Facial Modeling on High Resolution Geometry and Appearance Data


Book Description

Finally, synthesis and re-targeting of facial expressions is central to facial animation and often involves significant manual work in order to achieve realistic expressions, due to the difficulty of capturing high quality dynamic expression data. The availability of high quality dynamic expression data opens a number of research directions in face modeling. In this dissertation, we use the motion data generated by our tracking frameworks to synthesize new expressions as expression transfer from a source face to a target face.




Face Geometry and Appearance Modeling


Book Description

Human faces are familiar to our visual systems. We easily recognize a person's face in arbitrary lighting conditions and in a variety of poses; detect small appearance changes; and notice subtle expression details. Can computer vision systems process face images as well as human vision systems can? Face image processing has potential applications in surveillance, image and video search, social networking and other domains. A comprehensive guide to this fascinating topic, this book provides a systematic description of modeling face geometry and appearance from images, including information on mathematical tools, physical concepts, image processing and computer vision techniques, and concrete prototype systems. The book will be an excellent reference for researchers and graduate students in computer vision, computer graphics and multimedia, as well as application developers who would like to gain a better understanding of the state of the art.




Advances in Computer Graphics


Book Description

This book constitutes the refereed proceedings of the 38th Computer Graphics International Conference, CGI 2021, held virtually in September 2021. The 44 full papers presented together with 9 short papers were carefully reviewed and selected from 131 submissions. The papers are organized in the following topics: computer animation; computer vision; geometric computing; human poses and gestures; image processing; medical imaging; physics-based simulation; rendering and textures; robotics and vision; visual analytics; VR/AR; and engage.




3D Face Modeling, Analysis and Recognition


Book Description

3D Face Modeling, Analysis and Recognition presents methodologies for analyzing shapes of facial surfaces, develops computational tools for analyzing 3D face data, and illustrates them using state-of-the-art applications. The methodologies chosen are based on efficient representations, metrics, comparisons, and classifications of features that are especially relevant in the context of 3D measurements of human faces. These frameworks have a long-term utility in face analysis, taking into account the anticipated improvements in data collection, data storage, processing speeds, and application scenarios expected as the discipline develops further. The book covers face acquisition through 3D scanners and 3D face pre-processing, before examining the three main approaches for 3D facial surface analysis and recognition: facial curves; facial surface features; and 3D morphable models. Whilst the focus of these chapters is fundamentals and methodologies, the algorithms provided are tested on facial biometric data, thereby continually showing how the methods can be applied. Key features: • Explores the underlying mathematics and will apply these mathematical techniques to 3D face analysis and recognition • Provides coverage of a wide range of applications including biometrics, forensic applications, facial expression analysis, and model fitting to 2D images • Contains numerous exercises and algorithms throughout the book




The VES Handbook of Visual Effects


Book Description

The award-winning VES Handbook of Visual Effects remains the most complete guide to visual effects techniques and best practices available today. This new edition has been updated to include the latest, industry-standard techniques, technologies, and workflows for the ever-evolving fast paced world of visual effects. The Visual Effects Society (VES) tasked the original authors to update their areas of expertise, such as AR/VR Moviemaking, Color Management, Cameras, VFX Editorial, Stereoscopic and the Digital Intermediate, as well as provide detailed chapters on interactive games and full animation. Additionally, 56 contributors share their best methods, tips, tricks, and shortcuts developed through decades of trial and error and real-world, hands-on experience. This third edition has been expanded to feature lessons on 2.5D/3D Compositing; 3D Scanning; Digital Cinematography; Editorial Workflow in Animated and Visual Effects Features; Gaming updates; General Geometry Instancing; Lens Mapping for VFX; Native Stereo; Real-Time VFX and Camera Tracking; Shot/Element Pulls and Delivery to VFX; Techvis; VFX Elements and Stereo; Virtual Production; and VR/AR (Virtual Reality / Augmented Reality). A must-have for anyone working in or aspiring to work in visual effects, The VES Handbook of Visual Effects, Third Edition covers essential techniques and solutions for all VFX artists, producers, and supervisors, from pre-production to digital character creation, compositing of both live-action and CG elements, photorealistic techniques, and much more. With subjects and techniques clearly and definitively presented in beautiful four-color, this handbook is a vital resource for any serious VFX artist.




Computer Vision – ECCV 2022


Book Description

The 39-volume set, comprising the LNCS books 13661 until 13699, constitutes the refereed proceedings of the 17th European Conference on Computer Vision, ECCV 2022, held in Tel Aviv, Israel, during October 23–27, 2022. The 1645 papers presented in these proceedings were carefully reviewed and selected from a total of 5804 submissions. The papers deal with topics such as computer vision; machine learning; deep neural networks; reinforcement learning; object recognition; image classification; image processing; object detection; semantic segmentation; human pose estimation; 3d reconstruction; stereo vision; computational photography; neural networks; image coding; image reconstruction; object recognition; motion estimation.




Image and Signal Processing


Book Description

This book constitutes the refereed proceedings of the 4th International Conference on Image and Signal Processing, ICISP 2010, held in Québec, Canada June 30 - July 2, 2010. The 69 revised full papers were carefully selected from 165 submissions. The papers presented are organized in topical sections on Image Filtering and Coding, Pattern Recognition, Biometry, Signal Processing, Video Coding and Processing, Watermarking and Document Processing, Computer Vision and Biomedical Applications.




Recent Trends in Computational Sciences


Book Description

This book is a compilation of research papers and presentations from the Fourth Annual International Conference on Data Science, Machine Learning and Blockchain Technology (AICDMB 2023, Mysuru, India, 16-17 March 2023). The book covers a wide range of topics, including data mining, natural language processing, deep learning, computer vision, big data analytics, cryptography, smart contracts, decentralized applications, and blockchain-based solutions for various industries such as healthcare, finance, and supply chain management. The research papers presented in this book highlight the latest advancements and practical applications in data science, machine learning, and blockchain technology, and provide insights into the future direction of these fields. The book serves as a valuable resource for researchers, students, and professionals in the areas of data science, machine learning, and blockchain technology.




Handbook of Face Recognition


Book Description

The history of computer-aided face recognition dates to the 1960s, yet the problem of automatic face recognition – a task that humans perform routinely and effortlessly in our daily lives – still poses great challenges, especially in unconstrained conditions. This highly anticipated new edition provides a comprehensive account of face recognition research and technology, spanning the full range of topics needed for designing operational recognition systems. After a thorough introduction, each subsequent chapter focuses on a specific topic, reviewing background information, up-to-date techniques, and recent results, as well as offering challenges and future directions. Topics and features: Fully updated, revised, and expanded, covering the entire spectrum of concepts, methods, and algorithms for automated detection and recognition systems Provides comprehensive coverage of face detection, alignment, feature extraction, and recognition technologies, and issues in evaluation, systems, security, and applications Contains numerous step-by-step algorithms Describes a broad range of applications from person verification, surveillance, and security, to entertainment Presents contributions from an international selection of preeminent experts Integrates numerous supporting graphs, tables, charts, and performance data This practical and authoritative reference is an essential resource for researchers, professionals and students involved in image processing, computer vision, biometrics, security, Internet, mobile devices, human-computer interface, E-services, computer graphics and animation, and the computer game industry.




Image and Geometry Processing for 3-D Cinematography


Book Description

papers, illustrated with examples. They include wavelet bases, implicit functions de ned on a space grid, etc. It appears that a common pattern is the recovery of a controllable model of the scene, such that the resulting images can be edited (interaction). Changing the viewpoint is only one (important) aspect, but changing the lighting and action is equally important [2]. Recording and representing three-dimensional scenes is an emerging technology made possible by the convergence of optics, geometry and computer science, with many applications in the movie industry, and more generally in entertainment. Note that the invention of cinema (camera and projector) was also primarily a scienti c invention that evolved into an art form. We suspect the same thing will probably happen with 3-D movies. 3 Book Contents The book is composed of 12 chapters, which elaborate on the content of talks given at the BANFF workshop. The chapters are organized into three sections. The rst section presents an overview of the inter-relations between the art of cinemat- raphy and the science of image and geometry processing; the second section is devoted to recent developments in geometry; and the third section is devoted to recent developmentsin image processing. 3.1 3-D Cinematography and Applications The rst section of the book presents an overview of the inter-relations between the art of cinematography and the science of image and geometry processing.