231 research outputs found

    PD2T: Person-specific Detection, Deformable Tracking

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    Face detection/alignment has reached a satisfactory state in static images captured under arbitrary conditions. Such methods typically perform (joint) fitting independently for each frame and are used in commercial applications; however in the majority of the real-world scenarios the dynamic scenes are of interest. Hence, we argue that generic fitting per frame is suboptimal (it discards the informative correlation of sequential frames) and propose to learn person-specific statistics from the video to improve the generic results. To that end, we introduce a meticulously studied pipeline, which we name PD\textsuperscript{2}T, that performs person-specific detection and landmark localisation. We carry out extensive experimentation with a diverse set of i) generic fitting results, ii) different objects (human faces, animal faces) that illustrate the powerful properties of our proposed pipeline and experimentally verify that PD\textsuperscript{2}T outperforms all the compared methods

    A Comprehensive Performance Evaluation of Deformable Face Tracking "In-the-Wild"

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    Recently, technologies such as face detection, facial landmark localisation and face recognition and verification have matured enough to provide effective and efficient solutions for imagery captured under arbitrary conditions (referred to as "in-the-wild"). This is partially attributed to the fact that comprehensive "in-the-wild" benchmarks have been developed for face detection, landmark localisation and recognition/verification. A very important technology that has not been thoroughly evaluated yet is deformable face tracking "in-the-wild". Until now, the performance has mainly been assessed qualitatively by visually assessing the result of a deformable face tracking technology on short videos. In this paper, we perform the first, to the best of our knowledge, thorough evaluation of state-of-the-art deformable face tracking pipelines using the recently introduced 300VW benchmark. We evaluate many different architectures focusing mainly on the task of on-line deformable face tracking. In particular, we compare the following general strategies: (a) generic face detection plus generic facial landmark localisation, (b) generic model free tracking plus generic facial landmark localisation, as well as (c) hybrid approaches using state-of-the-art face detection, model free tracking and facial landmark localisation technologies. Our evaluation reveals future avenues for further research on the topic.Comment: E. Antonakos and P. Snape contributed equally and have joint second authorshi

    El mercado de madera en rollo en Grecia: una aproximación empírica

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    The present study aims to determine the factors affecting the producer price of the industrial round wood. The factors examined as determinants of the producer price are the volume of domestic production, imports and exports of the industrial round wood in Greece. As a proxy for the producer price, the round wood of long length (> 2m) price is employed. For the achievement of the aforementioned objective, Johansen cointegration technique was implemented. The results confirmed the existence of a sole long-run relationship between the variables studied while the estimation of the vector error correction model indicated a statistically significant speed in the long-term equilibrium. The implementation of the Granger causality test has shown that the producer’s price is affected by the imported volume while the domestic production is determined by the volume of exports. Finally, the producer prices are determined by the exports and the imports of the Greek wood sector and vice versa. All the aforementioned results are consistent with the classic supply-demand economic theory.Este manuscrito tiene la intención de determinar los factores que afectan el precio de producción de la madera en rollo industrial. Como proxy para el precio de producción, se utiliza el precio de la madera en rollo de gran longitud (> 2 m). Los factores examinados como determinantes del precio de producción son el volumen del producción de las importaciones y el volumen de las exportaciones de la madera en rollo industrial en el sector griego. La aplicación de cointegración de Johansen ha indicado una relación de largo tiempo única entre las variables estudiadas. Además, la aplicación del VECM ha demostrado una velocidad importante en el equilibrio a largo plazo, mientras que la prueba de causalidad de Granger ha puesto de manifiesto que el precio del productor se encuentra fuertemente afectada por el volumen importado, mientras que la producción nacional se determina por el volumen de las exportaciones. Por último, se determinan los precios de producción, así como las exportaciones y las importaciones del sector griego de la madera. Todos estos resultados son compatibles con la teoría clásica de la oferta y la demanda

    Automatically estimating emotion in music with deep long-short term memory recurrent neural networks

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    In this paper we describe our approach for the MediaEval's "Emotion in Music" task. Our method consists of deep Long-Short Term Memory Recurrent Neural Networks (LSTM-RNN) for dynamic Arousal and Valence regression, using acoustic and psychoacoustic features extracted from the songs that have been previously proven as effective for emotion prediction in music. Results on the challenge test demonstrate an excellent performance for Arousal estimation (r = 0.613 ± 0.278), but not for Valence (r = 0.026 ± 0.500). Issues regarding the quality of the test set annotations' reliability and distributions are indicated as plausible justifications for these results. By using a subset of the development set that was left out for performance estimation, we could determine that the performance of our approach may be underestimated for Valence (Arousal: r = 0.596 ± 0.386; Valence: r = 0.458 ± 0.551)

    Motion deblurring of faces

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    Face analysis is a core part of computer vision, in which remarkable progress has been observed in the past decades. Current methods achieve recognition and tracking with invariance to fundamental modes of variation such as illumination, 3D pose, expressions. Notwithstanding, a much less standing mode of variation is motion deblurring, which however presents substantial challenges in face analysis. Recent approaches either make oversimplifying assumptions, e.g. in cases of joint optimization with other tasks, or fail to preserve the highly structured shape/identity information. Therefore, we propose a data-driven method that encourages identity preservation. The proposed model includes two parallel streams (sub-networks): the first deblurs the image, the second implicitly extracts and projects the identity of both the sharp and the blurred image in similar subspaces. We devise a method for creating realistic motion blur by averaging a variable number of frames to train our model. The averaged images originate from a 2MF2 dataset with 10 million facial frames, which we introduce for the task. Considering deblurring as an intermediate step, we utilize the deblurred outputs to conduct a thorough experimentation on high-level face analysis tasks, i.e. landmark localization and face verification. The experimental evaluation demonstrates the superiority of our method

    Facial affect "in the wild": a survey and a new database

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    Well-established databases and benchmarks have been developed in the past 20 years for automatic facial behaviour analysis. Nevertheless, for some important problems regarding analysis of facial behaviour, such as (a) estimation of affect in a continuous dimensional space (e.g., valence and arousal) in videos displaying spontaneous facial behaviour and (b) detection of the activated facial muscles (i.e., facial action unit detection), to the best of our knowledge, well-established in-the-wild databases and benchmarks do not exist. That is, the majority of the publicly available corpora for the above tasks contain samples that have been captured in controlled recording conditions and/or captured under a very specific milieu. Arguably, in order to make further progress in automatic understanding of facial behaviour, datasets that have been captured in in the-wild and in various milieus have to be developed. In this paper, we survey the progress that has been recently made on understanding facial behaviour in-the-wild, the datasets that have been developed so far and the methodologies that have been developed, paying particular attention to deep learning techniques for the task. Finally, we make a significant step further and propose a new comprehensive benchmark for training methodologies, as well as assessing the performance of facial affect/behaviour analysis/ understanding in-the-wild. To the best of our knowledge, this is the first time that such a benchmark for valence and arousal "in-the-wild" is presente

    Recognition of affect in the wild using deep neural networks

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    In this paper we utilize the first large-scale "in-the-wild" (Aff-Wild) database, which is annotated in terms of the valence-arousal dimensions, to train and test an end-to-end deep neural architecture for the estimation of continuous emotion dimensions based on visual cues. The proposed architecture is based on jointly training convolutional (CNN) and recurrent neural network (RNN) layers, thus exploiting both the invariant properties of convolutional features, while also modelling temporal dynamics that arise in human behaviour via the recurrent layers. Various pre-trained networks are used as starting structures which are subsequently appropriately fine-tuned to the Aff-Wild database. Obtained results show premise for the utilization of deep architectures for the visual analysis of human behaviour in terms of continuous emotion dimensions and analysis of different types of affect

    3D face morphable models "In-The-Wild"

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    3D Morphable Models (3DMMs) are powerful statistical models of 3D facial shape and texture, and among the state-of-the-art methods for reconstructing facial shape from single images. With the advent of new 3D sensors, many 3D facial datasets have been collected containing both neutral as well as expressive faces. However, all datasets are captured under controlled conditions. Thus, even though powerful 3D facial shape models can be learnt from such data, it is difficult to build statistical texture models that are sufficient to reconstruct faces captured in unconstrained conditions (in-the-wild). In this paper, we propose the first, to the best of our knowledge, in-the-wild 3DMM by combining a powerful statistical model of facial shape, which describes both identity and expression, with an in-the-wild texture model. We show that the employment of such an in-the-wild texture model greatly simplifies the fitting procedure, because there is no need to optimise with regards to the illumination parameters. Furthermore, we propose a new fast algorithm for fitting the 3DMM in arbitrary images. Finally, we have captured the first 3D facial database with relatively unconstrained conditions and report quantitative evaluations with state-of-the-art performance. Complementary qualitative reconstruction results are demonstrated on standard in-the-wild facial databases
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