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3D Human Face Reconstruction and Expression Modelling. Alexander Woodward. Outline. Aim System overview Related work 3D face reconstruction Expression modelling Contributions and future work. Overview. Aim: Integrated system for 3D face reconstruction and expression modelling - PowerPoint PPT Presentation
Citation preview
2009
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N 3D Human Face Reconstruction 3D Human Face Reconstruction and Expression Modellingand Expression Modelling
Alexander Woodward
2009
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Outline
AimSystem overviewRelated work3D face reconstructionExpression modellingContributions and future work
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OverviewOverview
Aim: Integrated system for 3D face reconstruction and expression modelling
Vision based not graphics basedLow cost and self-contained
Results can be applied to:Biometrics and securityBiomedical visualisationComputer and video games
FilmTeleconferencingHuman computer interaction
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System overview
3D video scanner
3D reconstruction
Expression modelling
Active structured lighting
Active & passive binocular stereo
Active photometric stereo
DynamicStatic
Video basedMarker based motion capture
3D data
Muscle inverse kinematics Sequences from 3D video
scanner
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Related workRelated work
20 April 2023 Department of Computer Science 5
Complete systems for face reconstruction and animation are uncommonHigh hardware requirementsData acquisition, motion capture and animation systems are
often provided as disparate packages or only as a service, cf. a stand-alone solution
At least 9 prominent projects aimed toward complete systemsExcluding in-house solutionsLarge body of work in 3D face research
3D reconstruction, expressions, motion capture
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Related workRelated workBorshukov et al (2003 – 2007)
Playable Universal Capture approach 3D scanner, marker based tracking, optical flow, video texture
Ma et al (2007, 2008)
Capture face reflectance 3D scanner, photometric stereo, motion captureLight stage – 156 LED lights over an icosahedron
Image Metrics Inc. & U Sth Carolina Graphics Lab (2008) Digital Emily project
Light stage captures geometry and reflectance 33 expressions captured; creates an animation rigPerformance data mapped to the 3D face
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3D reconstruction
3D video scanner
3D reconstruction
Expression modelling
DynamicStatic
Video basedMarker based motion capture
3D data
Muscle inverse kinematics Sequences from 3D video
scanner
Active structured lighting
Active & passive binocular stereo
Active photometric stereo
2009
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3D reconstruction requirements3D reconstruction requirements
Off-the-shelf hardware, no special propertiesCameras, PC, projector
Low acquisition time – faces move, esp. childrenControlled lightingVision based
New algorithms
Useful for any type of object
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Static 3D reconstruction
3D video scanner
3D reconstruction
Expression modelling
DynamicStatic
Video basedMarker based motion capture
3D data
Muscle inverse kinematics Sequences from 3D video
scanner
Active structured lighting
Active & passive binocular stereo
Active photometric stereo
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Static 3D reconstructionStatic 3D reconstruction
Evaluated approaches:1. Active & passive binocular stereo2. Active structured lighting
3. Active photometric stereo
Ground truth data: 3D scanner
Evaluate effectiveness Accuracy, time complexity
Determine best approach for dynamic 3D reconstruction system 12 algorithms Database of 15 faces
Alternative test set Focus on stereo algorithms
Compared to Middlebury, algorithms rank differently for faces Projected patterns improve and level out performance
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Active binocular stereoActive binocular stereoStrip colour pattern: much higher accuracy
SAD correlation algorithm:
Pattern colour should contrast strongly on skin
Strip pattern SAD - without pattern
SAD - with strip pattern
92%80%
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Statistical resultsStatistical results
Ground truth
Gray code
FCV
SAD SDPSGC
Four PathShapelet
BP + Grad. + Strip DPM + Grad. + StripCM + Grad. + Strip
73% 77% 89% 88% 89% 92% 79% 84% 92%
77% 83% 92% 80% 85% 92% 89% 90% 93%
69% 54% 71% 97%
+ Grad. + Strip + Grad. + Strip + Grad. + Strip
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Dynamic 3D reconstruction
3D video scanner
3D reconstruction
Expression modelling
DynamicStatic
Video basedMarker based motion capture
3D data
Muscle inverse kinematics Sequences from 3D video
scanner
Active structured lighting
Active & passive binocular stereo
Active photometric stereo
2009
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Dynamic 3D Dynamic 3D reconstructionreconstructionReconstruction at video rates →3D video!
From static reconstruction best results: ‘One shot’ active illumination + Symmetric Dynamic Programming (SDPS) Project pattern every other frame to get a clean texture
Monochrome stereo pair of video cameras + 3rd colour web camera
obtains colour texture.
(1)
(2)
(3)
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Colour texture generationColour texture generation
Low resolution colour information combined with high resolution luminance information
Next step: colour video cameras
Final textureColour image (reprojected into same reference
frame)
Monochrome image
+ →
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VideosVideos
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Patternless reconstruction
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Marker based expression modelling
3D video scanner
3D reconstruction
Expression modelling
DynamicStatic
Video basedMarker based motion capture
3D data
Muscle inverse kinematics Sequences from 3D video
scanner
Active structured lighting
Active & passive binocular stereo
Active photometric stereo
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Marker based expression modellingMarker based expression modelling
Data driven: Stereo web-cameras, face
markers. Head motion - rigid Expressions - non-rigid
Tracked 3D points Unique 3D face model
mappingVirtual muscle animation
17 active muscles Muscle inverse kinematics (IK) –
Jacobian Transpose
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Example videosExample videos
Surprise
Happiness – easiest to reproduce
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Anger – needs teeth!
Disgust – pursing of mouth & closing of eyes not represented
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Video based expression modelling
3D video scanner
3D Reconstruction
Expression modelling
DynamicStatic
Video basedMarker based motion capture
3D data
Muscle inverse kinematics Sequences from 3D video
scanner
Active structured lighting
Active & passive binocular stereo
Active photometric stereo
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3D video based expression 3D video based expression modelling modelling
Image blending Novel face expressions from
multiple video sequencesInteractiveLow preparation Not data driven
Dense depth data – cf. marker system
Video based → realistic 3D movement and texture
Reconstruction data directly used for expression modelling
Sub-region masks
11 control pointsControl points
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Synthetic expression resultsSynthetic expression resultsSadness: lower face region, anger: right eye region, surprise: left
eye region
Happiness: lower face region, surprise: left and right eye regions
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Synthetic expression resultsSynthetic expression resultsFear: lower face region, happiness: right eye region, anger: left eye
region
Disgust: lower face region, anger: left and right eye regions
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ContributionsContributions
3D face reconstruction and expression modelling system Unique tool-setLow-cost, off-the-shelfVision based
To 3D face reconstruction: Extensive reconstruction comparison Face database Dynamic reconstruction system for 3D video: SDPS + pattern
To expression modelling: Marker based performance capture system
Muscle based IK animation system, unique mapping approach Video based expression system – realistic, less flexible
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Future work and perspective Many areas for future research
Refine hardware - better reconstructions ( low-cost? ) Markerless motion capture - face ( feature ) tracking
Statistical analysis on video data Active appearance model (AAM)
New animation system (out of scope)Full body → complete character
Synergy of computer vision and computer graphics!Physical models for animationComputer vision tools
Especially 3D video & markerless motion capture
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N Questions?
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Timeline of Experiments
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Universal expressionsUniversal expressionsEkman - 1987Ekman - 1987
Sadness Anger Happiness
Fear Disgust Surprise
Recognisable in every culture! Used as exemplar expressions to judge my results
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Types of binocular stereo algorithm
Local vs global optimisation WTA
SAD, SSD Chen-Medioni –
local method with explicit surface constraints Seed propagation approach
Dynamic programming – 1D optimisation SDPS – markov chain DPM
Cubic algorithms – 2D optimisation Markov random field Energy minimisation Graph-cut (KZ1, RoyCox), Belief Propagation,
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Types of photometric stereo algorithm
Experiment focused on integration methodsAssumes C² continuity – i.e. a smooth second derivative
Local optimisation – based on curve integralsFour path integrationShapelet
Explicit summation of basis functions
Global optimisationFCV – Frankot Chellappa Variant
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Structured lighting techniques
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20 April 2023 Department of Computer Science 35
Body modelling and animationBody modelling and animation
Body: generic skinned animationSkeletal hierarchy, fully articulated
• The body model with underlying skeleton
• Each bone of the skeleton has a region of influence, denoted in green
• The bones of the hand
• Movement of the forearm
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Interactive personalised avatar creatorInput photographRBF mapping
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20 April 2023 Department of Computer Science 37
ResultsResults
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Results
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Results
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3D video based expression system 3D video based expression system overviewoverview
Acquire sequences of individual expressions using dynamic 3D face reconstruction system.
Expression sequences start from a neutral state. Test subject’s head remains in the same position for every sequence A reference texture and depth map are taken from the neutral expression
and used as the base for all image regions
11 control points are manually annotated on video sequences.
Future work to automate this process.
Six sub-regions manually defined on the face.A sub-region’s texture and depth updated by dragging a
control point residing in it and its currently chosen expression sequence.
20 April 2023 Department of Computer Science 40
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System conclusionsSystem conclusions
Sinusoidal interpolation instead of a linear one. This roughly models the biphasic nature of skin
Realistic animations are created as motion is derived from 3D video sequences of real-life test subjects.
A user can create unnatural but interesting looking expressions that can convey a comical feel
Texture maps sourced from video sequences solves the loss of detail in the marker based approach
However, apart from the control points that were manually specified, no points on the face surface are tracked
Results could be refined by improving the quality of 3D video reconstruction.
20 April 2023 Department of Computer Science 41
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Test subject placement
Subject can be placed with knowledge of required view area, sensor size, and camera lens:
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Projector synchronisation
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RBF mapping approach
Radial Basis FunctionsUser specified point correspondences on generic
model and 3D face dataSpecify divergences between data
For each dimension (in 3D)Find RBF approximation of (1D) displacements within the 3D
space of specified points.
Using this RBF approximation all 3D points from the generic model can be mapped to the 3D face data proportions
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Marker tracking
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Rigid and non-rigid motion
Anchor markers:
Rigid orientation:
Remove rigid motion by using transpose of orientation and centre of gravity of anchors
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Muscle inverse kinematics
Forward kinematics is the calculation of a new position g of an end effector by specifying updates to parameters of a kinematic chain
Inverse kinematics is the calculation of parameters for a kinematic chain to meet a desired goal position g, when starting from an initial position e.
Kinematic chain consists of jointsEach joint has DOF’s – its animitable parameters,
E.g. 3-DOF for position, 1-DOF for orientation around one axis (position of joint implied through kinematic chain transformation)
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Jacobian Transpose approach
FK: IK:
e = current end effector position
g = goal end effector position
d = change in end effector position
First order estimate in positional change:
Change in parameters:
Jacobian Transpose estimate:
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20 April 2023 Department of Computer Science 49
Estimate assured to move closer to the goal g:
Always moving in a direction less than 90 degrees from d
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Interface between Raw Data and Generic Model
User specifies a ‘minimal’ set of correspondences between raw and generic data
Radial Basis Functions (RBF) used as the interpolant
Model with animation system
Correspondences made and mapped via RBF with a final nearest point map and texture projectionDepth map
Results in a custom face with animation system in place
•Feature extraction as a goal
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Face Animation Model Research primarily based on Terzopoulos, Waters, Parke collective work in
the field
Physically based model for skin tissue Mass-Spring system Epidermal – Fascial – Skull levels of tissue Forces are applied to the tissue to simulate muscle contractions Springs bring elasticity, allow forces to propagate-> stretches and pulls!
Abstract muscle definitions Decoupled from model Warped via RBF also Two types
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Face Animation System Forces
Model the behaviour of the tissueReactionary over the evolution of applied muscle forces:
Skull Penetration Constraint
otherwise 0
0 when iniii
ni
i
f nnnfs
jjjjj llc s-g )( Spring Forces
ji gg ,
jc
- rest length of springjl
- biphasic spring constant
jijj l/)( xxs jl - current length of spring
- spring direction vector
Muscle Forces
Applied to fascia nodes based on the abstract muscle definitions………..(explained later)
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Face System Forces
ei
ei
ei
ei nq pp21 kVVk ee
Volume Preservation Force
ein
- current and rest nodal positions with respect to center of mass of element ‘e’
ei
ei p,p
- epidermal normal for volume element ‘e’
21 ,kk - force scaling constants
These forces allows for tissue form restitution
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Linear Muscle
Linear Muscle:Applies forces to nodes inside it’s angular rangeInfluence is weighted by angle and radius from muscle vector
1
1
pv
pvpp akr
Displacement formula:
)cos(
)cos(1
a
)(sector inside for );
2cos(
)(sector inside for );2
1cos(
msrn
1mn1
ppppp
pppvp
sf
s
s
RR
RD
R
D
r
Where and
‘k’ = muscle contraction increment.
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Ellipsoid Muscle
Ellipsoid Muscle:Acts like a string bag Application of force weighted by radius onlyDefined by major and 2 minor axesCan generate puckering effects
1
1
pv
pvpp kr
Displacement formula:
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Physical Simulation
Layered Tissue Model is a physically based one Euler integration is used to run the simulation
titi
ti
ti
ti
ei
ti hsqgvfa
~~~~1 i
im
Equations of motion
ti
ti
tti avv t
tti
ti
tti vxx t
Velocity dependent damping co-efficient. Controls the rate of dissipation of kinetic energy which eventually brings the facial mesh to rest.
Velocity
Nodal position
Acceleration
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6 pre-built expressions
Sadness
Anger
Happiness
Fear Disgust
Surprise
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20 April 2023 Department of Computer Science 59
General conclusions and future General conclusions and future work (old version)work (old version)
Investigated low-end and cost effective equipment to create self-contained tools that can run entirely on any end user system.A unique solution has been proposed for 3D face
reconstruction and expression modelling with appropriate hardware
Synchronised audio capture of speech sequences would greatly add to the realism.
The attachment of the face model to a body would complete the system, giving a fully realised virtual human.
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N Conclusions drawn from the static reconstruction experiment formed the basis of a dynamic 3D face reconstruction system
3D face reconstructions have no notion of higher order surface structure and are just a collection of points.
This structure was addressed in the second part of this thesis which investigated face expression modelling.
Marker motion was combined with a muscle inverse kinematics framework to drive the facial animation system.
A static face texture impacts on the visual result, as illumination cues such as wrinkles and shadowing over the face are lost.
20 April 2023 Department of Computer Science 60
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N To supplement the work on 3D faces, a body model was created
Interactive 3D video expression creation system which ties together 3D face reconstruction and expression modelling.
Main problems faced were dealing with hardware constraints
But focus on low-cost and off-the-shelf solutions
Focused on the computer vision aspects of facial reconstruction and expressions as opposed to computer graphics
20 April 2023 Department of Computer Science 61
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N A combined marker and dense 3D reconstruction system could be developed, to incorporate further information for a muscle inverse kinematics system
Highly detailed face animation is best served by taking advantage of real world data in the form of digital images and computer vision processing
Advanced physical models of faces meets the tools and approaches investigated within this thesis
20 April 2023 Department of Computer Science 62
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20 April 2023 Department of Computer Science 63
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N Details in important areas of the face that are not currently modelled include the eyelids, lips, teeth and inner mouth.
Loss of texture detail in the forehead where the wrinkles are lost
Fine tuning of the preset muscle locations and parameters when mapping a new face model was sometimes needed to improve results or correct muscles
20 April 2023 Department of Computer Science 64
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System analysisSystem analysis
Capable of reproducing facial expressions from marker motion.Low cost hardware, easy retargetting to other models.
Many differences between test-subjectsExpression articulation, muscle control, gross face
movement
Difficulty in performing when no emotional tie involved.
Easy to understand the need for directors in performance capture situations.
Some user direction was needed to describing to a test subject how an expression should be created
20 April 2023 Department of Computer Science 65
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N Issue: potentially multiple solutions for a vertex position when influenced by multiple muscles
Illumination conditions affect coloured marker detection
Reflectance properties of the skin surface are important visual cues.Missing in this systemAddressed in next chapter.
20 April 2023 Department of Computer Science 66
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20 April 2023 Department of Computer Science 67
Body modelling and animation Body modelling and animation systemsystem
Skinned animation system was chosen for real-time capability and ease of creating new body posesA posable skeleton is associated with a body model (skin
surface description), usually in the form of geometric data Forward and inverse kinematics used for animation Skin surface under new pose is determined based on skeletal bone
local coordinate systems and blending between adjacent bones.
Future work: combine with the face reconstructions and animation systems.
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20 April 2023 Department of Computer Science 68
Static reconstruction experiment Static reconstruction experiment Evaluated three computer vision approaches to 3-D face reconstruction.
Binocular stereo: passive. Structured lighting: active. Photometric stereo: active.
Two main aims: Determine their effectiveness for 3D facial reconstruction.
Accuracy, time complexity. Provide a new and alternative test set for evaluating algorithms.
Database of faces. We focus on stereo vision algorithms.
Integrated lab environment designed. 12 algorithms tested in total. Results compared to ground truth data obtained from a commercial 3D scanner.
Summary: Active illumination techniques are most accurate. Stereo algorithm rankings were different from that expected. ‘One shot’ active illumination coupled with a traditional stereo algorithm a strong
choice.
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20 April 2023 Department of Computer Science 69
Photogrammetry LaboratoryPhotogrammetry LaboratoryOptical ‘Range’.
Integrated.Multiple systems view a
common scene. Stereo bench.
Sideways for face capture!
Projector for structured lighting.
Light sources for photometric stereo.
Commercial 3D scanner. Solutionix Rexcan 400.
Example Data:
Depth map Perspective visualisation
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20 April 2023 Department of Computer Science 70
System calibration:Estimates intrinsic and extrinsic
camera parameters I.e. camera projection matrices For cameras:
A calibration cube - 63 markings defines a world co-ordinate system
Tsai calibration For the lights:
A calibration sphere - estimates directions to lights
Simple analytic derivation, inaccurate
Could also calibrate the projector using Tsai’s algorithm
CalibrationCalibration
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World to image co-ordinates
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20 April 2023 Department of Computer Science 72
Rectification: The camera calibration matrices were used to rectify images.
The resultant image pairs meet the epipolar constraint.
Data processing: Data must be compared in a common co-ordinate frame. Alignment done using a semi-automatic process involving 3D object rigid
transformations. Small number of manual correspondences made. Data projected into disparity space.
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Database of 15 people createdData acquired
from all systemsRexcan ground
truth
Test-bed for new algorithms
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20 April 2023 Department of Computer Science 74
Binocular StereoBinocular Stereo Approach 1: Binocular stereo (stereo
vision). Passive. Active research area in our department. Textureless regions cause problems.
Remedy via active illumination.
Test a set of local and global algorithms.
Sum of Absolute Differences (SAD)
Dynamic Programming Method (DPM)
Symmetric Dynamic Programming Stereo (SDPS)
Graph Cut (GC)
Belief–Propagation (BP)
Chen and Medioni (CM) – seed based algorithm
System Geometry (side view)
Tested algorithms: Use two Canon digital SLRs –
6 Mpixels 1536 x 1024
resolution.
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20 April 2023 Department of Computer Science 75
•Add texture to face.•Used with standard stereo algorithms.
Structured LightingStructured Lighting Approach 2: Structured Lighting.
Active approach. Depth inferred in the same manner as stereo.
Augment stereo system with a colour projector.
Add structure to scene -> break homogeneity.
Projects 800 x 600 pixel image.Acer PL111 LCD Projector.
Interested in ‘one shot’ patterns over Gray code.
Time-multiplexed structured lighting using Gray code
Direct coding - ‘one shot’ colour gradation pattern.
Direct coding - ‘one shot’ colour strip pattern.
6 of the Gray code projections:
System Geometry (side view)
Tested algorithms:
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20 April 2023 Department of Computer Science 76
Photometric StereoPhotometric Stereo
Approach 3: Photometric Stereo (PSM). Face viewed under 3 different known lighting
conditions. Depth by integrating recovered surface orientation
map. Albedo independent approach used.
Three 150W light sources.
Analysed gradient field integration techniques.
System Geometry (top-down view)
Frankot-Chellappa Variant (FCV) Fourier based integration.
Four-Scan method Local integration paths.
Shapelets Summation of correlated basis functions.
Tested algorithms:
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20 April 2023 Department of Computer Science 77
A Collection of ReconstructionsA Collection of Reconstructions
Groundtruth
Graycode
FCV SAD SDPS GC CM
Example depth maps:
Binocular Stereo
Photometric Stereo
Structured lighting
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20 April 2023 Department of Computer Science 78
Photometric Stereo ResultsPhotometric Stereo ResultsReconstruction accuracy:
17 test subjects.
Gold standard result for accuracy
97
7154
69
P <=2,%Method
Percentage of errors less than 2 disparity units
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20 April 2023 Department of Computer Science 79
Passive Stereo ResultsPassive Stereo ResultsReconstruction accuracy:
97
89
7977
8073
88
P<=2,%Method
GC
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20 April 2023 Department of Computer Science 80
Stereo + Gradation PatternStereo + Gradation PatternReconstruction accuracy:
97
9084
83
8577
89
P<=2,%Method
GC
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20 April 2023 Department of Computer Science 81
Stereo + Strip PatternStereo + Strip PatternReconstruction accuracy:
97
9392
92
9389
92
P<=2,%Method
GC
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20 April 2023 Department of Computer Science 82
Improvement to Stereo from Active Improvement to Stereo from Active IlluminationIllumination
Addition of the Strip colour pattern.SAD stereo algorithm:
Pattern colour should avoid skin tones.
Strip pattern SAD - without pattern
SAD - with strip pattern
Depth map
P<=2 = 93%P<=2 = 80%
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Error map example
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20 April 2023 Department of Computer Science 84
Gray code approach most accurate.Slower acquisition time.
Look to alternative ‘one shot’ approaches.Photometric stereo least accurate.Our test set has high resolution images and large
disparity ranges.O(n3) stereo algorithms – GC, BP – inappropriate.
Long processing time.Parameter setting difficult.
Our results differ from the Middlebury rankings: http://cat.middlebury.edu/stereo/
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20 April 2023 Department of Computer Science 85
All results contain errors. Need post processing to clean up data. Even for the commercial 3D scanner.
Faces have many unique properties posing a challenge for 3D reconstructionHuman sensitivity to errors in reconstruction - we see faces
all the time.For computer vision:
Specularities. Anistropic reflectance of hair. Sub-surface scattering. Large homogenous regions.
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20 April 2023 Department of Computer Science 86
Static reconstruction conclusion Static reconstruction conclusion and analysisand analysis
Framework and test-bench for active and passive 3-D acquisition systems designed.
Three computer vision approaches tested. 12 algorithms altogether.
Analysed accuracy of algorithms for 3D face reconstruction. Data compared to scanner benchmark.
Provided new alternative test set to Middlebury for testing stereo algorithms High resolution images of faces.
Passive stereo combined with active illumination a promising approach. Want a one shot approach for faces (moving object). SDPS + Strip pattern. Leads to real-time spatio-temporal acquisition.
Acquire 3D face performance.
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20 April 2023 Department of Computer Science 87
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20 April 2023 Department of Computer Science 88
A generic face model with an abstract muscle animation system was designed during my Master’s thesis.
Refined for PhD thesis.Can be personalised with 3D data and texture information from the
static reconstruction experiment using a custom RBF mapping procedure.
• Generic morphable face with linear and ellipsoid muscles • A biomechanical tissue model
• Example of muscle contraction