868 research outputs found

    Deep Video Color Propagation

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    Traditional approaches for color propagation in videos rely on some form of matching between consecutive video frames. Using appearance descriptors, colors are then propagated both spatially and temporally. These methods, however, are computationally expensive and do not take advantage of semantic information of the scene. In this work we propose a deep learning framework for color propagation that combines a local strategy, to propagate colors frame-by-frame ensuring temporal stability, and a global strategy, using semantics for color propagation within a longer range. Our evaluation shows the superiority of our strategy over existing video and image color propagation methods as well as neural photo-realistic style transfer approaches.Comment: BMVC 201

    A 3D+t Laplace operator for temporal mesh sequences

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    International audienceThe Laplace operator plays a fundamental role in geometry processing. Several discrete versions have been proposed for 3D meshes and point clouds, among others. We define here a discrete Laplace operator for temporally coherent mesh sequences, which allows to process mesh animations in a simple yet efficient way. This operator is a discretization of the Laplace-Beltrami operator using Discrete Exterior Calculus on CW complexes embedded in a four-dimensional space. A parameter is introduced to tune the influence of the motion with respect to the geometry. This enables straightforward generalization of existing Laplacian static mesh processing works to mesh sequences. An application to spacetime editing is provided as example

    Dyn-E: Local Appearance Editing of Dynamic Neural Radiance Fields

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    Recently, the editing of neural radiance fields (NeRFs) has gained considerable attention, but most prior works focus on static scenes while research on the appearance editing of dynamic scenes is relatively lacking. In this paper, we propose a novel framework to edit the local appearance of dynamic NeRFs by manipulating pixels in a single frame of training video. Specifically, to locally edit the appearance of dynamic NeRFs while preserving unedited regions, we introduce a local surface representation of the edited region, which can be inserted into and rendered along with the original NeRF and warped to arbitrary other frames through a learned invertible motion representation network. By employing our method, users without professional expertise can easily add desired content to the appearance of a dynamic scene. We extensively evaluate our approach on various scenes and show that our approach achieves spatially and temporally consistent editing results. Notably, our approach is versatile and applicable to different variants of dynamic NeRF representations.Comment: project page: https://dyn-e.github.io

    SAVE: Spectral-Shift-Aware Adaptation of Image Diffusion Models for Text-guided Video Editing

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    Text-to-Image (T2I) diffusion models have achieved remarkable success in synthesizing high-quality images conditioned on text prompts. Recent methods have tried to replicate the success by either training text-to-video (T2V) models on a very large number of text-video pairs or adapting T2I models on text-video pairs independently. Although the latter is computationally less expensive, it still takes a significant amount of time for per-video adaption. To address this issue, we propose SAVE, a novel spectral-shift-aware adaptation framework, in which we fine-tune the spectral shift of the parameter space instead of the parameters themselves. Specifically, we take the spectral decomposition of the pre-trained T2I weights and only control the change in the corresponding singular values, i.e. spectral shift, while freezing the corresponding singular vectors. To avoid drastic drift from the original T2I weights, we introduce a spectral shift regularizer that confines the spectral shift to be more restricted for large singular values and more relaxed for small singular values. Since we are only dealing with spectral shifts, the proposed method reduces the adaptation time significantly (approx. 10 times) and has fewer resource constrains for training. Such attributes posit SAVE to be more suitable for real-world applications, e.g. editing undesirable content during video streaming. We validate the effectiveness of SAVE with an extensive experimental evaluation under different settings, e.g. style transfer, object replacement, privacy preservation, etc.Comment: 23 pages, 18 figure

    IST Austria Thesis

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    Computer graphics is an extremely exciting field for two reasons. On the one hand, there is a healthy injection of pragmatism coming from the visual effects industry that want robust algorithms that work so they can produce results at an increasingly frantic pace. On the other hand, they must always try to push the envelope and achieve the impossible to wow their audiences in the next blockbuster, which means that the industry has not succumb to conservatism, and there is plenty of room to try out new and crazy ideas if there is a chance that it will pan into something useful. Water simulation has been in visual effects for decades, however it still remains extremely challenging because of its high computational cost and difficult artdirectability. The work in this thesis tries to address some of these difficulties. Specifically, we make the following three novel contributions to the state-of-the-art in water simulation for visual effects. First, we develop the first algorithm that can convert any sequence of closed surfaces in time into a moving triangle mesh. State-of-the-art methods at the time could only handle surfaces with fixed connectivity, but we are the first to be able to handle surfaces that merge and split apart. This is important for water simulation practitioners, because it allows them to convert splashy water surfaces extracted from particles or simulated using grid-based level sets into triangle meshes that can be either textured and enhanced with extra surface dynamics as a post-process. We also apply our algorithm to other phenomena that merge and split apart, such as morphs and noisy reconstructions of human performances. Second, we formulate a surface-based energy that measures the deviation of a water surface froma physically valid state. Such discrepancies arise when there is a mismatch in the degrees of freedom between the water surface and the underlying physics solver. This commonly happens when practitioners use a moving triangle mesh with a grid-based physics solver, or when high-resolution grid-based surfaces are combined with low-resolution physics. Following the direction of steepest descent on our surface-based energy, we can either smooth these artifacts or turn them into high-resolution waves by interpreting the energy as a physical potential. Third, we extend state-of-the-art techniques in non-reflecting boundaries to handle spatially and time-varying background flows. This allows a novel new workflow where practitioners can re-simulate part of an existing simulation, such as removing a solid obstacle, adding a new splash or locally changing the resolution. Such changes can easily lead to new waves in the re-simulated region that would reflect off of the new simulation boundary, effectively ruining the illusion of a seamless simulation boundary between the existing and new simulations. Our non-reflecting boundaries makes sure that such waves are absorbed

    Exemplar-Based Image and Video Stylization Using Fully Convolutional Semantic Features

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    SceNeRFlow: Time-Consistent Reconstruction of General Dynamic Scenes

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    Existing methods for the 4D reconstruction of general, non-rigidly deforming objects focus on novel-view synthesis and neglect correspondences. However, time consistency enables advanced downstream tasks like 3D editing, motion analysis, or virtual-asset creation. We propose SceNeRFlow to reconstruct a general, non-rigid scene in a time-consistent manner. Our dynamic-NeRF method takes multi-view RGB videos and background images from static cameras with known camera parameters as input. It then reconstructs the deformations of an estimated canonical model of the geometry and appearance in an online fashion. Since this canonical model is time-invariant, we obtain correspondences even for long-term, long-range motions. We employ neural scene representations to parametrize the components of our method. Like prior dynamic-NeRF methods, we use a backwards deformation model. We find non-trivial adaptations of this model necessary to handle larger motions: We decompose the deformations into a strongly regularized coarse component and a weakly regularized fine component, where the coarse component also extends the deformation field into the space surrounding the object, which enables tracking over time. We show experimentally that, unlike prior work that only handles small motion, our method enables the reconstruction of studio-scale motions.Comment: Project page: https://vcai.mpi-inf.mpg.de/projects/scenerflow

    Live Intrinsic Video

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