Special Applications If we assume a specific application, many image- based rendering tools can be improved –The Lumigraph assumed the special domain of.

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Presentation transcript:

Special Applications If we assume a specific application, many image- based rendering tools can be improved –The Lumigraph assumed the special domain of orbiting small objects Two applications stand out: –Architecture, because people wish to capture models of cities –Faces, because there is no other good way to do it, and pictures of faces are essential to various fields (movies, advertising, and so on)

Hybrid Image/Geometry for Architecture Most buildings: –Are made up of common, simple, architectural elements (boxes, domes…) –Have lots of implicit constraints like parallel lines and right angles We can exploit the simple geometry and constraints to simplify the image-based rendering problem Hybrid approaches build simple geometric models from images, then texture them with the same images

Façade Debevec, Taylor, Malik 1996 Start with a sparse set of images of a building (from one to tens of images) With an interactive photogrammetric modeling program, a user builds an approximate 3D model of the building Generate view dependent texture maps with the images Use model-based stereo to reconstruct additional detail (doorways, window ledges…) Render from any view (assuming images see all the surfaces)

Photogrammetric Modeling User specifies which parametric blocks make up a model, and the constraints between them User marks edges on the model and corresponding edges in images The system determines camera locations and model parameters using minimization algorithm Result: A 3D model of the approximate geometry –The blocks used determine the accuracy of the model –Details can be left out – later stages will catch them

View Dependent Textures The images can be projected onto the 3D model to determine which parts of the images correspond to which parts of the model –Hardware projective texture mapping can make this very fast More than one image may see a point on the model –Blend the image values –Use weights that favor images from cameras closer to the viewing direction (alpha blending in hardware) Some points may be seen in no image – use hole filling (or creative photography)

Model-Based Stereo Blocks do not capture all the details, such as sunken doorways –This introduces errors in the new renderings –View-dependent texture mapping helps if there is a view close to the right direction The approximate model gives many major hints to an automatic shape-from-stereo algorithm –Find correspondences between points in different images –Add depth information to the texture

Other Systems Other systems do a fully automated job –Find correspondences from “stable” features –Compute 3D location of some points/edges –Fit planes to the data –Feedback to improve results Works well in architectural environment (where flat surfaces abound) Must deal with occlusion – in most environments buildings hide each other in different views

Rendering Faces Producing realistic, expressive animated faces is (probably) the holy grail of rendering It is hard for many reasons: –Skin has extremely complex interactions with light –The face deforms due to a vast number of muscles and complex tissues –Must manage: hair (including facial), teeth, tongue, eyes, ears –The mapping from emotions to facial expression is complex –Most of all, viewers are exceptional at spotting problems

Overview A broad range of approaches: –Physiologically- and physically-based models –Pure image based approachs Current state-of-the-art depends on which application: –Capturing and then reproducing (in 3D) a fixed sequence –Producing static 3D models of faces, real and imagined –Dubbing speech with correct mouth and facial motions –Producing 3D facial animations Reference: Parke & Waters “Computer Facial Animation”

Why Imaged-Based? Rendering realistic looking skin from first principles is currently intractable Taking pictures of a person and applying it to a model is much simpler Some pure image based models may entirely avoid an accurate geometric model The only plausible current technology for capturing moving faces is video (or film) Key technology: Cyberware head scanners capture geometry and texture of a static face

Geometry, Physics and Images Lee, Terzopoulos and Waters 1995 Use a Cyberware scanner to get cylindrical depth information and textures Fit a pre-defined mesh to the data –Use landmarks like corners of eyes, mouth, etc Attach muscles and estimate skeletal structures Animate using a spring-mass model Render 3D model with captured texture Geometry for teeth, eyes, hair and shoulders

Video Rewrite Bregler, Covell, Slaney 1997 Aim: Take video of a person and make them say something else, with correct mouth and facial movements –For example, do much better film dubbing Works at the level of phonemes and visemes: the audio and visual subunits of speech –A training phase identifies visemes with phonemes –A reconstruction phase synthesizes new video by inserting a reconstructed viseme sequence into an existing video background

Training Overview Take video and audio of someone speaking, and break it into pieces –Uses Hidden Markov Models (HMM) for audio segmentation Phonemes are standard from speech community Different models for men and women –Use vision techniques to estimate and correct for changes in head pose –Output is a set of triphones (three visemes in a row) with associated visemes sequences

Synthesis Overview Take new speech and break it into phonemes (use training HMM) Search for appropriate sets of visemes Adjust timing of visemes to match audio timing Blend neighbors together to get seamless mouth motion Remove mouth and jaw from background video Estimate pose, morph visemes, and blend them into the background

Making Faces Guenter, Grimm, Wood, Malvar, Pighin 1997 Aim: Take video of someone, and generate a representation that allows reconstruction from any view Take video with multiple cameras of a person speaking with colored dots glued all over their face Track correspondences between dots to determine dot motion over time Generate a 3D model by scanning the head (with the dots)

Making Faces (cont) For each frame, compute model vertex motion according to the (known) locations of the dots –Two stage fit: first determine motion for a grid of points, then determine vertex motion To render, simply texture map the 3D fitted model –Textures come from the video streams –Dots must be removed from the textures, and the resulting holes filled in –Blend textures into one view independent texture Brute force and not real time

Facial Expressions From Photographs Pighin, Hecker, Lischinski, Szeliski, Salesin 1998 Aim: Generate static 3D models of various facial expressions, and then morph between them to animate Five pictures of each expression for each face Fit a standard 3D model to the pictures –Uses hand marked features (lots of them) –For good morphing, marked features should correspond to facial structures (eyes, mouth, eyebrows, etc) –Allows textures to be mapped onto vertices –Use view dependent textures when rendering

Facial Expressions From Photographs Outcome of fitting is a mapping from facial expression to deformations of the model Blend different deformation to get different expressions –Simple transitions to go from one expression to another –Different blends for different regions to get combinations of expressions (eg: forced smile) Deformations can be mapped from one person to another Animations generated by specifying sequence of expressions

A Morphable Model Blanz, Vetter 1999 Create a space of possible face geometries and textures –Points in the space are vectors of vertex locations and colors at vertices Apply statistical techniques to describe probable faces, and to generate completely new faces –Start with 200 faces, with corresponding S i and T i vectors –Compute the mean vector and covariance matrix –Assume joint normal distribution Possible to evaluate the probability of a given face Possible to sample from distribution to get artificial faces –Covariance can be diagonalized to find principle components –Distribution guides fitting process for new real faces

A Morphable Model Aim: Characterize particular facial types –Male vs. Female, Fat vs. thin, Many others Approach: Find the “direction” in which special faces vary from neutral face –Mark some faces with the given features (eg all males) –Look at where those faces lie in the space compared to the neutral face –Implies which way to move from the neutral face to get that feature –Moving along that axis goes from, for instance, androgynous to male and on to extremely male

A Morphable Model (cont) Match a face to the model using iterative search –Find which point in the space corresponds to a given face –Start with a human specified guess –Repeatedly move the point according to the difference between a rendered image and the photograph Add new faces to the model using 3D scans –First find closest face in existing model –Improve the model point using optical flow, applied iteratively and hierarchically in difficult cases

Acquiring the Reflectance Field Debevec, Hawkins, Tchou, Duiker, Sarokin, Sagar 2000 Aim: Determine how a face’s appearance changes under different lighting All previous work assumes fixed lighting First consider re-rendering from fixed views: –Use a light stage to capture images from fixed views of a face lit from various directions –To render with novel lighting: Weigh each captured image by the strength of the incoming illumination Composite weighed images

Acquiring the Reflectance Field For rendering with novel lighting and novel views –Use a model for how skin reflects Specular scattering from surface oil layer Diffuse reflection from subsurface scattering Fit some parameters using data from the forehead and polarizing filters –Separate diffuse and specular components using color matching –Generate 3D model using structured light –Project images onto model and re-render using skin illumination model Blends images from both original camera locations

Faces Summary We have reasonable models for: –Capturing a head and playing it back –Dubbing video –Generating new, static heads, and new views of those heads –Rendering a known static head in different light –Showing different facial expressions from a known head There’s still a way to go: Aim for an artificial bearded man giving a speech under dynamic theatrical lighting in real time (recreating Shakespeare)