2,839 research outputs found

    State of the Art on Neural Rendering

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    Efficient rendering of photo-realistic virtual worlds is a long standing effort of computer graphics. Modern graphics techniques have succeeded in synthesizing photo-realistic images from hand-crafted scene representations. However, the automatic generation of shape, materials, lighting, and other aspects of scenes remains a challenging problem that, if solved, would make photo-realistic computer graphics more widely accessible. Concurrently, progress in computer vision and machine learning have given rise to a new approach to image synthesis and editing, namely deep generative models. Neural rendering is a new and rapidly emerging field that combines generative machine learning techniques with physical knowledge from computer graphics, e.g., by the integration of differentiable rendering into network training. With a plethora of applications in computer graphics and vision, neural rendering is poised to become a new area in the graphics community, yet no survey of this emerging field exists. This state-of-the-art report summarizes the recent trends and applications of neural rendering. We focus on approaches that combine classic computer graphics techniques with deep generative models to obtain controllable and photo-realistic outputs. Starting with an overview of the underlying computer graphics and machine learning concepts, we discuss critical aspects of neural rendering approaches. This state-of-the-art report is focused on the many important use cases for the described algorithms such as novel view synthesis, semantic photo manipulation, facial and body reenactment, relighting, free-viewpoint video, and the creation of photo-realistic avatars for virtual and augmented reality telepresence. Finally, we conclude with a discussion of the social implications of such technology and investigate open research problems

    Computer Vision: Evolution And Promise

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    Cultural-based visual expression: Emotional analysis of human face via Peking Opera Painted Faces (POPF)

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    © 2015 The Author(s) Peking Opera as a branch of Chinese traditional cultures and arts has a very distinct colourful facial make-up for all actors in the stage performance. Such make-up is stylised in nonverbal symbolic semantics which all combined together to form the painted faces to describe and symbolise the background, the characteristic and the emotional status of specific roles. A study of Peking Opera Painted Faces (POPF) was taken as an example to see how information and meanings can be effectively expressed through the change of facial expressions based on the facial motion within natural and emotional aspects. The study found that POPF provides exaggerated features of facial motion through images, and the symbolic semantics of POPF provides a high-level expression of human facial information. The study has presented and proved a creative structure of information analysis and expression based on POPF to improve the understanding of human facial motion and emotion

    Automated Face Recognition: Challenges and Solutions

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    Automated face recognition (AFR) aims to identify people in images or videos using pattern recognition techniques. Automated face recognition is widely used in applications ranging from social media to advanced authentication systems. Whilst techniques for face recognition are well established, the automatic recognition of faces captured by digital cameras in unconstrained, real‐world environment is still very challenging, since it involves important variations in both acquisition conditions as well as in facial expressions and in pose changes. Thus, this chapter introduces the topic of computer automated face recognition in light of the main challenges in that research field and the developed solutions and applications based on image processing and artificial intelligence methods

    Structure-aware Editable Morphable Model for 3D Facial Detail Animation and Manipulation

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    Morphable models are essential for the statistical modeling of 3D faces. Previous works on morphable models mostly focus on large-scale facial geometry but ignore facial details. This paper augments morphable models in representing facial details by learning a Structure-aware Editable Morphable Model (SEMM). SEMM introduces a detail structure representation based on the distance field of wrinkle lines, jointly modeled with detail displacements to establish better correspondences and enable intuitive manipulation of wrinkle structure. Besides, SEMM introduces two transformation modules to translate expression blendshape weights and age values into changes in latent space, allowing effective semantic detail editing while maintaining identity. Extensive experiments demonstrate that the proposed model compactly represents facial details, outperforms previous methods in expression animation qualitatively and quantitatively, and achieves effective age editing and wrinkle line editing of facial details. Code and model are available at https://github.com/gerwang/facial-detail-manipulation.Comment: ECCV 202

    LiveCap: Real-time Human Performance Capture from Monocular Video

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    We present the first real-time human performance capture approach that reconstructs dense, space-time coherent deforming geometry of entire humans in general everyday clothing from just a single RGB video. We propose a novel two-stage analysis-by-synthesis optimization whose formulation and implementation are designed for high performance. In the first stage, a skinned template model is jointly fitted to background subtracted input video, 2D and 3D skeleton joint positions found using a deep neural network, and a set of sparse facial landmark detections. In the second stage, dense non-rigid 3D deformations of skin and even loose apparel are captured based on a novel real-time capable algorithm for non-rigid tracking using dense photometric and silhouette constraints. Our novel energy formulation leverages automatically identified material regions on the template to model the differing non-rigid deformation behavior of skin and apparel. The two resulting non-linear optimization problems per-frame are solved with specially-tailored data-parallel Gauss-Newton solvers. In order to achieve real-time performance of over 25Hz, we design a pipelined parallel architecture using the CPU and two commodity GPUs. Our method is the first real-time monocular approach for full-body performance capture. Our method yields comparable accuracy with off-line performance capture techniques, while being orders of magnitude faster

    Exploring the Affective Loop

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    Research in psychology and neurology shows that both body and mind are involved when experiencing emotions (Damasio 1994, Davidson et al. 2003). People are also very physical when they try to communicate their emotions. Somewhere in between beings consciously and unconsciously aware of it ourselves, we produce both verbal and physical signs to make other people understand how we feel. Simultaneously, this production of signs involves us in a stronger personal experience of the emotions we express. Emotions are also communicated in the digital world, but there is little focus on users' personal as well as physical experience of emotions in the available digital media. In order to explore whether and how we can expand existing media, we have designed, implemented and evaluated /eMoto/, a mobile service for sending affective messages to others. With eMoto, we explicitly aim to address both cognitive and physical experiences of human emotions. Through combining affective gestures for input with affective expressions that make use of colors, shapes and animations for the background of messages, the interaction "pulls" the user into an /affective loop/. In this thesis we define what we mean by affective loop and present a user-centered design approach expressed through four design principles inspired by previous work within Human Computer Interaction (HCI) but adjusted to our purposes; /embodiment/ (Dourish 2001) as a means to address how people communicate emotions in real life, /flow/ (Csikszentmihalyi 1990) to reach a state of involvement that goes further than the current context, /ambiguity/ of the designed expressions (Gaver et al. 2003) to allow for open-ended interpretation by the end-users instead of simplistic, one-emotion one-expression pairs and /natural but designed expressions/ to address people's natural couplings between cognitively and physically experienced emotions. We also present results from an end-user study of eMoto that indicates that subjects got both physically and emotionally involved in the interaction and that the designed "openness" and ambiguity of the expressions, was appreciated and understood by our subjects. Through the user study, we identified four potential design problems that have to be tackled in order to achieve an affective loop effect; the extent to which users' /feel in control/ of the interaction, /harmony and coherence/ between cognitive and physical expressions/,/ /timing/ of expressions and feedback in a communicational setting, and effects of users' /personality/ on their emotional expressions and experiences of the interaction
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