1,753 research outputs found

    Visibility Constrained Generative Model for Depth-based 3D Facial Pose Tracking

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    In this paper, we propose a generative framework that unifies depth-based 3D facial pose tracking and face model adaptation on-the-fly, in the unconstrained scenarios with heavy occlusions and arbitrary facial expression variations. Specifically, we introduce a statistical 3D morphable model that flexibly describes the distribution of points on the surface of the face model, with an efficient switchable online adaptation that gradually captures the identity of the tracked subject and rapidly constructs a suitable face model when the subject changes. Moreover, unlike prior art that employed ICP-based facial pose estimation, to improve robustness to occlusions, we propose a ray visibility constraint that regularizes the pose based on the face model's visibility with respect to the input point cloud. Ablation studies and experimental results on Biwi and ICT-3DHP datasets demonstrate that the proposed framework is effective and outperforms completing state-of-the-art depth-based methods

    3D Face Synthesis with KINECT

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    This work describes the process of face synthesis by image morphing from less expensive 3D sensors such as KINECT that are prone to sensor noise. Its main aim is to create a useful face database for future face recognition studies.Peer reviewe

    Low-cost natural interface based on head movements

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    Sometimes people look for freedom in the virtual world. However, not all have the possibility to interact with a computer in the same way. Nowadays, almost every job requires interaction with computerized systems, so people with physical impairments do not have the same freedom to control a mouse, a keyboard or a touchscreen. In the last years, some of the government programs to help people with reduced mobility suffered a lot with the global economic crisis and some of those programs were even cut down to reduce costs. This paper focuses on the development of a touchless human-computer interface, which allows anyone to control a computer without using a keyboard, mouse or touchscreen. By reusing Microsoft Kinect sensors from old videogames consoles, a cost-reduced, easy to use, and open-source interface was developed, allowing control of a computer using only the head, eyes or mouth movements, with the possibility of complementary sound commands. There are already available similar commercial solutions, but they are so expensive that their price tends to be a real obstacle in their purchase; on the other hand, free solutions usually do not offer the freedom that people with reduced mobility need. The present solution tries to address these drawbacks. (C) 2015 Published by Elsevier B.V

    Toward a flexible facial analysis framework in OpenISS for visual effects

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    Facial analysis, including tasks such as face detection, facial landmark detection, and facial expression recognition, is a significant research domain in computer vision for visual effects. It can be used in various domains such as facial feature mapping for movie animation, biometrics/face recognition for security systems, and driver fatigue monitoring for transportation safety assistance. Most applications involve basic face and landmark detection as preliminary analysis approaches before proceeding into further specialized processing applications. As technology develops, there are plenty of implementations and resources for each task available for researchers, but the key missing properties among them all are fexibility and usability. The integration of functionality components involves complex configurations for each connection joint which is typically problematic with poor reusability and adjustability. The lack of support for integrating different functionality components greatly impact the research effort and cost for individual researchers, which also leads us to the idea of providing a framework solution that can help regarding the issue once and for all. To address this problem, we propose a user-friendly and highly expandable facial analysis framework solution. It contains a core that supports fundamental services for the framework, and a facial analysis module composed of implementations for facial analysis tasks. We evaluate our framework solution and achieve our goals of instantiating the facial analysis specialized framework, which essentially perform tasks in face detection, facial landmark detection, and facial expression recognition. This framework solution as a whole, solves the industry problem of lacking an execution platform for integrated facial analysis implementations and fills the gap in visual effects industry

    MoveBox: Democratizing MoCap for the Microsoft Rocketbox Avatar Library

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    This paper presents MoveBox an open sourced toolbox for animating motion captured (MoCap) movements onto the Microsoft Rocketbox library of avatars. Motion capture is performed using a single depth sensor, such as Azure Kinect or Windows Kinect V2. Motion capture is performed in real-time using a single depth sensor, such as Azure Kinect or Windows Kinect V2, or extracted from existing RGB videos offline leveraging deep-learning computer vision techniques. Our toolbox enables real-time animation of the user’s avatar by converting the transformations between systems that have different joints and hierarchies. Additional features of the toolbox include recording, playback and looping animations, as well as basic audio lip sync, blinking and resizing of avatars as well as finger and hand animations. Our main contribution is both in the creation of this open source tool as well as the validation on different devices and discussion of MoveBox’s capabilities by end users

    A Survey of Computer Graphics Facial Animation Methods: Comparing Traditional Approaches to Machine Learning Methods

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    Human communications rely on facial expression to denote mood, sentiment, and intent. Realistic facial animation of computer graphic models of human faces can be difficult to achieve as a result of the many details that must be approximated in generating believable facial expressions. Many theoretical approaches have been researched and implemented to create more and more accurate animations that can effectively portray human emotions. Even though many of these approaches are able to generate realistic looking expressions, they typically require a lot of artistic intervention to achieve a believable result. To reduce the intervention needed to create realistic facial animation, new approaches that utilize machine learning are being researched to reduce the amount of effort needed to generate believable facial animations. This survey paper summarizes over 20 research papers related to facial animation and compares the traditional animation approaches to newer machine learning methods as well as highlights the strengths, weaknesses, and use cases of each different approach

    Non-Intrusive Affective Assessment in the Circumplex Model from Pupil Diameter and Facial Expression Monitoring

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    Automatic methods for affective assessment seek to enable computer systems to recognize the affective state of their users. This dissertation proposes a system that uses non-intrusive measurements of the user’s pupil diameter and facial expression to characterize his /her affective state in the Circumplex Model of Affect. This affective characterization is achieved by estimating the affective arousal and valence of the user’s affective state. In the proposed system the pupil diameter signal is obtained from a desktop eye gaze tracker, while the face expression components, called Facial Animation Parameters (FAPs) are obtained from a Microsoft Kinect module, which also captures the face surface as a cloud of points. Both types of data are recorded 10 times per second. This dissertation implemented pre-processing methods and fixture extraction approaches that yield a reduced number of features representative of discrete 10-second recordings, to estimate the level of affective arousal and the type of affective valence experienced by the user in those intervals. The dissertation uses a machine learning approach, specifically Support Vector Machines (SVMs), to act as a model that will yield estimations of valence and arousal from the features derived from the data recorded. Pupil diameter and facial expression recordings were collected from 50 subjects who volunteered to participate in an FIU IRB-approved experiment to capture their reactions to the presentation of 70 pictures from the International Affective Picture System (IAPS) database, which have been used in large calibration studies and therefore have associated arousal and valence mean values. Additionally, each of the 50 volunteers in the data collection experiment provided their own subjective assessment of the levels of arousal and valence elicited in him / her by each picture. This process resulted in a set of face and pupil data records, along with the expected reaction levels of arousal and valence, i.e., the “labels”, for the data used to train and test the SVM classifiers. The trained SVM classifiers achieved 75% accuracy for valence estimation and 92% accuracy in arousal estimation, confirming the initial viability of non-intrusive affective assessment systems based on pupil diameter and face expression monitoring
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