• Title/Summary/Keyword: Facial image warping

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Reconstructing 3-D Facial Shape Based on SR Imagine

  • Hong, Yu-Jin;Kim, Jaewon;Kim, Ig-Jae
    • Journal of International Society for Simulation Surgery
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    • v.1 no.2
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    • pp.57-61
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    • 2014
  • We present a robust 3D facial reconstruction method using a single image generated by face-specific super resolution technique. Based on the several consecutive frames with low resolution, we generate a single high resolution image and a three dimensional facial model based on it. To do this, we apply PME method to compute patch similarities for SR after two-phase warping according to facial attributes. Based on the SRI, we extract facial features automatically and reconstruct 3D facial model with basis which selected adaptively according to facial statistical data less than a few seconds. Thereby, we can provide the facial image of various points of view which cannot be given by a single point of view of a camera.

Warping of 2D Facial Images Using Image Interpolation by Triangle Subdivision (삼각형 반복분할에 의한 영상 보간법을 활용한 2D 얼굴 영상의 변형)

  • Kim, Jin-Mo;Kim, Jong-Yoon;Cho, Hyung-Je
    • Journal of Korea Game Society
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    • v.14 no.2
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    • pp.55-66
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    • 2014
  • Image warping is a technology to transform input images to be suitable for given conditions and has been recently utilized in changing face shape of characters in the field of movies or animation. Mesh warping which is one of warping methods that change shapes based on the features of face forms warping images by forming rectangular mesh groups around the eyes, nose, and mouth and matching them 1:1. This method has a problem in the resultant images are distorted in the segments of boundaries between meshes when there are errors in mesh control points or when meshes have been formed as many small area meshes. This study proposes a triangle based image interpolation technique to minimize the occurrence of errors in the process of forming natural warping images of face and process accurate results with a small amount of arithmetic operation and a short time. First, feature points that represent the face are found and these points are connected to form basic triangle meshes. The fact that the proposed method can reduce errors occurring in the process of warping while reducing the amount of arithmetic operation and time is shown through experiments.

A photo-based realistic facial animation (한 장의 포토기반 실사 수준 얼굴 애니메이션)

  • Kim, Jaehwan;Jeong, Il-Kwon
    • Proceedings of the Korea Contents Association Conference
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    • 2011.05a
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    • pp.51-52
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    • 2011
  • We introduce a novel complete framework for contructing realistic facial animations given just one facial photo as an input in this paper. Our approach is carried on in 2D photo spacem not 3D space. Moreover, we utilize computer vision-based technique (digital matting) as well as conventional image processing methods (image warping and texture synthesis) for expressing more realistic facial animations. Simulated results show that our scheme produces high quality facial animations very efficiently.

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A Facial Morphing Method Using Delaunay Triangle of Facial Landmarks (얼굴 랜드마크의 들로네 삼각망을 이용한 얼굴 모핑 기법)

  • Park, Kyung Nam
    • Journal of Digital Contents Society
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    • v.19 no.1
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    • pp.213-220
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    • 2018
  • Face morphing, one of the most powerful image processing techniques that are often used in image processing and computer graphic fields, as it is a technique to change the image progressively and naturally from the original image to the target image. In this paper, we propose a method to generate Delaunay triangles using the facial landmark vertices generated by the Dlib face landmark detector and to implement morphing through warping and cross dissolving of Delaunay triangles between the original image and the target image. In this paper, we generate vertex points for face not manually but automatically, which is the major feature of the face such as eye, eyebrow, nose, and mouth, and is used to generate Delaunay triangles automatically which is the main characteristic of our face morphing method. Simulations show that we can add vertices manually and get more natural morphing results.

Caricaturing using Local Warping and Edge Detection (로컬 와핑 및 윤곽선 추출을 이용한 캐리커처 제작)

  • Choi, Sung-Jin;Bae, Hyeon;Kim, Sung-Shin;Woo, Kwang-Bang
    • Journal of the Korean Institute of Intelligent Systems
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    • v.13 no.4
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    • pp.403-408
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    • 2003
  • A general meaning of caricaturing is that a representation, especially pictorial or literary, in which the subject's distinctive features or peculiarities are deliberately exaggerated to produce a comic or grotesque effect. In other words, a caricature is defined as a rough sketch(dessin) which is made by detecting features from human face and exaggerating or warping those. There have been developed many methods which can make a caricature image from human face using computer. In this paper, we propose a new caricaturing system. The system uses a real-time image or supplied image as an input image and deals with it on four processing steps and then creates a caricatured image finally. The four Processing steps are like that. The first step is detecting a face from input image. The second step is extracting special coordinate values as facial geometric information. The third step is deforming the face image using local warping method and the coordinate values acquired in the second step. In fourth step, the system transforms the deformed image into the better improved edge image using a fuzzy Sobel method and then creates a caricatured image finally. In this paper , we can realize a caricaturing system which is simpler than any other exiting systems in ways that create a caricatured image and does not need complex algorithms using many image processing methods like image recognition, transformation and edge detection.

Improvement of Face Recognition Rate by Normalization of Facial Expression (표정 정규화를 통한 얼굴 인식율 개선)

  • Kim, Jin-Ok
    • The KIPS Transactions:PartB
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    • v.15B no.5
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    • pp.477-486
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    • 2008
  • Facial expression, which changes face geometry, usually has an adverse effect on the performance of a face recognition system. To improve the face recognition rate, we propose a normalization method of facial expression to diminish the difference of facial expression between probe and gallery faces. Two approaches are used to facial expression modeling and normalization from single still images using a generic facial muscle model without the need of large image databases. The first approach estimates the geometry parameters of linear muscle models to obtain a biologically inspired model of the facial expression which may be changed intuitively afterwards. The second approach uses RBF(Radial Basis Function) based interpolation and warping to normalize the facial muscle model as unexpressed face according to the given expression. As a preprocessing stage for face recognition, these approach could achieve significantly higher recognition rates than in the un-normalized case based on the eigenface approach, local binary patterns and a grey-scale correlation measure.

The affective components of facial beauty (아름다운 얼굴의 감성적 특징)

  • 김한경;박수진;정찬섭
    • Science of Emotion and Sensibility
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    • v.7 no.1
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    • pp.23-28
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    • 2004
  • In this paper, we investigated the affective components of facial beauty. In study 1, we did factor analysis of affective evaluations of the faces, and about 65% of the variances are explained by only two factors. Two factors were named 'sharp' and 'soft', respectively. In study 2, the correlation between facial beauty and affective evaluations was analyzed, and the correlation between facial beauty and sharp factor was significant. In study 3, we made the new images by morphing and warping the faces: 'average', 'high-ranked', and 'exaggerated'. The participants evaluated the 'high-ranked' face more beautiful than the 'average' face, and the 'exaggerated' face more beautiful than the 'high-ranked' face. The rating of affective words on the faces showed that the 'average' face was related to 'soft' impression, the 'high-ranked' image to 'sharp' impression, and the 'exaggerated' face might have double impression. These results might support the directional hypothesis for the facial beauty.

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Synthesis of Realistic Facial Expression using a Nonlinear Model for Skin Color Change (비선형 피부색 변화 모델을 이용한 실감적인 표정 합성)

  • Lee Jeong-Ho;Park Hyun;Moon Young-Shik
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.43 no.3 s.309
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    • pp.67-75
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    • 2006
  • Facial expressions exhibit not only facial feature motions, but also subtle changes in illumination and appearance. Since it is difficult to generate realistic facial expressions by using only geometric deformations, detailed features such as textures should also be deformed to achieve more realistic expression. The existing methods such as the expression ratio image have drawbacks, in that detailed changes of complexion by lighting can not be generated properly. In this paper, we propose a nonlinear model for skin color change and a model-based synthesis method for facial expression that can apply realistic expression details under different lighting conditions. The proposed method is composed of the following three steps; automatic extraction of facial features using active appearance model and geometric deformation of expression using warping, generation of facial expression using a model for nonlinear skin color change, and synthesis of original face with generated expression using a blending ratio that is computed by the Euclidean distance transform. Experimental results show that the proposed method generate realistic facial expressions under various lighting conditions.

Face Recognition in a Meeting Room (제한된 공간에서의 얼굴인식)

  • 이영식;배철수
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.7 no.1
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    • pp.164-169
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    • 2003
  • In this paper, we investigate recognition of human faces in a meeting room. The major challenges of identifying human faces in this environment include low quality of input images, poor illumination, unrestricted head poses and continuously changing facial expressions and occlusion. In order to address these problems we propose a novel algorithm, Dynamic Space Warping (DSW). The basic idea of the algorithm is to combine local features under certain spatial constraints. We compare DSW with the eigenface approach on data collected from various meetings. We have tested both front and profile face images and images with two stages of occlusion. As a result from the experiment, we obtained 82.7% for PCA algotithm, and 89.4% for DSW. We get to obtain 6.9% better result from conductive DSW approach rather than PCA. It turned out to be that it shows more original and unique facial image.

A Study on the Synthesis of Facial Poses based on Warping (워핑 기법에 의한 얼굴의 포즈 합성에 관한 연구)

  • 오승택;서준원;전병환
    • Proceedings of the Korean Information Science Society Conference
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    • 2001.04b
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    • pp.499-501
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    • 2001
  • 본 논문에서는 사실적인 아바타(avata) 구현의 핵심이라 할 수 있는 입체적인 얼굴 표현을 위해, (※원문참조) 기하학적인 정보를 사용하지 않고 중첩 메쉬를 허용하는 개선된 메쉬 워프 알고리즘(mesh warp algor※원문참조)을 이용하여 IBR(Image Based Rendering)을 구현하는 방법을 제안한다. 3차원 모델을 대신하기 위해 (※원문참조) 인물의 정면, 좌우 반측면, 좌우 측면의 얼굴 영상들에 대해 작성된 메쉬를 사용한다. 합성하고자 하는 (※원문참조) 정면 얼굴 영상에 대해서는 정면 메쉬만을 작성하고, 반측면이나 측면 메쉬는 표준 메쉬를 근거로 자(※원문참조)된다. 얼굴 포즈 합성의 성능을 펴가하기 위해, 얼굴을 수평으로 회전하는 실제 포즈 영상과 합성된 포(※원문참조)에 대해 주요 특징점 들을 정규화 한 위치 오차를 측정한 결과, 평균적으로 양 눈의 중심에서 입의 (※원문참조)리에 대해 약 5%의 위치 오차만이 발생한 것으로 나타났다.

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