39711298
Data-Driven Feature Control Models for Creating Virtual Faces
This paper presents a novel data-driven method for creating realistic face models based on estimated high-level feature control models. Our method takes as examples 3D face scans. By bringing scanned models into full correspondence with a model fitting approach, we apply principal component analysis (PCA) to the exemplar shapes of each facial feature to build a shape space. We compute a set of face anthropometric measurements to parameterize example feature shapes in the measurement spaces. Using the PCA coefficients as a compact shape representation, we approach the shape synthesis problem by forming scattered data interpolation functions that are devoted to the generation of desired shape by taking the anthropometric parameters as input. The correspondence among all exemplar textures is obtained by parameterizing a 3D generic mesh over a 2D image domain. The new feature texture with desired attributes is synthesized by interpolating the example textures.
15173958
Reanimating real humans: automatic reconstruction of animated faces from range data
Advances in 3D scanning technology have enabled automatic capture of complex 3D models such as human faces with highly detailed surfaces. However, the range data cannot be used easily for animatable face modeling due to the absence of functional animation structure and dense surface data. The paper presents an automatic facial model adaptation algorithm for reconstruction of animatable individualized 3D facial models from range data. A generic model that represents both the face shape and anatomical structure serves as the starting point for the adaptation algorithm. The global adaptation transforms the generic model to align it with the scan data in the 3D space based on measurements between a set of 3D landmarks. The local adaptation then deforms the skin mesh of the generic model to fit all of its vertices to the scan surface. The underlying muscle structure is automatically adapted and facial texture is transferred. The reconstructed 3D face resembles the shape and color of a real individual and can be animated immediately with muscle parameters.
16395245
Hierarchical face modeling and fast 3D facial expression synthesis
This paper presents a new hierarchical facial model that conforms to the human anatomy for realistic and fast 3D facial expression synthesis. The facial model has a skin/muscle/skull structure. The deformable skin model uses a kind of nonlinear spring to directly simulate the nonlinear visco-elastic behavior of soft tissue, and a new kind of edge repulsion spring is developed to prevent model collapse. The incorporation of the skull extends the scope of facial motion and facilitates facial muscle construction. The construction of facial muscles is achieved by using an efficient muscle mapping approach that ensures different muscles to be located at the anatomically correct positions. For computational efficiency, we devise an adaptive simulation algorithm which uses either a semi-implicit integration scheme or a quasi-static solver to compute the relaxation by traversing the designed data structures in a breadth-first order. The algorithm runs in real-time and has successfully synthesized realistic facial expressions.
59703933
Anatomy-based 3D facial modeling for expression animation
In this paper we propose a new hierarchical 3D facial model that conforms to the human facial anatomy for realistic facial expression animation. The facial model has a hierarchical biomechanical structure, incorporating a physically-based approximation to facial skin tissue, a set of anatomically-motivated facial muscle actuators and underlying skull structure. The deformable skin model has multi-layer structure to approximate different types of soft tissue. It takes into account the nonlinear stress-strain relationship of the skin and the fact that soft tissue is almost incompressible. Different kinds of muscle models have been developed to simulate the distribution of the muscle force on the skin due to muscle contraction. By the presence of the skull model, our facial model takes advantage of both more accurate facial deformation and the consideration of facial anatomy during the interactive definition of facial muscles. Under the muscular force, the deformation of the facial skin is evaluated by solving the governing dynamic equation numerically. To improve computational efficiency, we use a localized, semi-implicit integration method which allows a larger time step to be taken in the simulation while retaining stability. The dynamic facial animation algorithm runs at an interactive rate with flexible and realistic facial expressions to be generated.
5849129
A new physical model with multilayer architecture for facial expression animation using dynamic adaptive mesh
This paper presents a new physically-based 3D facial model based on anatomical knowledge which provides high fidelity for facial expression animation while optimizing the computation. Our facial model has a multilayer biomechanical structure, incorporating a physically-based approximation to facial skin tissue, a set of anatomically-motivated facial muscle actuators, and underlying skull structure. In contrast to existing mass-spring-damper (MSD) facial models, our dynamic skin model uses the nonlinear springs to directly simulate the nonlinear visco-elastic behavior of soft tissue and a new kind of edge repulsion spring is developed to prevent collapse of the skin model. Different types of muscle models have been developed to simulate distribution of the muscle force applied on the skin due to muscle contraction. The presence of the skull advantageously constrain the skin movements, resulting in more accurate facial deformation and also guides the interactive placement of facial muscles. The governing dynamics are computed using a local semiimplicit ODE solver. In the dynamic simulation, an adaptive refinement automatically adapts the local resolution at which potential inaccuracies are detected depending on local deformation. The method, in effect, ensures the required speedup by concentrating computational time only where needed while ensuring realistic behavior within a predefined error threshold. This mechanism allows more pleasing animation results to be produced at a reduced computational cost.
1863221
A fast and stable approach for restoration of warped document images
We present a framework for acquiring and restoring images of warped documents to their original planar shapes. Image capturing of warped documents often results in warped images. Most digital restoration approaches make use of 2D image processing methods which are dependent on the content of the images. Some recent work attempts to remove this constraint by working directly on the 3D shape of the warped documents. In our framework, we improve on this recent approach to make it more efficient and stable. First we capture the warped surface representation through a set of active lighting from a laser range scanner onto the document surface. This gives us an accurate 3D representation of the document shape. Next by using a stick constraint and a stable numerical integrator, we can digitally flatten the 3D model to a planar shape. This simple approach avoids potential instability problem and is fast. Restoration results for a few types of warped documents are demonstrated and a significant improvement over the original images can be observed.
21616351
Palmprint Recognition Using a Novel Sparse Coding Technique
This paper proposes a novel recognition method for palmprints using a new sparse coding (SC) algorithm proposed by us. This algorithm exploited the maximum Kurtosis as the sparse measure criterion, at one time, a fixed variance term of sparse coefficients is used to yield a fixed information capacity. Experimental results show that the feature basis vectors of palmprint images can be successfully extracted by using our SC algorithm. Using the radial basis probabilistic neural network (RBPNN), the classification task can be implemented easily. Finally, compared with methods of principal component analysis (PCA) and the classical SC, simulation results show that our algorithm is indeed efficient and effective in performing palmprint recognition task.
12120268
Performance of Coded pi/2 NS-8QAM Modulation
Spectrum and Bit Error Rate (BER) performance of a coded π/2 phase shift Non-Square (NS) 8 Quadrature Amplitude Modulation (QAM) system are studied in this letter. The modulation process of this scheme removes all 180° phase shift between adjacent constellation points and contains inherent memory which can be treated as a type of inner coding in coded system. Simulation results show that this modulation scheme has much lower spectrum regrowth and better BER performance when passing through nonlinear channel compared with conventional mode.
31009913
Synthesis of 3D faces using region-based morphing under intuitive control
This paper presents a new region-based method for automatically synthesizing varied, natural looking 3D human face models by morphing local facial features according to intuitive control parameters. We automatically compute a one-to-one vertex correspondence among the unregistered face scans in a large database by deforming a generic mesh to fit the specific person's face geometry in a global-to-local fashion. With the obtained correspondence, we transform the generated data sets of feature shapes into vector space representations. We parameterize the example models using the face anthropometric measurements that reflect the facial physical structure, and predefine the interpolation functions for the parameterized example models based on radial basis functions. At runtime, the interpolation functions are evaluated to efficiently generate the appropriate feature shape by taking the anthropometric parameters as input. We use a shape blending approach for generating a seamlessly deformed mesh around the feature region boundary. The correspondence among all example textures is established by parameterizing the 3D generic mesh over a 2D image domain. The new feature texture with desired attributes is synthesized by interpolating the example textures. Our 3D face synthesis method has several advantages: (1) it regulates the naturalness of synthesized faces, maintaining the quality existing in the real face examples; (2) the region-based morphing and comprehensive face shape and texture control parameters allow more diverse faces to be generated readily; and (3) the automatic runtime face synthesis is efficient in time complexity and performs fast. Copyright © 2006 John Wiley & Sons, Ltd.
37630776
SAGE-based estimation of doubly selective channel with an orthogonal polynomial model
A space alternating generalized expectation-maximization (SAGE)-based estimation algorithm for doubly selective channel is proposed, which has very similar performance to the rectangular-windowed least squares methods introduced by Borah and Hart while providing large savings in computational complexity. Theoretical analysis shows that the proposed algorithm is always globally convergent. The convergence rate is also investigated through simulations.
759478
A New Load Balancing Scheme for Distributed Multi-Agent Simulations
Disclosed is a heat sink clip assembly for releaseably attaching a heat sink to a DIP or similar electronic device package. The clip assembly includes a non-conductive attachment clip which extends between the leads on the underside of the DIP and means for latching the attachment clip to a heat sink disposed adjacent the opposite side of the electronic device package with the heat sink in intimate thermal contact with the electronic device package.