The requirements involved, such as the need for a multi-view camera setup, specially engineered lighting or green-screen backgrounds, prevent these methods from being widely used by the film industry or even by ordinary consumers. In the area of scene reconstruction from images or videos, this thesis proposes new techniques that succeed in general environments, even using as few as two cameras. Contributions are made in terms of reducing the constraints of marker-less performance capture on lighting, background and the required number of cameras. The primary theoretical contribution lies in the investigation of light transport mechanisms for high-quality 3D reconstruction in general environments. Several steps are taken to approach the goal of scene reconstruction in general environments. At first, the concept of employing inverse rendering for scene reconstruction is demonstrated on static scenes, where a high-quality multi-view 3D reconstruction method under general unknown illumination is developed. Then, this concept is extended to dynamic scene reconstruction from multi-view video, where detailed 3D models of dynamic scenes can be captured under general and even varying lighting, and in front of a general scene background without a green screen. Finally, efforts are made to reduce the number of cameras employed. New performance capture methods using as few as two cameras are proposed to capture high-quality 3D geometry in general environments, even outdoors.Die Nachfrage nach qualitativ hochwertigen 3D Modellen ist in letzter Zeit, bedingt durch den technologischen Fortschritt bei 3D-Wieder-gabegeräten und -Druckern, stark angestiegen. Allerdings konnten diese Technologien wegen mangelnder Inhalte nicht ihr volles Potential entwickeln. Methoden zur Erfassung der realen Welt, welche 3D-Modelle aus Bildern oder Videos generieren, sind daher ein brandaktuelles Forschungsthema im Bereich Computergrafik und Bildverstehen. Trotz erheblichen Fortschritts in dieser Richtung sind viele Methoden noch stark eingeschränkt und benötigen viele Voraussetzungen um erfolgreich zu sein. Markerloses Performance Capturing ist ein solches Verfahren, das dynamische Szenen rekonstruiert, aber noch auf Studio-Umgebungen beschränkt ist. Die spezifischen Anforderung solcher Verfahren, wie zum Beispiel einen Mehrkameraaufbau, maßgeschneiderte, kontrollierte Beleuchtung oder Greenscreen-Hintergründe verhindern die Verbreitung dieser Verfahren in der Filmindustrie und besonders bei Endbenutzern. Im Bereich der Szenenrekonstruktion aus Bildern oder Videos schlägt diese Dissertation neue Methoden vor, welche in beliebigen Umgebungen und auch mit nur wenigen (zwei) Kameras funktionieren. Dazu werden Schritte unternommen, um die Einschränkungen bisheriger Verfahren des markerlosen Performance Capturings im Hinblick auf Beleuchtung, Hintergründe und die erforderliche Anzahl von Kameras zu verringern. Der wichtigste theoretische Beitrag liegt in der Untersuchung von Licht-Transportmechanismen für hochwertige 3D-Rekonstruktionen in beliebigen Umgebungen. Dabei werden mehrere Schritte unternommen, um das Ziel der Szenenrekonstruktion in beliebigen Umgebungen anzugehen. Zunächst wird die Anwendung von inversem Rendering auf die Rekonstruktion von statischen Szenen dargelegt, indem ein hochwertiges 3D-Rekonstruktionsverfahren aus Mehransichtsaufnahmen unter beliebiger, unbekannter Beleuchtung entwickelt wird. Dann wird dieses Konzept auf die dynamische Szenenrekonstruktion basierend auf Mehransichtsvideos erweitert, wobei detaillierte 3D-Modelle von dynamischen Szenen unter beliebiger und auch veränderlicher Beleuchtung vor einem allgemeinen Hintergrund ohne Greenscreen erfasst werden. Schließlich werden Anstrengungen unternommen die Anzahl der eingesetzten Kameras zu reduzieren. Dazu werden neue Verfahren des Performance Capturings, unter Verwendung von lediglich zwei Kameras vorgeschlagen, um hochwertige 3D-Geometrie im beliebigen Umgebungen, sowie im Freien, zu erfassen

    Gender recognition from facial images: Two or three dimensions?

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    © 2016 Optical Society of America. This paper seeks to compare encoded features from both two-dimensional (2D) and three-dimensional (3D) face images in order to achieve automatic gender recognition with high accuracy and robustness. The Fisher vector encoding method is employed to produce 2D, 3D, and fused features with escalated discriminative power. For 3D face analysis, a two-source photometric stereo (PS) method is introduced that enables 3D surface reconstructions with accurate details as well as desirable efficiency. Moreover, a 2D + 3D imaging device, taking the two-source PS method as its core, has been developed that can simultaneously gather color images for 2D evaluations and PS images for 3D analysis. This system inherits the superior reconstruction accuracy from the standard (three or more light) PS method but simplifies the reconstruction algorithm as well as the hardware design by only requiring two light sources. It also offers great potential for facilitating human computer interaction by being accurate, cheap, efficient, and nonintrusive. Ten types of low-level 2D and 3D features have been experimented with and encoded for Fisher vector gender recognition. Evaluations of the Fisher vector encoding method have been performed on the FERET database, Color FERET database, LFW database, and FRGCv2 database, yielding 97.7%, 98.0%, 92.5%, and 96.7% accuracy, respectively. In addition, the comparison of 2D and 3D features has been drawn from a self-collected dataset, which is constructed with the aid of the 2D + 3D imaging device in a series of data capture experiments. With a variety of experiments and evaluations, it can be proved that the Fisher vector encoding method outperforms most state-of-the-art gender recognition methods. It has also been observed that 3D features reconstructed by the two-source PS method are able to further boost the Fisher vector gender recognition performance, i.e., up to a 6% increase on the self-collected database

    Robust signatures for 3D face registration and recognition

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    PhDBiometric authentication through face recognition has been an active area of research for the last few decades, motivated by its application-driven demand. The popularity of face recognition, compared to other biometric methods, is largely due to its minimum requirement of subject co-operation, relative ease of data capture and similarity to the natural way humans distinguish each other. 3D face recognition has recently received particular interest since three-dimensional face scans eliminate or reduce important limitations of 2D face images, such as illumination changes and pose variations. In fact, three-dimensional face scans are usually captured by scanners through the use of a constant structured-light source, making them invariant to environmental changes in illumination. Moreover, a single 3D scan also captures the entire face structure and allows for accurate pose normalisation. However, one of the biggest challenges that still remain in three-dimensional face scans is the sensitivity to large local deformations due to, for example, facial expressions. Due to the nature of the data, deformations bring about large changes in the 3D geometry of the scan. In addition to this, 3D scans are also characterised by noise and artefacts such as spikes and holes, which are uncommon with 2D images and requires a pre-processing stage that is speci c to the scanner used to capture the data. The aim of this thesis is to devise a face signature that is compact in size and overcomes the above mentioned limitations. We investigate the use of facial regions and landmarks towards a robust and compact face signature, and we study, implement and validate a region-based and a landmark-based face signature. Combinations of regions and landmarks are evaluated for their robustness to pose and expressions, while the matching scheme is evaluated for its robustness to noise and data artefacts

    Image processing techniques for mixed reality and biometry

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    2013 - 2014This thesis work is focused on two applicative fields of image processing research, which, for different reasons, have become particularly active in the last decade: Mixed Reality and Biometry. Though the image processing techniques involved in these two research areas are often different, they share the key objective of recognizing salient features typically captured through imaging devices. Enabling technologies for augmented/mixed reality have been improved and refined throughout the last years and more recently they seems to have finally passed the demo stage to becoming ready for practical industrial and commercial applications. To this regard, a crucial role will likely be played by the new generation of smartphones and tablets, equipped with an arsenal of sensors connections and enough processing power for becoming the most portable and affordable AR platform ever. Within this context, techniques like gesture recognition by means of simple, light and robust capturing hardware and advanced computer vision techniques may play an important role in providing a natural and robust way to control software applications and to enhance onthe- field operational capabilities. The research described in this thesis is targeted toward advanced visualization and interaction strategies aimed to improve the operative range and robustness of mixed reality applications, particularly for demanding industrial environments... [edited by Author]XIII n.s
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