11,606 research outputs found
On Face Segmentation, Face Swapping, and Face Perception
We show that even when face images are unconstrained and arbitrarily paired,
face swapping between them is actually quite simple. To this end, we make the
following contributions. (a) Instead of tailoring systems for face
segmentation, as others previously proposed, we show that a standard fully
convolutional network (FCN) can achieve remarkably fast and accurate
segmentations, provided that it is trained on a rich enough example set. For
this purpose, we describe novel data collection and generation routines which
provide challenging segmented face examples. (b) We use our segmentations to
enable robust face swapping under unprecedented conditions. (c) Unlike previous
work, our swapping is robust enough to allow for extensive quantitative tests.
To this end, we use the Labeled Faces in the Wild (LFW) benchmark and measure
the effect of intra- and inter-subject face swapping on recognition. We show
that our intra-subject swapped faces remain as recognizable as their sources,
testifying to the effectiveness of our method. In line with well known
perceptual studies, we show that better face swapping produces less
recognizable inter-subject results. This is the first time this effect was
quantitatively demonstrated for machine vision systems
A multi-projector CAVE system with commodity hardware and gesture-based interaction
Spatially-immersive systems such as CAVEs provide users with surrounding worlds by projecting 3D models on multiple screens around the viewer. Compared to alternative immersive systems such as HMDs, CAVE systems are a powerful tool for collaborative inspection of virtual environments due to better use of peripheral vision, less sensitivity to tracking errors, and higher communication possibilities among users. Unfortunately, traditional CAVE setups require sophisticated equipment including stereo-ready projectors and tracking systems with high acquisition and maintenance costs. In this paper we present the design and construction of a passive-stereo, four-wall CAVE system based on commodity hardware. Our system works with any mix of a wide range of projector models that can be replaced independently at any time, and achieves high resolution and brightness at a minimum cost. The key ingredients of our CAVE are a self-calibration approach that guarantees continuity across the screen, as well as a gesture-based interaction approach based on a clever
combination of skeletal data from multiple Kinect sensors.Preprin
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