12 research outputs found

    From light rays to 3D models

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    Embedded Eye-Gaze Tracking On Mobile Devices

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    The eyes are one of the most expressive non-verbal tools a person has and they are able to communicate a great deal to the outside world about the intentions of that person. Being able to decipher these communications through robust and non-intrusive gaze tracking techniques is increasingly important as we look toward improving Human-Computer Interaction (HCI). Traditionally, devices which are able to determine a user's gaze are large, expensive and often restrictive. This work investigates the prospect of using common mobile devices such as tablets and phones as an alternative means for obtaining a user's gaze. Mobile devices now often contain high resolution cameras, and their ever increasing computational power allows increasingly complex algorithms to be performed in real time. A mobile solution allows us to turn that device into a dedicated portable gaze-tracking device for use in a wide variety of situations. This work specifically looks at where the challenges lie in transitioning current state-of-the-art gaze methodologies to mobile devices and suggests novel solutions to counteract the specific challenges of the medium. In particular, when the mobile device is held in the hands fast changes in position and orientation of the user can occur. In addition, since these devices lack the technologies typically ubiquitous to gaze estimation such as infra-red lighting, novel alternatives are required that work under common everyday conditions. A person's gaze can be determined through both their head pose as well as the orientation of the eye relative to the head. To meet the challenges outlined a geometric approach is taken where a new model for each is introduced that by design are completely synchronised through a common origin. First, a novel 3D head-pose estimation model called the 2.5D Constrained Local Model (2.5D CLM) is introduced that directly and reliably obtains the head-pose from a monocular camera. Then, a new model for gaze-estimation is introduced -- the Constrained Geometric Binocular Model (CGBM), where the visual ray representing the gaze from each eye is jointly optimised to intersect a known monitor plane in 3D space. The potential for both is that the burden of calibration is placed on the camera and monitor setup, which on mobile devices are fixed and can be determined during factory construction. In turn, the user requires either no calibration or optionally a one-time estimation of the visual offset angle. This work details the new models and specifically investigates their applicability and suitability in terms of their potential to be used on mobile platforms

    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
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