1,775 research outputs found

    Editing faces in videos

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    Editing faces in movies is of interest in the special effects industry. We aim at producing effects such as the addition of accessories interacting correctly with the face or replacing the face of a stuntman with the face of the main actor. The system introduced in this thesis is based on a 3D generative face model. Using a 3D model makes it possible to edit the face in the semantic space of pose, expression, and identity instead of pixel space, and due to its 3D nature allows a modelling of the light interaction. In our system we first reconstruct the 3D face, which is deforming because of expressions and speech, the lighting, and the camera in all frames of a monocular input video. The face is then edited by substituting expressions or identities with those of another video sequence or by adding virtual objects into the scene. The manipulated 3D scene is rendered back into the original video, correctly simulating the interaction of the light with the deformed face and virtual objects. We describe all steps necessary to build and apply the system. This includes registration of training faces to learn a generative face model, semi-automatic annotation of the input video, fitting of the face model to the input video, editing of the fit, and rendering of the resulting scene. While describing the application we introduce a host of new methods, each of which is of interest on its own. We start with a new method to register 3D face scans to use as training data for the face model. For video preprocessing a new interest point tracking and 2D Active Appearance Model fitting technique is proposed. For robust fitting we introduce background modelling, model-based stereo techniques, and a more accurate light model

    Consistent Correspondences for Shape and Image Problems

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    Establish consistent correspondences between different objects is a classic problem in computer science/vision. It helps to match highly similar objects in both 3D and 2D domain. Inthe 3D domain, finding consistent correspondences has been studying for more than 20 yearsand it is still a hot topic. In 2D domain, consistent correspondences can also help in puzzlesolving. However, only a few works are focused on this approach. In this thesis, we focuson finding consistent correspondences and extend to develop robust matching techniques inboth 3D shape segments and 2D puzzle solving. In the 3D domain, segment-wise matching isan important research problem that supports higher-level understanding of shapes in geometryprocessing. Many existing segment-wise matching techniques assume perfect input segmentation and would suffer from imperfect or over-segmented input. To handle this shortcoming,we propose multi-layer graphs (MLGs) to represent possible arrangements of partially mergedsegments of input shapes. We then adapt the diffusion pruning technique on the MLGs to findconsistent segment-wise matching. To obtain high-quality matching, we develop our own voting step which is able to remove inconsistent results, for finding hierarchically consistent correspondences as final output. We evaluate our technique with both quantitative and qualitativeexperiments on both man-made and deformable shapes. Experimental results demonstrate theeffectiveness of our technique when compared to two state-of-art methods. In the 2D domain,solving jigsaw puzzles is also a classic problem in computer vision with various applications.Over the past decades, many useful approaches have been introduced. Most existing worksuse edge-wise similarity measures for assembling puzzles with square pieces of the same size, and recent work innovates to use the loop constraint to improve efficiency and accuracy. Weobserve that most existing techniques cannot be easily extended to puzzles with rectangularpieces of arbitrary sizes, and no existing loop constraints can be used to model such challenging scenarios. We propose new matching approaches based on sub-edges/corners, modelledusing the MatchLift or diffusion framework to solve square puzzles with cycle consistency.We demonstrate the robustness of our approaches by comparing our methods with state-of-artmethods. We also show how puzzles with rectangular pieces of arbitrary sizes, or puzzles withtriangular and square pieces can be solved by our techniques

    Modal matching : a method for describing, comparing, and manipulating digital signals

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    Thesis (Ph. D.)--Massachusetts Institute of Technology, Program in Media Arts & Sciences, 1995.Includes bibliographical references (leaves 134-144).by Stanley Edward Sclaroff.Ph.D

    ACM Transactions on Graphics

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    We present FlexMolds, a novel computational approach to automatically design flexible, reusable molds that, once 3D printed, allow us to physically fabricate, by means of liquid casting, multiple copies of complex shapes with rich surface details and complex topology. The approach to design such flexible molds is based on a greedy bottom-up search of possible cuts over an object, evaluating for each possible cut the feasibility of the resulting mold. We use a dynamic simulation approach to evaluate candidate molds, providing a heuristic to generate forces that are able to open, detach, and remove a complex mold from the object it surrounds. We have tested the approach with a number of objects with nontrivial shapes and topologies

    Continuous Modeling of 3D Building Rooftops From Airborne LIDAR and Imagery

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    In recent years, a number of mega-cities have provided 3D photorealistic virtual models to support the decisions making process for maintaining the cities' infrastructure and environment more effectively. 3D virtual city models are static snap-shots of the environment and represent the status quo at the time of their data acquisition. However, cities are dynamic system that continuously change over time. Accordingly, their virtual representation need to be regularly updated in a timely manner to allow for accurate analysis and simulated results that decisions are based upon. The concept of "continuous city modeling" is to progressively reconstruct city models by accommodating their changes recognized in spatio-temporal domain, while preserving unchanged structures. However, developing a universal intelligent machine enabling continuous modeling still remains a challenging task. Therefore, this thesis proposes a novel research framework for continuously reconstructing 3D building rooftops using multi-sensor data. For achieving this goal, we first proposes a 3D building rooftop modeling method using airborne LiDAR data. The main focus is on the implementation of an implicit regularization method which impose a data-driven building regularity to noisy boundaries of roof planes for reconstructing 3D building rooftop models. The implicit regularization process is implemented in the framework of Minimum Description Length (MDL) combined with Hypothesize and Test (HAT). Secondly, we propose a context-based geometric hashing method to align newly acquired image data with existing building models. The novelty is the use of context features to achieve robust and accurate matching results. Thirdly, the existing building models are refined by newly proposed sequential fusion method. The main advantage of the proposed method is its ability to progressively refine modeling errors frequently observed in LiDAR-driven building models. The refinement process is conducted in the framework of MDL combined with HAT. Markov Chain Monte Carlo (MDMC) coupled with Simulated Annealing (SA) is employed to perform a global optimization. The results demonstrates that the proposed continuous rooftop modeling methods show a promising aspects to support various critical decisions by not only reconstructing 3D rooftop models accurately, but also by updating the models using multi-sensor data

    Constrained random sampling and gap filling technique for near-regular texture synthesis

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    Projecte realitzat mitjançant programa de mobilitat. TECHNISCHE UNIVERSITÄT BERLIN. FAKULTÄT ELEKTROTECHNIK UND INFORMATIK. INSTITUT FÜR TECHNISCHE INFORMATIK UND MIKROELEKTRONIK COMPUTER VISION AND REMOTE SENSINGThis thesis addresses the synthesis of near-regular textures, i.e. textures that consist of a regular global structure plus subtle yet very characteristic stochastic irregularities, from a small exemplar image. Such textures are difficult to synthesize due to the complementary characteristics of these structures. The main purpose of this thesis is to present a novel method which we call Random Sampling and Gap Filling (RSGF) to synthesize near-regular textures. The synthesis approach is guided by a lattice of the global structure estimated from a generalized normalized autocorrelation of the sample image. This lattice constrains a random sampling process to maintain the global regular structure yet ensuring the characteristic randomness of the irregular structures. An alternative method to find the piece of texture within the input sample whose simple tiling presents less visible seams is also presented for illustration of quality enhancement purposes. Results presented in this work show that our method does not only produce convincing results for regular or near-regular textures but also for irregular textures

    Features for matching people in different views

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    There have been significant advances in the computer vision field during the last decade. During this period, many methods have been developed that have been successful in solving challenging problems including Face Detection, Object Recognition and 3D Scene Reconstruction. The solutions developed by computer vision researchers have been widely adopted and used in many real-life applications such as those faced in the medical and security industry. Among the different branches of computer vision, Object Recognition has been an area that has advanced rapidly in recent years. The successful introduction of approaches such as feature extraction and description has been an important factor in the growth of this area. In recent years, researchers have attempted to use these approaches and apply them to other problems such as Content Based Image Retrieval and Tracking. In this work, we present a novel system that finds correspondences between people seen in different images. Unlike other approaches that rely on a video stream to track the movement of people between images, here we present a feature-based approach where we locate a target’s new location in an image, based only on its visual appearance. Our proposed system comprises three steps. In the first step, a set of features is extracted from the target’s appearance. A novel algorithm is developed that allows extraction of features from a target that is particularly suitable to the modelling task. In the second step, each feature is characterised using a combined colour and texture descriptor. Inclusion of information relating to both colour and texture of a feature add to the descriptor’s distinctiveness. Finally, the target’s appearance and pose is modelled as a collection of such features and descriptors. This collection is then used as a template that allows us to search for a similar combination of features in other images that correspond to the target’s new location. We have demonstrated the effectiveness of our system in locating a target’s new position in an image, despite differences in viewpoint, scale or elapsed time between the images. The characterisation of a target as a collection of features also allows our system to robustly deal with the partial occlusion of the target
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