221 research outputs found

    Automatic 3D facial model and texture reconstruction from range scans

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    This paper presents a fully automatic approach to fitting a generic facial model to detailed range scans of human faces to reconstruct 3D facial models and textures with no manual intervention (such as specifying landmarks). A Scaling Iterative Closest Points (SICP) algorithm is introduced to compute the optimal rigid registrations between the generic model and the range scans with different sizes. And then a new template-fitting method, formulated in an optmization framework of minimizing the physically based elastic energy derived from thin shells, faithfully reconstructs the surfaces and the textures from the range scans and yields dense point correspondences across the reconstructed facial models. Finally, we demonstrate a facial expression transfer method to clone facial expressions from the generic model onto the reconstructed facial models by using the deformation transfer technique

    A survey of partial differential equations in geometric design

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    YesComputer aided geometric design is an area where the improvement of surface generation techniques is an everlasting demand since faster and more accurate geometric models are required. Traditional methods for generating surfaces were initially mainly based upon interpolation algorithms. Recently, partial differential equations (PDE) were introduced as a valuable tool for geometric modelling since they offer a number of features from which these areas can benefit. This work summarises the uses given to PDE surfaces as a surface generation technique togethe

    Cyclic animation using Partial differential Equations

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    YesThis work presents an efficient and fast method for achieving cyclic animation using Partial Differential Equations (PDEs). The boundary-value nature associ- ated with elliptic PDEs offers a fast analytic solution technique for setting up a framework for this type of animation. The surface of a given character is thus cre- ated from a set of pre-determined curves, which are used as boundary conditions so that a number of PDEs can be solved. Two different approaches to cyclic ani- mation are presented here. The first consists of using attaching the set of curves to a skeletal system hold- ing the animation for cyclic motions linked to a set mathematical expressions, the second one exploits the spine associated with the analytic solution of the PDE as a driving mechanism to achieve cyclic animation, which is also manipulated mathematically. The first of these approaches is implemented within a framework related to cyclic motions inherent to human-like char- acters, whereas the spine-based approach is focused on modelling the undulatory movement observed in fish when swimming. The proposed method is fast and ac- curate. Additionally, the animation can be either used in the PDE-based surface representation of the model or transferred to the original mesh model by means of a point to point map. Thus, the user is offered with the choice of using either of these two animation repre- sentations of the same object, the selection depends on the computing resources such as storage and memory capacity associated with each particular application

    Levelset and B-spline deformable model techniques for image segmentation: a pragmatic comparative study

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    International audienceDeformable contours are now widely used in image segmentation, using different models, criteria and numerical schemes. Some theoretical comparisons between some deformable model methods have already been published. Yet, very few experimental comparative studies on real data have been reported. In this paper,we compare a levelset with a B-spline based deformable model approach in order to understand the mechanisms involved in these widely used methods and to compare both evolution and results on various kinds of image segmentation problems. In general, both methods yield similar results. However, specific differences appear when considering particular problems

    Recognising facial expressions in video sequences

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    We introduce a system that processes a sequence of images of a front-facing human face and recognises a set of facial expressions. We use an efficient appearance-based face tracker to locate the face in the image sequence and estimate the deformation of its non-rigid components. The tracker works in real-time. It is robust to strong illumination changes and factors out changes in appearance caused by illumination from changes due to face deformation. We adopt a model-based approach for facial expression recognition. In our model, an image of a face is represented by a point in a deformation space. The variability of the classes of images associated to facial expressions are represented by a set of samples which model a low-dimensional manifold in the space of deformations. We introduce a probabilistic procedure based on a nearest-neighbour approach to combine the information provided by the incoming image sequence with the prior information stored in the expression manifold in order to compute a posterior probability associated to a facial expression. In the experiments conducted we show that this system is able to work in an unconstrained environment with strong changes in illumination and face location. It achieves an 89\% recognition rate in a set of 333 sequences from the Cohn-Kanade data base

    Edge Detection by Adaptive Splitting II. The Three-Dimensional Case

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    In Llanas and Lantarón, J. Sci. Comput. 46, 485–518 (2011) we proposed an algorithm (EDAS-d) to approximate the jump discontinuity set of functions defined on subsets of ℝ d . This procedure is based on adaptive splitting of the domain of the function guided by the value of an average integral. The above study was limited to the 1D and 2D versions of the algorithm. In this paper we address the three-dimensional problem. We prove an integral inequality (in the case d=3) which constitutes the basis of EDAS-3. We have performed detailed computational experiments demonstrating effective edge detection in 3D function models with different interface topologies. EDAS-1 and EDAS-2 appealing properties are extensible to the 3D cas

    Integrating Peridynamics with Material Point Method for Elastoplastic Material Modeling

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    © Springer Nature Switzerland AG 2019. We present a novel integral-based Material Point Method (MPM) using state based peridynamics structure for modeling elastoplastic material and fracture animation. Previous partial derivative based MPM studies face challenges of underlying instability issues of particle distribution and the complexity of modeling discontinuities. To alleviate these problems, we integrate the strain metric in the basic elastic constitutive model by using material point truss structure, which outweighs differential-based methods in both accuracy and stability. To model plasticity, we incorporate our constitutive model with deviatoric flow theory and a simple yield function. It is straightforward to handle the problem of cracking in our hybrid framework. Our method adopts two time integration ways to update crack interface and fracture inner parts, which overcome the unnecessary grid duplication. Our work can create a wide range of material phenomenon including elasticity, plasticity, and fracture. Our framework provides an attractive method for producing elastoplastic materials and fracture with visual realism and high stability
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