16465387
Rapid modeling of animated faces from video
Generating realistic 3D human face models and facial animations has been a persistent challenge in computer graphics. We have developed a system that constructs textured 3Dface models from videos with minimal user interaction. Our system takes images andvideo sequences of a face with an ordinary video camera. After five manual clicks ontwo images to tell the system where the eye corners, nose top and mouth corners are, thesystem automatically generates a realistic looking 3D human head model and the constructed model can be animated immediately. A user with a PC and an ordinary camera can use our system to generate his/her face model in a few minutes. Copyright © 2001 John Wiley & Sons, Ltd.
3137419
Subtle Facial Expression Modeling with Vector Field Decomposition
Facial expression means not only the feature motions but also the subtle appearance changes in the face. The details are important to facial expression synthesis. In this paper, a novel method based on vector field decomposition is presented to model subtle facial expressions. The intensity change of facial expression image is represented by Helmholtz-Hodge vector field decomposition. Based on this method, subtle facial expression mapping is carried out much faster and better. Experiment results show that our method is robust and convincible to model the subtle facial expression.
5771284
Face relighting with radiance environment maps
A radiance environment map pre-integrates a constant surface reflectance with the lighting environment. It has been used to generate photo-realistic rendering at interactive speed. However, one of its limitations is that each radiance environment map can only render the object, which has the same surface reflectance as what it integrates. We present a ratio-image based technique to use a radiance environment map to render diffuse objects with different surface reflectance properties. This method has the advantage that it does not require the separation of illumination from reflectance, and it is simple to implement and runs at interactive speed. In order to use this technique for human face relighting, we have developed a technique that uses spherical harmonics to approximate the radiance environment map for any given image of a face. Thus we are able to relight face images when the lighting environment rotates. Another benefit of the radiance environment map is that we can interactively modify lighting by changing the coefficients of the spherical harmonics basis. Finally we can modify the lighting condition of one person's face so that it matches the new lighting condition of a different person's face image assuming the two faces have similar skin albedos.
1313086
Image-based surface detail transfer
Changing an object's appearance by adding geometric details is desirable in many real-world applications. Bump mapping has acted as an alternative to adding geometrical details, to an otherwise smooth object. But constructing visually interesting bump maps requires practice and artistic skills. Computer vision techniques have helped for modeling real-world objects and their surface details. In our approach, for cases where we only want to transfer geometrical details from one object to another, we might not need to explicitly compute 3D structures. In particular, our novel technique captures the geometrical details of an object from a single image in a way that is independent of the object's reflectance property. We can then transfer geometrical details to another surface, producing the appearance of a new surface with added geometrical details while preserving the object's reflectance property. Our method's advantages are that it's simple to implement, requires only a single image for each object, and produces effective results.
31830889
Real-Time Facial Expression Mapping for High Resolution 3D Meshes
We present a learning-based 3D facial expression mapping technique that preserves facial expression details and works in real time for even high resolution meshes. Our approach is inspired by a previously developed technique called deformation transfer [1]. The deformation transfer technique preserves facial expression details but its computational overhead makes it not suitable for real time applications. To accelerate computation, we use a piecewise linear function to represent the mapping from the direct motion (the difference between the expression face and the neutral face) to the motion obtained by the deformation transfer method. This piecewise linear function is learned offline from a small set of training data. The online computation is thus reduced to the evaluation of the piecewise linear functions which is significantly faster. As a result, we are able to perform real time expression mapping for even high resolution 3D meshes.
15783652
Low bit-rate video streaming for face-to-face teleconference
Face-to-face video teleconferencing is very important for real time communication. Current teleconferencing applications use standard video codecs, such as MPEG 1/2/4, for the compression of face video. Either a high bandwidth is required for high quality video transmission, or the transmitted face video is blurred at low bitrates. We present a system for real-time coding of face video at low bit-rate. There are two main contributions. First, we improve the technique of long term memory prediction by selecting frames into the database in an optimal way. A new frame is selected into the database only when it is significantly different from those frames which are already in the database. In this way, the database can cover a wider range of images. Second, we incorporate prior knowledge about faces into the long term memory prediction framework. The prior knowledge includes: (1) facial motions are repetitive such that most of them can be reconstructed from multiple reference frames; (2) different components of the face and the background can tolerate different levels of error because of different perceptual importance. Experiments show that, at similar PSNR, the proposed system works much faster and achieves better visual quality than the standard H.264/JVT codec.
14342655
Towards a Rigorous Approach to UML-Based Development
We discuss the promises and problems of UML-based development. We then suggest a framework in which UML can be used precisely and more disciplined so as to solve the problems and meet the promises better.
20897828
A Formal Definition for Trust in Distributed Systems
Trust is an important concept in distributed computing environments and plays a critical role in ensuring and enhancing system security. Although various trust models have been proposed for distributed or pervasive computing systems, little research has been conducted to describe trust in precise and formal way. In this paper, we present a formal definition to express the meaning of trust in distributed computing systems. With this definition, we rigorously analyze the important properties of trust relation, such as reflexivity and conditional transitivity, and describe the trust relations in Role-Based Access Control. Our definition is comprehensive in that the semantic meaning of the trust definition is feasible to describe trust relations in both traditional distributed systems and dynamic pervasive computing environments. This research provides a solid base for formal trust reasoning and effective trust management implementation in distributed systems and pervasive computing environments.
13004956
Consistency checking of UML requirements
This paper discusses how to check consistency of UML requirements model which consists of a use case model and a conceptual class model with system constraints. Based on a given semantics, the requirements consistency can be defined and checked formally. The consistency among use cases and constraints are classified into five types. A system operation of interaction between actor and system is formally defined as a pair of pre and post conditions. An atomic use case is described as one system operation, and a composed use case may be defined as several system operations described by an activity diagram. Thus, each use case can also be modelled as a pair of pre and post conditions by composing the pre and post conditions of system operations by introducing a sequence composition operation. Requirement consistency can be logically checked based on the semantics. A simple library system is used as a case study to illustrate the feasibility of the method.
1176633
Consistent code generation from UML models
Relational calculus of object systems (rCOS) is an OO-language which is equipped with an observation-oriented semantics and a refinement calculus based on the Hoare and He's unifying theories of programming (UTP). In this paper, we give syntactic definitions for class diagrams and sequence diagrams in UML 2.0. Based on these definitions, we give an algorithm for checking the consistency of a class diagram and a sequence diagram. Furthermore, we develop an algorithm to generate rCOS code from any given consistent class diagram and sequence diagram.
6922682
A Predicative Semantic Model for Integrating UML Models
This paper presents a predicative semantic model for integrating models from UML class diagrams and sequence diagrams. The integrated model is used for dealing with consistency problems of UML class diagrams and sequence diagrams. We also define the notion of consistent refinement of these integrated models.