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1.
基于平面曲面化的三维人脸建模方法   总被引:1,自引:1,他引:0  
通过一幅正面人脸照片或者两副正交人脸照片得到人脸的参数,采用基于照片的特征点及轮廓参数提取的方法建立与原型三维人脸模型之间的匹配对齐,应用MPEG-4中定义的三维人脸参数,驱动三维模型生成真实感人脸,提出了一种平面曲面化人脸形变模型.结果证实该方法计算量大大减少,该方法不仅可以进行有效的真实感三维人脸建模,而且变形简单流畅,具有广阔的应用前景.  相似文献   

2.
付丽梅  贾跃 《福建电脑》2013,(10):141-142
个性化三维人脸建模在一些虚拟环境中有广阔的应用前景.在定义一了种中性人脸模型的数据结构后,采用分级递减算法,使用人脸正侧面照片变形中性人脸模型生成个性化人脸模型.试验效果表明,本文定义的中性人脸模型简单易用,且能有效支持个性化变形,采用分级递减方法生成的个性化人脸模型真实感较强.  相似文献   

3.
基于径向基函数与B样条曲线的三维人脸重建方法   总被引:3,自引:1,他引:2  
用二维人脸照片构造三维特定人脸模型是三维人脸建模研究的热点问题.采用立体视觉重建三维特征点,通过人脸正侧面照片特征点的分层、分部位的径向基函数重构一般人脸模型,得到部位轮廓特征明显的三维特定人脸模型,利用B样条曲线进行三维人脸曲面重构;然后运用拉普拉斯金字塔法得到近似的人脸全视角纹理图;再将近似人脸全视角纹理图映射到三维特定人脸模型,从而得到三维特定真实感的人脸模型.实验结果表明,该方法计算简单,生成特定人脸模型效果逼真,可用于特定人脸动画制作的逼真人脸建模.  相似文献   

4.
为了快速创建真实感较强的三维人脸模型,提出了基于 Kinect 的拉普拉斯网格形 变建模方法。利用 Kinect 获取彩色和深度图像信息,对深度图像进行双边滤波处理,对彩色图 像进行低层级顶点定位;构建标准三维人脸模型,并为该人脸模型中的顶点建立低、中、高 3 个级别的层级结构,通过低、中层级中顶点的位置关系创建 Sibson 局部坐标约束;利用该约束 构建彩色图像中间层级顶点,并结合深度信息对标准三维人脸模型进行拉普拉斯网格变形,获 得真实感较强的三维人脸模型。实验结果表明,该算法在建模的真实感上得到了提高,与对比 算法相比,在建模时间上得到很大的优化。  相似文献   

5.
何青  仝明磊  刘允才 《计算机应用》2006,26(6):1365-1367
将卷积曲面应用于人脸建模,提出了在个性化人脸模型上生成皱纹的新方法。运用基于图像的建模方法将通用人脸网格变形并计算出纹理图像,变形后的网格再与一个核函数卷积生成卷积曲面,通过轮廓函数调整曲面的形状而产生皱纹。将纹理图像映射到卷积曲面上使皱纹具有真实感。实验结果表明本文的方法可以通过控制轮廓函数的参数生成不同外观的皱纹。  相似文献   

6.
从多张非标定图像重建三维人脸   总被引:1,自引:0,他引:1  
为了在人脸动画中方便地重建真实感强的三维人脸模型,提出一种从多角度、非标定图像重建三维人脸的方法.首先利用一种基于规则网格变形的模型归一化方法建立人脸形变模型;然后分别在5幅人脸图像上手动标注不超过14个关键点,通过拟合图像上的关键点重建个性化的人脸几何形状;最后从每个角度渲染出一幅形状无关纹理,并将5幅形状无关纹理融合成一幅平滑的纹理图像.重建结果显示,该方法能在较少的手动交互的情况下重建出具有真实感的个性化人脸模型.  相似文献   

7.
三维个性化人脸建模一直是计算机图形领域最具挑战性的课题之一。如何快速、高效地还原具有真实感的三维人脸,是其中的难点。提出了一种快速的三维人脸建模方法,该方法将人脸模型划分成若干个运动相对独立的功能区,然后在各功能区内使用加权自由变形DFFD方法对一般人脸模型进行变形。由于功能区的引入,控制点的数量极大地减少,所以极大地降低了计算量,能很好地满足实时性且更具真实性。  相似文献   

8.
在人机交互、数字娱乐等领域,传统的表情合成技术难以稳定地生成具有真实感的个性化人脸表情动画.为此,提出一种基于单张图像的三维人脸建模和表情动画系统.自动检测人脸在图像中的位置,自动定位人脸上的关键点,基于这些关键点和形变模型重建个性化三维人脸模型,对重建的人脸模型进行扩展得到完整的人脸网格,采用稀疏关键点控制的动画数据映射方法来驱动重建的人脸模型生成动态表情动画.实验结果表明,该方法稳定性强、自动化程度高,人脸模型与表情动画比较逼真.  相似文献   

9.
人脸建模与动画是计算机图形学中最富有挑战性的课题之一,可以广泛应用于计算机动画行业、游戏行业、远程会议、代理和化身等许多领域。根据MPEG-4关于人脸特征点的定义,利用一般人脸模型以及特定人的正面和侧面两幅照片,采用Dirichlet自由变形实现了从一般人脸模型到特定人脸模型的变形;再利用特定人的正面和侧面照片,采用纹理融合方法生成了真实感人脸。论文提出的真实感人脸技术具有方法简单、计算速度快、真实感强等优点。  相似文献   

10.
余烽  姜昱明 《计算机工程与设计》2007,28(18):4422-4423,4465
提出一种基于径向基函数的虚拟人脸合成方法.该方法根据正侧面图像获取人脸特征点的三维数据;利用基于径向基函数的散乱数据插值方法对通用人脸模型进行整体变形得到特定的人脸模型,并对模型进行Bezier磨光;将合成的人脸无缝拼接纹理图映射到特定的人脸模型.实验结果表明,合成的虚拟人脸具有较强的真实感.  相似文献   

11.
为了克服传统的照片图像拼接方法中利用特征线进行不同照片之间公共交界线定位不准确的缺点,提出一种“几何模型切分”的人脸纹理图像生成算法。通过对人脸几何模型进行切分,以切分后模型图片的轮廓作为边界线裁剪相应的人脸照片,实现不同照片之间交界线的准确对接,并采用柱面纹理映射方法将生成的纹理图像映射到特定人脸几何模型上。实验结果表明,采用提出的“几何模型切分”算法生成的人脸纹理图像进行纹理映射可以得到较好的真实感三维人脸模型,是一种生成人脸纹理图像的有效方法。  相似文献   

12.
This paper describes a model for example-based, photo-realistic rendering of eye movements in 3D facial animation. Based on 3D scans of a face with different gaze directions, the model captures the motion of the eyeball along with the deformation of the eyelids and the surrounding skin. These deformations are represented in a 3D morphable model.
Unlike the standard procedure in facial animation, the eyeball is not modeled as a rotating 3D sphere located behind the skin surface. Instead, the visible region of the eyeball is part of a continuous face mesh, and displacements of the iris as well as occlusions by the lids are modeled in a texture mapping approach. The algorithm avoids artifacts that are widely encountered in 3D facial animation, and it presents a new concept of handling occlusions and discontinuities in morphing algorithms.  相似文献   

13.
3D human face model reconstruction is essential to the generation of facial animations that is widely used in the field of virtual reality (VR). The main issues of 3D facial model reconstruction based on images by vision technologies are in twofold: one is to select and match the corresponding features of face from two images with minimal interaction and the other is to generate the realistic-looking human face model. In this paper, a new algorithm for realistic-looking face reconstruction is presented based on stereo vision. Firstly, a pattern is printed and attached to a planar surface for camera calibration, and corners generation and corners matching between two images are performed by integrating modified image pyramid Lucas-Kanade (PLK) algorithm and local adjustment algorithm, and then 3D coordinates of corners are obtained by 3D reconstruction. Individual face model is generated by the deformation of general 3D model and interpolation of the features. Finally, realistic-looking human face model  相似文献   

14.
In this paper, we present a three-dimensional (3D) model-based video coding scheme for streaming static scene video in a compact way but also enabling time and spatial scalability according to network or terminal capability and providing 3D functionalities. The proposed format is based on encoding the sequence of reconstructed models using second-generation wavelets, and efficiently multiplexing the resulting geometric, topological, texture, and camera motion binary representations. The wavelets decomposition can be adaptive in order to fit to images and scene contents. To ensure time scalability, this representation is based on a common connectivity for all 3D models, which also allows straightforward morphing between successive models ensuring visual continuity at no additional cost. The method proves to be better than previous methods for video encoding of static scenes, even better than state-of-the-art video coders such as H264 (also known as MPEG AVC). Another application of our approach are smoothing camera path for suppression of jitter from hand-held acquisition and the fast transmission and real-time visualization of virtual environments obtained by video capture, for virtual or augmented reality and interactive walk-through in photo-realistic 3D environments around the original camera path  相似文献   

15.
This paper presents a 2D to 3D conversion scheme to generate a 3D human model using a single depth image with several color images. In building a complete 3D model, no prior knowledge such as a pre-computed scene structure and photometric and geometric calibrations is required since the depth camera can directly acquire the calibrated geometric and color information in real time. The proposed method deals with a self-occlusion problem which often occurs in images captured by a monocular camera. When an image is obtained from a fixed view, it may not have data for a certain part of an object due to occlusion. The proposed method consists of following steps to resolve this problem. First, the noise in a depth image is reduced by using a series of image processing techniques. Second, a 3D mesh surface is constructed using the proposed depth image-based modeling method. Third, the occlusion problem is resolved by removing the unwanted triangles in the occlusion region and filling the corresponding hole. Finally, textures are extracted and mapped to the 3D surface of the model to provide photo-realistic appearance. Comparison results with the related work demonstrate the efficiency of our method in terms of visual quality and computation time. It can be utilized in creating 3D human models in many 3D applications.  相似文献   

16.
Realistic wrinkles are extremely important for enhancing the realism of three-dimensional (3D) virtual face models. This paper proposes an approach for generating realistic wrinkle on a 3D face model based on a face image. It includes image preprocessing, automatically extracting wrinkle curves and generating wrinkles on a 3D surface. For image preprocessing, we use a linear transform method to conduct a grayscale conversion. We then use a transfinite-pixel neighborhood averaging method to reduce the noise, and a high pass filter to sharpen the image. For the automatic extraction of wrinkle curves, an improved Canny edge detector is employed. For wrinkle generation on a 3D surface, a number of novel techniques are employed. Some feature points are firstly defined both on the face image and on the 3D face model. By aligning these feature points, the extracted wrinkle curves are then projected onto the 3D face model. Finally, three shape control functions are used to produce more realistic properties of the 3D wrinkles. They are the proposed cross-section shape control function (CSCF) to determine the cross-section shape and size, the depth attenuation function (DAF) and the width attenuation function (WAF) to control the depth and width amplitude variations of the wrinkles, respectively. For better results, an adaptive subdivision is applied to the predefined influence region to adjust the resolution around the wrinkle mesh. The experiment results of applying this method to individualized 3D human models demonstrate the ability of our method to generate more natural wrinkles.  相似文献   

17.
18.
提出了从几何模型和多视点彩色图像构造真实感三维头部模型的方法.作为输入数据的彩色图像不仅被用来构造全景纹理图,而且是发型重构的数据源.首先在模型空间定义对应于真实图像平面的虚拟图像平面,恢复不同视点图像中发型外轮廓点的相应三维位置;然后根据发根位置、生长方向和长度,在模型的头皮表面重建发型.另一种发型重构的方法是从多幅图像中抽取的二维发型轮廓线出发,通过立体匹配法恢复其三维位置.然后用Coons-patch法重构发型表面.实验结果显示了文中方法的头部重建效果.  相似文献   

19.
Current trends in free form editing motivate the development of a novel editing paradigm for CAD models beyond traditional CAD editing of mechanical parts. To this end, we need robust and efficient 3D mesh deformation techniques such as 3D structural morphing.In this paper, we present a feature-based approach to 3D morphing of arbitrary genus-0 polyhedral objects that is appropriate for CAD editing. The technique is based on a sphere parameterization process built on an optimization technique that uses a target function to maintain the correspondence between the initial polygons and the mapped ones, while preserving topology and connectivity through a system of geometric constraints. Finally, we introduce a fully automated feature-based technique that matches surface areas (feature regions) with similar topological characteristics between the two morphed objects and performs morphing according to this feature correspondence list. Alignment is obtained without user intervention based on pattern matching between the feature graphs of the two morphed objects.  相似文献   

20.
具有真实感的三维虚拟特定人脸生成方法   总被引:12,自引:1,他引:11  
晏洁  高文  尹宝才 《计算机学报》1999,22(2):147-153
三维人脸的计算机生成目前是一个具有挑战性的课题。如何在人脸复杂的、不规则的表面上建模以及如何反映出特定人脸间的个体差异是现真实人脸模拟的两大主要困难所在。本文针对后者,提出了一种新的三维特定人脸生成方法,该方法基于人脸模型变形技术,允许模拟者在交互方式下将一般人脸几何模型和豫先提供的特定人脸多方面图像之间进形特征校准,进而得到特定人脸三维模型,该模型将精确地反映特定人脸的诸特征,同时,这种变形技术  相似文献   

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