146 research outputs found

    Automatic Analysis of Facial Expressions Based on Deep Covariance Trajectories

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    In this paper, we propose a new approach for facial expression recognition using deep covariance descriptors. The solution is based on the idea of encoding local and global Deep Convolutional Neural Network (DCNN) features extracted from still images, in compact local and global covariance descriptors. The space geometry of the covariance matrices is that of Symmetric Positive Definite (SPD) matrices. By conducting the classification of static facial expressions using Support Vector Machine (SVM) with a valid Gaussian kernel on the SPD manifold, we show that deep covariance descriptors are more effective than the standard classification with fully connected layers and softmax. Besides, we propose a completely new and original solution to model the temporal dynamic of facial expressions as deep trajectories on the SPD manifold. As an extension of the classification pipeline of covariance descriptors, we apply SVM with valid positive definite kernels derived from global alignment for deep covariance trajectories classification. By performing extensive experiments on the Oulu-CASIA, CK+, and SFEW datasets, we show that both the proposed static and dynamic approaches achieve state-of-the-art performance for facial expression recognition outperforming many recent approaches.Comment: A preliminary version of this work appeared in "Otberdout N, Kacem A, Daoudi M, Ballihi L, Berretti S. Deep Covariance Descriptors for Facial Expression Recognition, in British Machine Vision Conference 2018, BMVC 2018, Northumbria University, Newcastle, UK, September 3-6, 2018. ; 2018 :159." arXiv admin note: substantial text overlap with arXiv:1805.0386

    Dynamic Facial Expression Generation on Hilbert Hypersphere with Conditional Wasserstein Generative Adversarial Nets

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    In this work, we propose a novel approach for generating videos of the six basic facial expressions given a neutral face image. We propose to exploit the face geometry by modeling the facial landmarks motion as curves encoded as points on a hypersphere. By proposing a conditional version of manifold-valued Wasserstein generative adversarial network (GAN) for motion generation on the hypersphere, we learn the distribution of facial expression dynamics of different classes, from which we synthesize new facial expression motions. The resulting motions can be transformed to sequences of landmarks and then to images sequences by editing the texture information using another conditional Generative Adversarial Network. To the best of our knowledge, this is the first work that explores manifold-valued representations with GAN to address the problem of dynamic facial expression generation. We evaluate our proposed approach both quantitatively and qualitatively on two public datasets; Oulu-CASIA and MUG Facial Expression. Our experimental results demonstrate the effectiveness of our approach in generating realistic videos with continuous motion, realistic appearance and identity preservation. We also show the efficiency of our framework for dynamic facial expressions generation, dynamic facial expression transfer and data augmentation for training improved emotion recognition models

    Learning Landmarks Motion from Speech for Speaker-Agnostic 3D Talking Heads Generation

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    This paper presents a novel approach for generating 3D talking heads from raw audio inputs. Our method grounds on the idea that speech related movements can be comprehensively and efficiently described by the motion of a few control points located on the movable parts of the face, i.e., landmarks. The underlying musculoskeletal structure then allows us to learn how their motion influences the geometrical deformations of the whole face. The proposed method employs two distinct models to this aim: the first one learns to generate the motion of a sparse set of landmarks from the given audio. The second model expands such landmarks motion to a dense motion field, which is utilized to animate a given 3D mesh in neutral state. Additionally, we introduce a novel loss function, named Cosine Loss, which minimizes the angle between the generated motion vectors and the ground truth ones. Using landmarks in 3D talking head generation offers various advantages such as consistency, reliability, and obviating the need for manual-annotation. Our approach is designed to be identity-agnostic, enabling high-quality facial animations for any users without additional data or training

    Monocular 3D Body Shape Reconstruction under Clothing

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    Estimating the 3D shape of objects from monocular images is a well-established and challenging task in the computer vision field. Further challenges arise when highly deformable objects, such as human faces or bodies, are considered. In this work, we address the problem of estimating the 3D shape of a human body from single images. In particular, we provide a solution to the problem of estimating the shape of the body when the subject is wearing clothes. This is a highly challenging scenario as loose clothes might hide the underlying body shape to a large extent. To this aim, we make use of a parametric 3D body model, the SMPL, whose parameters describe the body pose and shape of the body. Our main intuition is that the shape parameters associated with an individual should not change whether the subject is wearing clothes or not. To improve the shape estimation under clothing, we train a deep convolutional network to regress the shape parameters from a single image of a person. To increase the robustness to clothing, we build our training dataset by associating the shape parameters of a “minimally clothed” person to other samples of the same person wearing looser clothes. Experimental validation shows that our approach can more accurately estimate body shape parameters with respect to state-of-the-art approaches, even in the case of loose clothes

    4DSR-GCN: 4D Video Point Cloud Upsampling using Graph Convolutional Networks

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    Time varying sequences of 3D point clouds, or 4D point clouds, are now being acquired at an increasing pace in several applications (e.g., LiDAR in autonomous or assisted driving). In many cases, such volume of data is transmitted, thus requiring that proper compression tools are applied to either reduce the resolution or the bandwidth. In this paper, we propose a new solution for upscaling and restoration of time-varying 3D video point clouds after they have been heavily compressed. In consideration of recent growing relevance of 3D applications, %We focused on a model allowing user-side upscaling and artifact removal for 3D video point clouds, a real-time stream of which would require . Our model consists of a specifically designed Graph Convolutional Network (GCN) that combines Dynamic Edge Convolution and Graph Attention Networks for feature aggregation in a Generative Adversarial setting. By taking inspiration PointNet++, We present a different way to sample dense point clouds with the intent to make these modules work in synergy to provide each node enough features about its neighbourhood in order to later on generate new vertices. Compared to other solutions in the literature that address the same task, our proposed model is capable of obtaining comparable results in terms of quality of the reconstruction, while using a substantially lower number of parameters (about 300KB), making our solution deployable in edge computing devices such as LiDAR
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