293 research outputs found

    Synthesizing Normalized Faces from Facial Identity Features

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    We present a method for synthesizing a frontal, neutral-expression image of a person's face given an input face photograph. This is achieved by learning to generate facial landmarks and textures from features extracted from a facial-recognition network. Unlike previous approaches, our encoding feature vector is largely invariant to lighting, pose, and facial expression. Exploiting this invariance, we train our decoder network using only frontal, neutral-expression photographs. Since these photographs are well aligned, we can decompose them into a sparse set of landmark points and aligned texture maps. The decoder then predicts landmarks and textures independently and combines them using a differentiable image warping operation. The resulting images can be used for a number of applications, such as analyzing facial attributes, exposure and white balance adjustment, or creating a 3-D avatar

    Unsupervised Training for 3D Morphable Model Regression

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    We present a method for training a regression network from image pixels to 3D morphable model coordinates using only unlabeled photographs. The training loss is based on features from a facial recognition network, computed on-the-fly by rendering the predicted faces with a differentiable renderer. To make training from features feasible and avoid network fooling effects, we introduce three objectives: a batch distribution loss that encourages the output distribution to match the distribution of the morphable model, a loopback loss that ensures the network can correctly reinterpret its own output, and a multi-view identity loss that compares the features of the predicted 3D face and the input photograph from multiple viewing angles. We train a regression network using these objectives, a set of unlabeled photographs, and the morphable model itself, and demonstrate state-of-the-art results.Comment: CVPR 2018 version with supplemental material (http://openaccess.thecvf.com/content_cvpr_2018/html/Genova_Unsupervised_Training_for_CVPR_2018_paper.html

    Mechanical characterisation and strain rate sensitivity of rubber shockpad in 3G artificial turf

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    Artificial turf systems are increasingly prolific, and are typically comprised of multi-components. Their responses to interactions with users and equipment can be relatively complex under different loading conditions as they tend to be polymeric and elastomeric and hence can exhibit non-linear and strain rate dependent behaviour. To further study and better understand the behaviour of these systems, the development of a numerical model to accurately predict individual layers' behaviour as well as the overall system's response under different loading conditions is necessary. Such a model can be used to better optimise surface design such as material choices and layer thickness, also possibly reducing construction costs. The purpose of this study was to model the mechanical behaviour of the rubber shockpad layer used in 3G artificial turfs using finite element (FE) analyses. Shockpad layers in artificial turf play a vital role in the shock absorption and ball interactions, and affect user safety. The rubber shockpad used in this study was an elastic prefabricated mat comprised of recycled rubber shreds approximately 2 to 8 mm in size bonded with polyurethane. A series of 3D finite element dynamic analyses were carried out using ABAQUS applying compressive cyclic loading to simulate the shockpad behaviour under different loading frequencies. The frequencies were based on biomechanical data for an athlete walking, running and sprinting. Arruda-Boyce hyperelastic constitutive model was employed to best describe the stress-strain response of the rubber shockpad under compressive loading. A series of uniaxial compression tests were conducted and the results were employed to characterise the mechanical behaviour of the material. The best Arruda-Boyce's coefficients, for different strain rates were obtained using initial estimation (IEM) method and trial-and-error approach. The FE results showed the best-fit hyperelastic material model which can describe and predict the material behaviour under various strain rates. Finally, using finite element results a series of models were proposed to accurately predict the stress-strain behaviour of the material in different loading frequencies relevant to athlete

    Mechanical characterization and numerical modelling of rubber shockpads in 3G artificial turf

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    Third generation (3G) artificial turf systems use in sporting applications is increasingly prolific. These multi-component systems are comprised of a range of polymeric and elastomeric materials that exhibit non-linear and strain rate dependent behaviours under the complex loads applied from players and equipment. To further study and better understand the behaviours of these systems, the development of a numerical model to accurately predict individual layers’ behaviour as well as the overall system response under different loading conditions is necessary. The purpose of this study was to characterise and model the mechanical behaviour of a rubber shockpad found in 3G artificial surfaces for vertical shock absorption using finite element analysis. A series of uniaxial compression tests were performed to characterise the mechanical behaviour of the shockpad. Compression loading was performed at 0.9 Hz to match human walking speeds. A Microfoam material model was selected from the PolyUMod library and optimised using MCalibration software before being imported into ABAQUS for analysis. A finite element model was created for the shockpad using ABAQUS and a compressive load applied to match that of the experimental data. Friction coefficients were altered to view the effect on the loading response. The accuracy of the model was compared using a series of comparative measures including the energy loss and root mean square error

    Mechanical characterisation and modelling of elastomeric shockpads

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    Third generation artificial turf systems are comprised of a range of polymeric and elastomeric materials that exhibit non-linear and strain rate dependent behaviours under the complex loads applied from players and equipment. An elastomeric shockpad is often included beneath the carpet layer to aid in the absorption of impact forces. The purpose of this study was to characterise the behaviour of two elastomeric shockpads and find a suitable material model to represent them in finite element simulations. To characterise the behaviour of the shockpads an Advanced Artificial Athlete test device was used to gather stress-strain data from different drop heights (15, 35 and 55 mm). The experimental results from both shockpads showed a hyperelastic material response with viscoelasticity. Microfoam material models were found to describe the material behaviour of the shockpads and were calibrated using the 55 mm drop height experimental data. The material model for each shockpad was verified through finite element simulations of the Advanced Artificial Athlete impact from different drop heights (35 and 15 mm). Finite element model accuracy was assessed through the comparison of a series of key variables including shock absorption, energy restitution, vertical deformation and contact time. Both shockpad models produced results with a mean error of less than 10% compared to experimental data

    SCOOP: Self-Supervised Correspondence and Optimization-Based Scene Flow

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    Scene flow estimation is a long-standing problem in computer vision, where the goal is to find the 3D motion of a scene from its consecutive observations. Recently, there have been efforts to compute the scene flow from 3D point clouds. A common approach is to train a regression model that consumes source and target point clouds and outputs the per-point translation vectors. An alternative is to learn point matches between the point clouds concurrently with regressing a refinement of the initial correspondence flow. In both cases, the learning task is very challenging since the flow regression is done in the free 3D space, and a typical solution is to resort to a large annotated synthetic dataset. We introduce SCOOP, a new method for scene flow estimation that can be learned on a small amount of data without employing ground-truth flow supervision. In contrast to previous work, we train a pure correspondence model focused on learning point feature representation and initialize the flow as the difference between a source point and its softly corresponding target point. Then, in the run-time phase, we directly optimize a flow refinement component with a self-supervised objective, which leads to a coherent and accurate flow field between the point clouds. Experiments on widespread datasets demonstrate the performance gains achieved by our method compared to existing leading techniques while using a fraction of the training data. Our code is publicly available at https://github.com/itailang/SCOOP

    DynIBaR: Neural Dynamic Image-Based Rendering

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    We address the problem of synthesizing novel views from a monocular video depicting a complex dynamic scene. State-of-the-art methods based on temporally varying Neural Radiance Fields (aka dynamic NeRFs) have shown impressive results on this task. However, for long videos with complex object motions and uncontrolled camera trajectories, these methods can produce blurry or inaccurate renderings, hampering their use in real-world applications. Instead of encoding the entire dynamic scene within the weights of an MLP, we present a new approach that addresses these limitations by adopting a volumetric image-based rendering framework that synthesizes new viewpoints by aggregating features from nearby views in a scene-motion-aware manner. Our system retains the advantages of prior methods in its ability to model complex scenes and view-dependent effects, but also enables synthesizing photo-realistic novel views from long videos featuring complex scene dynamics with unconstrained camera trajectories. We demonstrate significant improvements over state-of-the-art methods on dynamic scene datasets, and also apply our approach to in-the-wild videos with challenging camera and object motion, where prior methods fail to produce high-quality renderings. Our project webpage is at dynibar.github.io.Comment: Project page: dynibar.github.i
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