123 research outputs found

    Ambidextrous Lockeanism

    Get PDF

    3D Face Tracking and Texture Fusion in the Wild

    Full text link
    We present a fully automatic approach to real-time 3D face reconstruction from monocular in-the-wild videos. With the use of a cascaded-regressor based face tracking and a 3D Morphable Face Model shape fitting, we obtain a semi-dense 3D face shape. We further use the texture information from multiple frames to build a holistic 3D face representation from the video frames. Our system is able to capture facial expressions and does not require any person-specific training. We demonstrate the robustness of our approach on the challenging 300 Videos in the Wild (300-VW) dataset. Our real-time fitting framework is available as an open source library at http://4dface.org

    Fitting 3D Morphable Models using Local Features

    Get PDF
    In this paper, we propose a novel fitting method that uses local image features to fit a 3D Morphable Model to 2D images. To overcome the obstacle of optimising a cost function that contains a non-differentiable feature extraction operator, we use a learning-based cascaded regression method that learns the gradient direction from data. The method allows to simultaneously solve for shape and pose parameters. Our method is thoroughly evaluated on Morphable Model generated data and first results on real data are presented. Compared to traditional fitting methods, which use simple raw features like pixel colour or edge maps, local features have been shown to be much more robust against variations in imaging conditions. Our approach is unique in that we are the first to use local features to fit a Morphable Model. Because of the speed of our method, it is applicable for realtime applications. Our cascaded regression framework is available as an open source library (https://github.com/patrikhuber).Comment: Submitted to ICIP 2015; 4 pages, 4 figure

    Introduction

    Get PDF

    Mosaics from arbitrary stereo video sequences

    Get PDF
    lthough mosaics are well established as a compact and non-redundant representation of image sequences, their application still suffers from restrictions of the camera motion or has to deal with parallax errors. We present an approach that allows construction of mosaics from arbitrary motion of a head-mounted camera pair. As there are no parallax errors when creating mosaics from planar objects, our approach first decomposes the scene into planar sub-scenes from stereo vision and creates a mosaic for each plane individually. The power of the presented mosaicing technique is evaluated in an office scenario, including the analysis of the parallax error

    When Face Recognition Meets with Deep Learning: an Evaluation of Convolutional Neural Networks for Face Recognition

    Get PDF
    Deep learning, in particular Convolutional Neural Network (CNN), has achieved promising results in face recognition recently. However, it remains an open question: why CNNs work well and how to design a 'good' architecture. The existing works tend to focus on reporting CNN architectures that work well for face recognition rather than investigate the reason. In this work, we conduct an extensive evaluation of CNN-based face recognition systems (CNN-FRS) on a common ground to make our work easily reproducible. Specifically, we use public database LFW (Labeled Faces in the Wild) to train CNNs, unlike most existing CNNs trained on private databases. We propose three CNN architectures which are the first reported architectures trained using LFW data. This paper quantitatively compares the architectures of CNNs and evaluate the effect of different implementation choices. We identify several useful properties of CNN-FRS. For instance, the dimensionality of the learned features can be significantly reduced without adverse effect on face recognition accuracy. In addition, traditional metric learning method exploiting CNN-learned features is evaluated. Experiments show two crucial factors to good CNN-FRS performance are the fusion of multiple CNNs and metric learning. To make our work reproducible, source code and models will be made publicly available.Comment: 7 pages, 4 figures, 7 table

    Automatic annotation of tennis games: An integration of audio, vision, and learning

    Get PDF
    Fully automatic annotation of tennis game using broadcast video is a task with a great potential but with enormous challenges. In this paper we describe our approach to this task, which integrates computer vision, machine listening, and machine learning. At the low level processing, we improve upon our previously proposed state-of-the-art tennis ball tracking algorithm and employ audio signal processing techniques to detect key events and construct features for classifying the events. At high level analysis, we model event classification as a sequence labelling problem, and investigate four machine learning techniques using simulated event sequences. Finally, we evaluate our proposed approach on three real world tennis games, and discuss the interplay between audio, vision and learning. To the best of our knowledge, our system is the only one that can annotate tennis game at such a detailed level

    A novel Markov logic rule induction strategy for characterizing sports video footage

    Get PDF
    The grounding of high-level semantic concepts is a key requirement of video annotation systems. Rule induction can thus constitute an invaluable intermediate step in characterizing protocol-governed domains, such as broadcast sports footage. We here set out a novel “clause grammar template” approach to the problem of rule-induction in video footage of court games that employs a second-order meta grammar for Markov Logic Network construction. The aim is to build an adaptive system for sports video annotation capable, in principle, both of learning ab initio and also adaptively transferring learning between distinct rule domains. The method is tested with respect to both a simulated game predicate generator and also real data derived from tennis footage via computer-vision based approaches including HOG3D based player-action classification, Hough-transform based court detection, and graph-theoretic ball-tracking. Experiments demonstrate that the method exhibits both error resilience and learning transfer in the court domain context. Moreover the clause template approach naturally generalizes to any suitably-constrained, protocol-governed video domain characterized by feature noise or detector error
    corecore