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90
A Morphable Model For The Synthesis Of 3D Faces
, 1999
"... In this paper, a new technique for modeling textured 3D faces is introduced. 3D faces can either be generated automatically from one or more photographs, or modeled directly through an intuitive user interface. Users are assisted in two key problems of computer aided face modeling. First, new face i ..."
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Cited by 586 (30 self)
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In this paper, a new technique for modeling textured 3D faces is introduced. 3D faces can either be generated automatically from one or more photographs, or modeled directly through an intuitive user interface. Users are assisted in two key problems of computer aided face modeling. First, new face images or new 3D face models can be registered automatically by computing dense one-to-one correspondence to an internal face model. Second, the approach regulates the naturalness of modeled faces avoiding faces with an "unlikely" appearance. Starting from
Articulated Body Deformation from Range Scan Data
, 2002
"... This paper presents an example-based method for calculating skeleton-driven body deformations. Our example data consists of range scans of a human body in a variety of poses. Using markers captured during range scanning, we construct a kinematic skeleton and identify the pose of each scan. We then c ..."
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Cited by 113 (6 self)
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This paper presents an example-based method for calculating skeleton-driven body deformations. Our example data consists of range scans of a human body in a variety of poses. Using markers captured during range scanning, we construct a kinematic skeleton and identify the pose of each scan. We then construct a mutually consistent parameterization of all the scans using a posable subdivision surface template. The detail deformations are represented as displacements from this surface, and holes are filled smoothly within the displacement maps. Finally, we combine the range scans using k-nearest neighbor interpolation in pose space. We demonstrate results for a human upper body with controllable pose, kinematics, and underlying surface shape.
Trainable Videorealistic Speech Animation
- PROCEEDINGS OF SIGGRAPH 2002, SAN ANTONIO TEXAS
, 2002
"... We describe how to create with machine learning techniques a generative, videorealistic, speech animation module. A human subject is first recorded using a videocamera as he/she utters a predetermined speech corpus. After processing the corpus automatically, a visual speech module is learned from th ..."
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Cited by 110 (5 self)
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We describe how to create with machine learning techniques a generative, videorealistic, speech animation module. A human subject is first recorded using a videocamera as he/she utters a predetermined speech corpus. After processing the corpus automatically, a visual speech module is learned from the data that is capable of synthesizing the human subject's mouth uttering entirely novel utterances that were not recorded in the original video. The synthesized utterance is re-composited onto a background sequence which contains natural head and eye movement. The final output is videorealistic in the sense that it looks like a video camera recording of the subject. At run time, the input to the system can be either real audio sequences or synthetic audio produced by a text-to-speech system, as long as they have been phonetically aligned. The two key
Tracking and Modeling Non-Rigid Objects with Rank Constraints
, 2001
"... This paper presents a novel solution for flow-based tracking and 3D reconstruction of deforming objects in monocular image sequences. A non-rigid 3D object undergoing rotation and deformation can be effectively approximated using a linear combination of 3D basis shapes. This puts a bound on the rank ..."
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Cited by 104 (6 self)
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This paper presents a novel solution for flow-based tracking and 3D reconstruction of deforming objects in monocular image sequences. A non-rigid 3D object undergoing rotation and deformation can be effectively approximated using a linear combination of 3D basis shapes. This puts a bound on the rank of the tracking matrix. The rank constraint is used to achieve robust and precise low-level optical flow estimation without prior knowledge of the 3D shape of the object. The bound on the rank is also exploited to handle occlusion at the tracking level leading to the possibility of recovering the complete trajectories of occluded/disoccluded points. Following the same lowrank principle, the resulting flow matrix can be factored to get the 3D pose, configuration coefficients, and 3D basis shapes. The flow matrix is factored in an iterative manner, looping between solving for pose, configuration, and basis shapes. The flow-based tracking is applied to several video sequences and provides the input to the 3D non-rigid reconstruction task. Additional results on synthetic data and comparisons to ground truth complete the experiments.
Spacetime faces: High resolution capture for modeling and animation
- IN ACM TRANSACTIONS ON GRAPHICS (PROC. OF ACM SIGGRAPH)
, 2004
"... We present an end-to-end system that goes from video sequences to high resolution, editable, dynamically controllable face models. The capture system employs synchronized video cameras and structured light projectors to record videos of a moving face from multiple viewpoints. A novel spacetime stere ..."
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Cited by 95 (7 self)
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We present an end-to-end system that goes from video sequences to high resolution, editable, dynamically controllable face models. The capture system employs synchronized video cameras and structured light projectors to record videos of a moving face from multiple viewpoints. A novel spacetime stereo algorithm is introduced to compute depth maps accurately and overcome over-fitting deficiencies in prior work. A new template fitting and tracking procedure fills in missing data and yields point correspondence across the entire sequence without using markers. We demonstrate a datadriven, interactive method for inverse kinematics that draws on the large set of fitted templates and allows for posing new expressions by dragging surface points directly. Finally, we describe new tools that model the dynamics in the input sequence to enable new animations, created via key-framing or texture-synthesis techniques.
Optical flow constraints on deformable models with applications to face tracking
- International Journal of Computer Vision
, 2000
"... Optical flow provides a constraint on the motion of a deformable model. We derive and solve a dynamic system incorporating flow as a hard constraint, producing a model-based least-squares optical flow solution. Our solution also ensures the constraint remains satisfied when combined with edge inform ..."
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Cited by 89 (9 self)
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Optical flow provides a constraint on the motion of a deformable model. We derive and solve a dynamic system incorporating flow as a hard constraint, producing a model-based least-squares optical flow solution. Our solution also ensures the constraint remains satisfied when combined with edge information, which helps combat tracking error accumulation. Constraint enforcement can be relaxed using a Kalman filter, which permits controlled constraint violations based on the noise present in the optical flow information, and enables optical flow and edge information to be combined more robustly and efficiently. We apply this framework to the estimation of face shape and motion using a 3D deformable face model. This model uses a small number of parameters to describe a rich variety of face shapes and facial expressions. We present experiments in extracting the shape and motion of a face from image sequences which validate the accuracy of the method. They also demonstrate that our treatment of optical flow as a hard constraint, as well as our use of a Kalman filter to reconcile these constraints with the uncertainty in the optical flow, are vital for improving the performance of our system. 1
Multi-View Scene Capture by Surfel Sampling: From Video Streams to Non-Rigid 3D Motion, Shape Reflectance
, 2001
"... In this paper we study the problem of recovering the 3D shape, reflectance, and non-rigid motion of a dynamic 3D scene. Because these properties are completely unknown, our approach uses multiple views to build a piecewisecontinuous geometric and radiometric representation of the scene's trace in sp ..."
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Cited by 66 (0 self)
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In this paper we study the problem of recovering the 3D shape, reflectance, and non-rigid motion of a dynamic 3D scene. Because these properties are completely unknown, our approach uses multiple views to build a piecewisecontinuous geometric and radiometric representation of the scene's trace in space-time. Basic primitive of this representation is the dynamic surfel, which (1) encodes the instantaneous local shape, reflectance, and motion of a small region in the scene, and (2) enables accurate prediction of the region's dynamic appearance under known illumination conditions. We show that complete surfel-based reconstructions can be created by repeatedly applying an algorithm called Surfel Sampling that combines sampling and parameter estimation to fit a single surfel to a small, bounded region of space-time. Experimental results with the Phong reflectance model and complex real scenes (clothing, skin, shiny objects) illustrate our method's ability to explain pixels and pixel variations in terms of their physical causes--- shape, reflectance, motion, illumination, and visibility.
Resynthesizing Facial Animation through 3D Model-Based Tracking
, 1999
"... Given video footage of a person's face, we present new techniques to automatically recover the face position and the facial expression from each frame in the video sequence. A 3D face model is fitted to each frame using a continuous optimization technique. Our model is based on a set of 3D face mode ..."
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Cited by 62 (4 self)
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Given video footage of a person's face, we present new techniques to automatically recover the face position and the facial expression from each frame in the video sequence. A 3D face model is fitted to each frame using a continuous optimization technique. Our model is based on a set of 3D face models that are linearly combined using 3D morphing. Our method has the advantages over previous techniques of fitting directly a realistic 3-dimensional face model and of recovering parameters that can be used directly in an animation system. We also explore many applications, including performance-driven animation (applying the recovered position and expression of the face to a synthetic character to produce an animation that mimics the input video), relighting the face, varying the camera position, and adding facial ornaments such as tattoos and scars. 1 Introduction There are many techniques and tools that can be used to create facial animations. These tools can be as simple as a pencil an...
Performance relighting and reflectance transformation with timemultiplexed illumination
- IN SIGGRAPH ’05: ACM SIGGRAPH 2005 PAPERS
, 2005
"... We present a technique for capturing an actor’s live-action performance in such a way that the lighting and reflectance of the actor can be designed and modified in postproduction. Our approach is to illuminate the subject with a sequence of time-multiplexed basis lighting conditions, and to recor ..."
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Cited by 55 (13 self)
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We present a technique for capturing an actor’s live-action performance in such a way that the lighting and reflectance of the actor can be designed and modified in postproduction. Our approach is to illuminate the subject with a sequence of time-multiplexed basis lighting conditions, and to record these conditions with a highspeed video camera so that many conditions are recorded in the span of the desired output frame interval. We investigate several lighting bases for representing the sphere of incident illumination using a set of discrete LED light sources, and we estimate and compensate for subject motion using optical flow and image warping based on a set of tracking frames inserted into the lighting basis. To composite the illuminated performance into a new background, we include a time-multiplexed matte within the basis. We also show that the acquired data enables time-varying surface normals, albedo, and ambient occlusion to be estimated, which can be used to transform the actor’s reflectance to produce both subtle and stylistic effects.
A quasi-dense approach to surface reconstruction from uncalibrated images
- Transactions on Pattern Analysis and Machine Intelligence
"... Abstract—This paper proposes a quasi-dense approach to 3D surface model acquisition from uncalibrated images. First, correspondence information and geometry are computed based on new quasi-dense point features that are resampled subpixel points from a disparity map. The quasi-dense approach gives mo ..."
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Cited by 47 (14 self)
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Abstract—This paper proposes a quasi-dense approach to 3D surface model acquisition from uncalibrated images. First, correspondence information and geometry are computed based on new quasi-dense point features that are resampled subpixel points from a disparity map. The quasi-dense approach gives more robust and accurate geometry estimations than the standard sparse approach. The robustness is measured as the success rate of full automatic geometry estimation with all involved parameters fixed. The accuracy is measured by a fast gauge-free uncertainty estimation algorithm. The quasi-dense approach also works for more largely separated images than the sparse approach, therefore, it requires fewer images for modeling. More importantly, the quasidense approach delivers a high density of reconstructed 3D points on which a surface representation can be reconstructed. This fills the gap of insufficiency of the sparse approach for surface reconstruction, essential for modeling and visualization applications. Second, surface reconstruction methods from the given quasi-dense geometry are also developed. The algorithm optimizes new unified functionals integrating both 3D quasi-dense points and 2D image information, including silhouettes. Combining both 3D data and 2D images is more robust than the existing methods using only 2D information or only 3D data. An efficient bounded regularization method is proposed to implement the surface evolution by level-set methods. Its properties are discussed and proven for some cases. As a whole, a complete automatic and practical system of 3D modeling from raw images captured by hand-held cameras to surface representation is proposed. Extensive experiments demonstrate the superior performance of the quasi-dense approach with respect to the standard sparse approach in robustness, accuracy, and applicability. Index Terms—Three-dimensional reconstruction, surface reconstruction, structure from motion, 3D modeling, matching, uncertainty, variational calculus, level-set method. æ 1

