48,993 research outputs found

    Privacy Protection Performance of De-identified Face Images with and without Background

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    Li Meng, 'Privacy Protection Performance of De-identified Face Images with and without Background', paper presented at the 39th International Information and Communication Technology (ICT) Convention. Grand Hotel Adriatic Congress Centre and Admiral Hotel, Opatija, Croatia, May 30 - June 3, 2016.This paper presents an approach to blending a de-identified face region with its original background, for the purpose of completing the process of face de-identification. The re-identification risk of the de-identified FERET face images has been evaluated for the k-Diff-furthest face de-identification method, using several face recognition benchmark methods including PCA, LBP, HOG and LPQ. The experimental results show that the k-Diff-furthest face de-identification delivers high privacy protection within the face region while blending the de-identified face region with its original background may significantly increases the re-identification risk, indicating that de-identification must also be applied to image areas beyond the face region

    HeadOn: Real-time Reenactment of Human Portrait Videos

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    We propose HeadOn, the first real-time source-to-target reenactment approach for complete human portrait videos that enables transfer of torso and head motion, face expression, and eye gaze. Given a short RGB-D video of the target actor, we automatically construct a personalized geometry proxy that embeds a parametric head, eye, and kinematic torso model. A novel real-time reenactment algorithm employs this proxy to photo-realistically map the captured motion from the source actor to the target actor. On top of the coarse geometric proxy, we propose a video-based rendering technique that composites the modified target portrait video via view- and pose-dependent texturing, and creates photo-realistic imagery of the target actor under novel torso and head poses, facial expressions, and gaze directions. To this end, we propose a robust tracking of the face and torso of the source actor. We extensively evaluate our approach and show significant improvements in enabling much greater flexibility in creating realistic reenacted output videos.Comment: Video: https://www.youtube.com/watch?v=7Dg49wv2c_g Presented at Siggraph'1

    Fast Face-swap Using Convolutional Neural Networks

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    We consider the problem of face swapping in images, where an input identity is transformed into a target identity while preserving pose, facial expression, and lighting. To perform this mapping, we use convolutional neural networks trained to capture the appearance of the target identity from an unstructured collection of his/her photographs.This approach is enabled by framing the face swapping problem in terms of style transfer, where the goal is to render an image in the style of another one. Building on recent advances in this area, we devise a new loss function that enables the network to produce highly photorealistic results. By combining neural networks with simple pre- and post-processing steps, we aim at making face swap work in real-time with no input from the user

    Comparing Evolutionary Operators, Search Spaces, and Evolutionary Algorithms in the Construction of Facial Composites

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    Facial composite construction is one of the most successful applications of interactive evolutionary computation. In spite of this, previous work in the area of composite construction has not investigated the algorithm design options in detail. We address this issue with four experiments. In the first experiment a sorting task is used to identify the 12 most salient dimensions of a 30-dimensional search space. In the second experiment the performances of two mutation and two recombination operators for interactive genetic algorithms are compared. In the third experiment three search spaces are compared: a 30-dimensional search space, a mathematically reduced 12-dimensional search space, and a 12-dimensional search space formed from the 12 most salient dimensions. Finally, we compare the performances of an interactive genetic algorithm to interactive differential evolution. Our results show that the facial composite construction process is remarkably robust to the choice of evolutionary operator(s), the dimensionality of the search space, and the choice of interactive evolutionary algorithm. We attribute this to the imprecise nature of human face perception and differences between the participants in how they interact with the algorithms. Povzetek: Kompozitna gradnja obrazov je ena izmed najbolj uspešnih aplikacij interaktivnega evolucijskega ra?cunanja. Kljub temu pa do zdaj na podro?cju kompozitne gradnje niso bile podrobno raziskane možnosti snovanja algoritma. To vprašanje smo obravnavali s štirimi poskusi. V prvem je uporabljeno sortiranje za identifikacijo 12 najbolj izstopajo?cih dimenzij 30-dimenzionalnega preiskovalnega prostora. V drugem primerjamo u?cinkovitost dveh mutacij in dveh rekombinacijskih operaterjev za interaktivni genetski algoritem. V tretjem primerjamo tri preiskovalne prostore: 30-dimenzionalni, matemati?cno reducirani 12-dimenzionalni in 12-dimenzionalni prostor sestavljen iz 12 najpomembnejših dimenzij. Na koncu smo primerjali uspešnost interaktivnega genetskega algoritma z interaktivno diferencialno evolucijo. Rezultati kažejo, da je proces kompozitne gradnje obrazov izredno robusten glede na izbiro evolucijskega operatorja(-ev), dimenzionalnost preiskovalnega prostora in izbiro interaktivnega evolucijskega algoritma. To pripisujemo nenatan?cni naravi percepcije in razlikam med interakcijami uporabnikov z algoritmom
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