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1.
基于轮廓线的三维人脸识别的改进算法   总被引:3,自引:0,他引:3       下载免费PDF全文
对已有的基于轮廓线的人脸识别方法进行了改进,在人脸的任意位置利用PCA自动确定人脸纵方向,采用网格配准方法提取对称面和对称轮廓线。通过计算对称轮廓线上的曲率,提取其他3条横向轮廓线。对提取的4条轮廓线进行重采样和归一化,截取轮廓线的有价值部分作为ICP算法的输入,进行人脸识别。试验证明,该算法将人脸识别率从原来的86.5%提高到了94%,降低了误识率。  相似文献   

2.
摘 要:采用人脸特征点调整三维形变模型的方法应用于面部三维重建,但模型形变的计 算往往会产生误差,且耗时较长。因此运用人脸二维特征点对通用三维形变模型的拟合方法进 行改进,提出了一种视频流的多角度实时三维人脸重建方法。首先利用带有三层卷积网络的 CLNF 算法识别二维特征点,并跟踪特征点位置;然后由五官特征点位置估计头部姿态,更新 模型的表情系数,其结果再作用于 PCA 形状系数,促使当前三维模型发生形变;最后采用 ISOMAP 算法提取网格纹理信息,进行纹理融合形成特定人脸模型。实验结果表明,该方法在 人脸重建过程中具有更好的实时性能,且精确度有所提高。  相似文献   

3.
The face is perhaps the most important human anatomical part, and its study is very important in many fields, such as the medical one and the identification one. Technical literature presents many works on this topic involving bi-dimensional solutions. Even if these solutions are able to provide interesting results, they are strongly subjected to images distortion. Thanks to the significant improvements obtained in the 3D scanner domain (photogrammetry for instance), today it is possible to replace the 2D images with more precise and complete 3D models (triangulated points clouds). Working on three-dimensional data, in fact, it is possible to obtain a more complete set of information about the face morphology. At present, even if it is possible to find interesting papers on this field, there is the lack of a complete protocol for converting the big amount of data coming from the three-dimensional point clouds in a reliable set of facial data, which could be employed for recognition and medical tasks. Starting from some anatomical human face concepts, it has been possible to understand that some soft-tissue landmarks could be the right data set for supporting many processes working on three-dimensional models. So, working in the Differential Geometry domain, through the Coefficients of the Fundamental Forms, the Principal Curvatures, Mean and Gaussian Curvatures and also with the derivatives and the Shape and Curvedness Indexes, the study has proposed a structured methodology for soft-tissue landmark formalization in order to provide a methodology for their automatic identification. The proposed methodology and its sensitivity have been tested with the involvement of a series of subjects acquired in different scenarios.  相似文献   

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一种基于标志点的三维表面模型的切割方法   总被引:2,自引:0,他引:2  
在计算机辅助虚拟手术研究中,需要对三维模型进行切割.由此,提出了利用标志点及三角剖分构建三维网格模型的方法来切割三维模型,并对切割后断开的网格进行修补,最大程度避免切割部位失真.该方法已应用到颅外科手术仿真系统中,实践证明,该方法容易实现,且能够比较精确地切割三维模型,达到理想的效果.  相似文献   

6.
Distance measures and geometrical features are widely used to describe faces. Generally, they are extracted punctually from landmarks, namely anthropometric reference points. The aims are various, such as face recognition, facial expression recognition, face detection, study of changes in facial morphology due to growth, or dysmorphologies. Most of the time, landmarks were extracted with the help of an algorithm or manually located on the faces. Then, measures are computed or geometrical features are extracted to perform the scope of the study. This paper is intended as a survey collecting and explaining all these features, in order to provide a structured user database of the potential parameters and their characteristics. Firstly, facial soft-tissue landmarks are defined and contextualized; then the various measures are introduced and some results are given; lastly, the most important measures are compared to identify the best one for face recognition applications.  相似文献   

7.
Three-dimensional (3D) anthropometry based on the laser scanning technique not only provides one-dimensional measurements calculated in accordance with the landmarks which are pre-located on the human body surface manually, but also the 3D shape information between the landmarks. This new technique used in recent ergonomic research has brought new challenges to resolving the application problem that was generally avoided by anthropometric experts in their researches. The current research problem is concentrating on how to shift and develop one-dimensional measurements (1D landmarks) into three-dimensional measurements (3D land-surfaces). The main purpose of this paper is to test whether the function of B-splines can be used to fit 3D scanned human heads, and to for further study to develop a computer aided ergonomic design tool (CAED). The result shows that B-splines surfaces can effectively reconstruct 3D human heads based on the laser scanning technique.  相似文献   

8.
Virtual 3D city models increasingly cover whole city areas; hence, the perception of complex urban structures becomes increasingly difficult. Using abstract visualization, complexity of these models can be hidden where its visibility is unnecessary, while important features are maintained and highlighted for better comprehension and communication. We present a technique to automatically generalize a given virtual 3D city model consisting of building models, an infrastructure network and optional land coverage data; this technique creates several representations of increasing levels of abstraction. Using the infrastructure network, our technique groups building models and replaces them with cell blocks, while preserving local landmarks. By computing a landmark hierarchy, we reduce the set of initial landmarks in a spatially balanced manner for use in higher levels of abstraction. In four application examples, we demonstrate smooth visualization of transitions between precomputed representations; dynamic landmark highlighting according to virtual camera distance; an implementation of a cognitively enhanced route representation, and generalization lenses to combine precomputed representations in focus + context visualization.  相似文献   

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Recent methods for 2D facial landmark localization perform well on close-to-frontal faces, but 2D landmarks are insufficient to represent 3D structure of a facial shape. For applications that require better accuracy, such as facial motion capture and 3D shape recovery, 3DA-2D (2D Projections of 3D Facial Annotations) is preferred. Inferring the 3D structure from a single image is an ill-posed problem whose accuracy and robustness are not always guaranteed. This paper aims to solve accurate 2D facial landmark localization and the transformation between 2D and 3DA-2D landmarks. One way to increase the accuracy is to input more precisely annotated facial images. The traditional cascaded regressions cannot effectively handle large or noisy training data sets. In this paper, we propose a Mini-Batch Cascaded Regressions (MBCR) method that can iteratively train a robust model from a large data set. Benefiting from the incremental learning strategy and a small learning rate, MBCR is robust to noise in training data. We also propose a new Cross-Dimension Annotations Conversion (CDAC) method to map facial landmarks from 2D to 3DA-2D coordinates and vice versa. The experimental results showed that CDAC combined with MBCR outperforms the-state-of-the-art methods in 3DA-2D facial landmark localization. Moreover, CDAC can run efficiently at up to 110 fps on a 3.4 GHz-CPU workstation. Thus, CDAC provides a solution to transform existing 2D alignment methods into 3DA-2D ones without slowing down the speed. Training and testing code as well as the data set can be downloaded from https://github.com/SWJTU-3DVision/CDAC.  相似文献   

11.
Online shopping has become quite popular since its first arrival on the internet. Although numerous studies have been performed to investigate various issues related to the internet store, some research issues relating to the spatial cognition of the elderly (the fastest growing internet group) when exploring a 3D virtual store still await further empirical investigation. The objective of this study was to examine how elderly users acquire spatial knowledge in an on-screen virtual store. Specifically, the impact of different types of landmarks on the acquisition of spatial knowledge was examined. In addition, in this study, goods-classification was seen as an implicit landmark associated with the acquisition of spatial knowledge. Therefore, it is worth observing the impact during the location of the goods and examining the combined effect with landmarks. The experimental results indicated that landmarks are important for the elderly as they attempt to locate goods within a 3D virtual store, no matter what types are used. However, landmarks are not the only resources for constructing spatial knowledge in a 3D virtual store; the classification of goods is also a good resource and may be more important than landmarks. In addition, the combined effect of goods-classification and landmarks in a 2D image would be best for the elderly in terms of acquired spatial cognition and the location of goods within a 3D virtual store.  相似文献   

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13.
《Real》2004,10(4):239-250
In this paper, we present a new shape analysis approach using the well-known wavelet transform and exploring shape representation by landmarks. First, we describe the approach adopted to represent the landmarks data as parametric signals. Then, we show the relation of the derivatives of Gaussian wavelet transform applied to the signal-to-differential properties of the shape that it represents. We present experimental results using real data to show how it is possible to characterize shapes through multiscale and differential signal-processing techniques in order to relate morphological variables with phylogenetic signal, environmental factors and sexual dimorphism. The goal of this research is to develop an effective wavelet transform-based method to represent and classify multiple classes of shapes given by landmarks.  相似文献   

14.
现有三维颅面复原技术大多依据颅骨特征点的软组织厚度统计值。针对现有统计值指标涵盖的年龄、胖瘦等属性段较宽泛导致复原面貌缺乏个性的缺点,提出了一种改进方法。首先通过CT扫描仪获得颅面样本数据,并通过图像重构获得三维颅骨和人脸模型;然后采用一种半自动特征点标定方法对三维颅骨样本进行特征点标定,并求解特征点软组织厚度;之后采用支持向量回归方法构建特征点软组织厚度与属性之间的函数关系;最后根据待复原颅骨的属性以及回归函数计算特征点软组织厚度,在此基础上采用薄板样条函数对参考人脸模型进行变形获得复原面貌。实验结果表明,相比于已有方法,该方法能获得更准确的软组织厚度,提高颅面复原的准确度。  相似文献   

15.
We investigate the localization of a camera subject to a planar motion with horizontal optical axis in the presence of known vertical landmarks. Under these assumptions, a calibrated camera can measure the distance to the viewed landmarks. We propose to replace the trilateration method by intersecting a pair of Chasles-Apollonius circles. In the case of square pixels but unknown focal length we introduce a new method to recover the camera position from one image with three vertical landmarks. To this end we consider virtual landmarks and Apollonius-like circles. We extend this method in order to deal with an unknown principal point by using four landmarks.  相似文献   

16.
In this paper we propose a new approach to solve some challenges in the simultaneous localization and mapping (SLAM) problem based on the relative map filter (RMF). This method assumes that the relative distances between the landmarks of relative map are estimated fully independently. This considerably reduces the computational complexity to average number of landmarks observed in each scan. To solve the ambiguity that may happen in finding the absolute locations of robot and landmarks, we have proposed two separate methods, the lowest position error (LPE) and minimum variance position estimator (MVPE). Another challenge in RMF is data association problem where we also propose an algorithm which works by using motion sensors without engaging in their cumulative error. To apply these methods, we switch successively between the absolute and relative positions of landmarks. Having a sufficient number of landmarks in the environment, our algorithm estimates the positions of robot and landmarks without using motion sensors and kinematics of robot. Motion sensors are only used for data association. The empirical studies on the proposed RMF-SLAM algorithm with the LPE or MVPE methods show a better accuracy in localization of robot and landmarks in comparison with the absolute map filter SLAM.  相似文献   

17.
Vision-Based SLAM: Stereo and Monocular Approaches   总被引:1,自引:0,他引:1  
Building a spatially consistent model is a key functionality to endow a mobile robot with autonomy. Without an initial map or an absolute localization means, it requires to concurrently solve the localization and mapping problems. For this purpose, vision is a powerful sensor, because it provides data from which stable features can be extracted and matched as the robot moves. But it does not directly provide 3D information, which is a difficulty for estimating the geometry of the environment. This article presents two approaches to the SLAM problem using vision: one with stereovision, and one with monocular images. Both approaches rely on a robust interest point matching algorithm that works in very diverse environments. The stereovision based approach is a classic SLAM implementation, whereas the monocular approach introduces a new way to initialize landmarks. Both approaches are analyzed and compared with extensive experimental results, with a rover and a blimp.  相似文献   

18.
In the traditional design process for a 3D environment, people usually depict a rough prototype to verify their ideas, and iteratively modify its configuration until they are satisfied with the general layout. In this activity, one of the main operations is the rearrangement of single and composite parts of a scene. With current desktop virtual reality (VR) systems, the selection and manipulation of arbitrary objects in 3D is still difficult. In this work, we present new and efficient techniques that allow even novice users to perform meaningful rearrangement tasks with traditional input devices. The results of our work show that the presented techniques can be mastered quickly and enable users to perform complex tasks on composite objects. Moreover, the system is easy to learn, supports creativity, and is fun to use.  相似文献   

19.
虚拟现实语言X3D在晶体结构建模中的应用   总被引:3,自引:1,他引:2  
X3D是基于可扩展标记语言(XML)的新一代虚拟现实造型语言,可在Internet网络提供独立、动态可交互性3D场景。本文首先介绍了X3D的发展历史及其相关软件,然后从晶体结构和X3D语言的特点出发,对X3D语言在三维晶体结构建模上的设计原则进行了初步归纳,并通过两种常用晶体结构表现模式:球杆模型和配位多面体模型的X3D建立实例,探讨了设计原则在晶体结构模型的应用。  相似文献   

20.
In this paper,we present a framework for the generation and control of an Internet-based 3-dimensionai game virtual environment that allows a character to navigate through the environment.Our framework includes 3-dimensional terrain mesh data processing,a map editor,scene processing,collision processing,and waikthrough control.We also define an environment-specific semantic information editor,which can be applied using specific location obtained from the real world.Users can insert text information related to the characters real position in the real world during navigation in the game virtual environment.  相似文献   

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