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1.
In this paper, a novel feature extraction method is proposed for facial expression recognition by extracting the feature from facial depth and 3D mesh alongside texture. Accordingly, the 3D Facial Expression Generic Elastic Model (3D FE-GEM) method is used to reconstruct an expression-invariant 3D model from the human face. Then, the texture, depth and mesh are extracted from the reconstructed face model. Afterwards, the Local Binary Pattern (LBP), proposed 3D High-Low Local Binary Pattern (3DH-LLBP) and Local Normal Binary Patterns (LNBPs) are applied to texture, depth and mesh of the face, respectively, to extract the feature from 2D images. Finally, the final feature vectors are generated through feature fusion and are classified by the Support Vector Machine (SVM). Convincing results are acquired for facial expression recognition on the CK+, CK, JAFFE and Bosphorus image databases compared to several state-of-the-art methods.  相似文献   

2.
With better understanding of face anatomy and technical advances in computer graphics, 3D face synthesis has become one of the most active research fields for many human-machine applications, ranging from immersive telecommunication to the video games industry. In this paper we proposed a method that automatically extracts features like eyes, mouth, eyebrows and nose from the given frontal face image. Then a generic 3D face model is superimposed onto the face in accordance with the extracted facial features in order to fit the input face image by transforming the vertex topology of the generic face model. The 3D-specific face can finally be synthesized by texturing the individualized face model. Once the model is ready six basic facial expressions are generated with the help of MPEG-4 facial animation parameters. To generate transitions between these facial expressions we use 3D shape morphing between the corresponding face models and blend the corresponding textures. Novelty of our method is automatic generation of 3D model and synthesis face with different expressions from frontal neutral face image. Our method has the advantage that it is fully automatic, robust, fast and can generate various views of face by rotation of 3D model. It can be used in a variety of applications for which the accuracy of depth is not critical such as games, avatars, face recognition. We have tested and evaluated our system using standard database namely, BU-3DFE.  相似文献   

3.
三维扫描仪可以准确获取人脸的几何形状与纹理,但原始的人脸扫描数据仅为一张连续曲面,不符合实际的人脸结构,无法用于人脸动画。针对此问题,提出了一种由三雏扫描数据进行人脸建模的方法,将一个具备完整结构的通用人脸模型与扫描数据进行初步适配,再采用细节重建技术恢复特定人脸的表面细节和皮肤纹理。实验表明,该方法建立的三维人脸模型真实感强,结构完整,可生成连续自然的表情动画。  相似文献   

4.
新一代基于HEVC的3D视频编码技术   总被引:2,自引:1,他引:1  
HEVC标准出台后,新一代基于HEVC的多视点加深度编码也将正式推出。基于HEVC的3D视频编码作为HEVC标准的扩展部分,主要面向立体电视和自由立体视频。从该编码方式的基本结构出发,较全面地介绍了视频编码方式、深度图编码方式和对深度图的编码控制三个方面的关键技术,包括视点间运动预测、深度图建模模式和视点合成优化等技术。  相似文献   

5.
This paper presents a hierarchical animation method for transferring facial expressions extracted from a performance video to different facial sketches. Without any expression example obtained from target faces, our approach can transfer expressions by motion retargetting to facial sketches. However, in practical applications, the image noise in each frame will reduce the feature extraction accuracy from source faces. And the shape difference between source and target faces will influence the animation quality for representing expressions. To solve these difficulties, we propose a robust neighbor-expression transfer (NET) model, which aims at modeling the spatial relations among sparse facial features. By learning expression behaviors from neighbor face examples, the NET model can reconstruct facial expressions from noisy signals. Based on the NET model, we present a hierarchical method to animate facial sketches. The motion vectors on the source face are adjusted from coarse to fine on the target face. Accordingly, the animation results are generated to replicate source expressions. Experimental results demonstrate that the proposed method can effectively and robustly transfer expressions by noisy animation signals.  相似文献   

6.
李晓峰  赵海  葛新  程显永 《电子学报》2010,38(5):1167-1171
由于外界环境的不确定性和人脸的复杂性,人脸表情的跟踪与计算机形象描绘是一个较难问题.基于此问题,提出了一种有别于模式识别、样本学习等传统手段的较为简单解决方法,在视频采集条件下,分析帧图像,通过对比多种边缘检测方法,采用一种基于边缘特征提取的人脸表情建模方法,来完成用于表情描绘的面部特征量提取与建模,并结合曲线拟合和模型控制等手段,进行人脸卡通造型生成和二维表情动画模拟.实现了从输入数据生成卡通造型画并真实地表现出表情变化情况.  相似文献   

7.
In this paper, the authors have developed a system that animates 3D facial agents based on real-time facial expression analysis techniques and research on synthesizing facial expressions and text-to-speech capabilities. This system combines visual, auditory, and primary interfaces to communicate one coherent multimodal chat experience. Users can represent themselves using agents they select from a group that we have predefined. When a user shows a particular expression while typing a text, the 3D agent at the receiving end speaks the message aloud while it replays the recognized facial expression sequences and also augments the synthesized voice with appropriate emotional content. Because the visual data exchange is based on the MPEG-4 high-level Facial Animation Parameter for facial expressions (FAP 2), rather than real-time video, the method requires very low bandwidth.  相似文献   

8.
The author's goal is to generate a virtual space close to the real communication environment between network users or between humans and machines. There should be an avatar in cyberspace that projects the features of each user with a realistic texture-mapped face to generate facial expression and action controlled by a multimodal input signal. Users can also get a view in cyberspace through the avatar's eyes, so they can communicate with each other by gaze crossing. The face fitting tool from multi-view camera images is introduced to make a realistic three-dimensional (3-D) face model with texture and geometry very close to the original. This fitting tool is a GUI-based system using easy mouse operation to pick up each feature point on a face contour and the face parts, which can enable easy construction of a 3-D personal face model. When an avatar is speaking, the voice signal is essential in determining the mouth shape feature. Therefore, a real-time mouth shape control mechanism is proposed by using a neural network to convert speech parameters to lip shape parameters. This neural network can realize an interpolation between specific mouth shapes given as learning data. The emotional factor can sometimes be captured by speech parameters. This media conversion mechanism is described. For dynamic modeling of facial expression, a muscle structure constraint is introduced for making a facial expression naturally with few parameters. We also tried to obtain muscle parameters automatically from a local motion vector on the face calculated by the optical flow in a video sequence  相似文献   

9.
In this paper, we present a probabilistic approach to determining whether extracted facial features from a video sequence are appropriate for creating a 3D face model. In our approach, the distance between two feature points selected from the MPEG‐4 facial object is defined as a random variable for each node of a probability network. To avoid generating an unnatural or non‐realistic 3D face model, automatically extracted 2D facial features from a video sequence are fed into the proposed probabilistic network before a corresponding 3D face model is built. Simulation results show that the proposed probabilistic network can be used as a quality control agent to verify the correctness of extracted facial features.  相似文献   

10.
People instinctively recognize facial expression as a key to nonverbal communication, which has been confirmed by many different research projects. A change in intensity or magnitude of even one specific facial expression can cause different interpretations. A systematic method for generating facial expression syntheses, while mimicking realistic facial expressions and intensities, is a strong need in various applications. Although manually produced animation is typically of high quality, the process is slow and costly-therefore, often unrealistic for low polygonal applications. In this paper, we present a simple and efficient emotional-intensity-based expression cloning process for low-polygonal-based applications, by generating a customized face, as well as by cloning facial expressions. We define intensity mappings to measure expression intensity. Once a source expression is determined by a set of suitable parameter values in a customized 3D face and its embedded muscles, expressions for any target face(s) can be easily cloned by using the same set of parameters. Through experimental study, including facial expression simulation and cloning with intensity mapping, our research reconfirms traditional psychological findings. Additionally, we discuss the method's overall usability and how it allows us to automatically adjust a customized face with embedded facial muscles while mimicking the user's facial configuration, expression, and intensity.  相似文献   

11.
In this paper, two novel methods for facial expression recognition in facial image sequences are presented. The user has to manually place some of Candide grid nodes to face landmarks depicted at the first frame of the image sequence under examination. The grid-tracking and deformation system used, based on deformable models, tracks the grid in consecutive video frames over time, as the facial expression evolves, until the frame that corresponds to the greatest facial expression intensity. The geometrical displacement of certain selected Candide nodes, defined as the difference of the node coordinates between the first and the greatest facial expression intensity frame, is used as an input to a novel multiclass Support Vector Machine (SVM) system of classifiers that are used to recognize either the six basic facial expressions or a set of chosen Facial Action Units (FAUs). The results on the Cohn-Kanade database show a recognition accuracy of 99.7% for facial expression recognition using the proposed multiclass SVMs and 95.1% for facial expression recognition based on FAU detection.  相似文献   

12.
Face recognition is one of the most rapidly developing areas of image processing and computer vision. In this work, a new method for face recognition and identification using 3D facial surfaces is proposed. The method is invariant to facial expression and pose variations in the scene. The method uses 3D shape data without color or texture information. The method is based on conformal mapping of original facial surfaces onto a Riemannian manifold, followed by comparison of conformal and isometric invariants computed in this manifold. Computer results are presented using known 3D face databases that contain significant amount of expression and pose variations.  相似文献   

13.
Multi-view video plus depth (MVD) data offer a reliable representation of three-dimensional (3D) scenes for 3D video applications. This is a huge amount of data whose compression is an important challenge for researchers at the current time. Consisting of texture and depth video sequences, the question of the relationship between these two types of data regarding bit-rate allocation often raises. This paper questions the required ratio between texture and depth when encoding MVD data. In particular, the paper investigates the elements impacting on the best bit-rate ratio between depth and color: total bit-rate budget, input data features, encoding strategy, and assessed view.  相似文献   

14.
多视点纹理加深度编码的联合码率控制方法   总被引:1,自引:0,他引:1  
码率控制技术是多视点视频编码和传输中一个关键的问题。为了提高三维(3D)视频的整体显示质量,包括虚拟视点质量和编码视点质量,提出一种多视点纹理加深度编码的联合码率控制方法。该算法研究了纹理和深度的关系,采用基于模型方法确定最优的纹理和深度之间的码率比例。根据各个视点编码结果的统计规律,不同的视频序列采用不同的视点间比特分配比例。实验结果表明,与目前流行的多视点码率控制算法相比,该算法在计算复杂度基本保持不变的情况下,平均码率控制误差在0.6%以内,客观质量PSNR最高可提高0.65 dB。  相似文献   

15.
We propose a novel approach for face tracking, resulting in a visual feedback loop: instead of trying to adapt a more or less realistic artificial face model to an individual, we construct from precise range data a specific texture and wireframe face model, whose realism allows the analysis and synthesis modules to visually cooperate in the image plane, by directly using 2D patterns synthesized by the face model. Unlike other feedback loops found in the literature, we do not explicitly handle the 3D complex geometric data of the face model, to make real-time manipulations possible. Our main contribution is a complete face tracking and pose estimation framework, with few assumptions about the face rigid motion (allowing large rotations out of the image plane), and without marks or makeup on the user's face. Our framework feeds the feature-tracking procedure with synthesized facial patterns, controlled by an extended Kalman filter. Within this framework, we present original and efficient geometric and photometric modelling techniques, and a reformulation of a block-matching algorithm to make it match synthesized patterns with real images, and avoid background areas during the matching. We also offer some numerical evaluations, assessing the validity of our algorithms, and new developments in the context of facial animation. Our face-tracking algorithm may be used to recover the 3D position and orientation of a real face and generate a MPEG-4 animation stream to reproduce the rigid motion of the face with a synthetic face model. It may also serve as a pre-processing step for further facial expression analysis algorithms, since it locates the position of the facial features in the image plane, and gives precise 3D information to take into account the possible coupling between pose and expressions of the analysed facial images.  相似文献   

16.
Facial expressions contain most of the information on human face which is essential for human–computer interaction. Development of robust algorithms for automatic recognition of facial expressions with high recognition rates has been a challenge for the last 10 years. In this paper, we propose a novel feature selection procedure which recognizes basic facial expressions with high recognition rates by utilizing three-Dimensional (3D) geometrical facial feature positions. The paper presents a system of classifying expressions in one of the six basic emotional categories which are anger, disgust, fear, happiness, sadness, and surprise. The paper contributes on feature selections for each expression independently and achieves high recognition rates with the proposed geometric facial features selected for each expression. The novel feature selection procedure is entropy based, and it is employed independently for each of the six basic expressions. The system’s performance is evaluated using the 3D facial expression database, BU-3DFE. Experimental results show that the proposed method outperforms the latest methods reported in the literature.  相似文献   

17.
ATM(AVC-based test model)测试模型实现了多视视频加深度(MVD)格式的联合编码,使得数据的压缩效率更高。然而,较高的压缩效率使得码流对传输错误非常敏感,极易产生错误扩散现象。针对ATM测试模型的编码顺序,提出一种用于MVD联合编码的错误隐藏算法。算法充分利用视点内、视点间及纹理视频与深度视频间的相关性,针对每个视点的不同特征提出了适应其视频特性的不同隐藏算法。实验表明,本文提出的算法可以在不增加算法复杂度的情况下,有效提高视频的主客观质量。  相似文献   

18.
吴晓军  鞠光亮 《电子学报》2016,44(9):2141-2147
提出了一种无标记点的人脸表情捕捉方法.首先根据ASM(Active Shape Model)人脸特征点生成了覆盖人脸85%面部特征的人脸均匀网格模型;其次,基于此人脸模型提出了一种表情捕捉方法,使用光流跟踪特征点的位移变化并辅以粒子滤波稳定其跟踪结果,以特征点的位移变化驱动网格整体变化,作为网格跟踪的初始值,使用网格的形变算法作为网格的驱动方式.最后,以捕捉到的表情变化数据驱动不同的人脸模型,根据模型的维数不同使用不同的驱动方法来实现表情动画重现,实验结果表明,提出的算法能很好地捕捉人脸表情,将捕捉到的表情映射到二维卡通人脸和三维虚拟人脸模型都能取得较好的动画效果.  相似文献   

19.
用于多视视频加深度的错误隐藏算法   总被引:1,自引:1,他引:0  
提出了一种针对多视视频加深度(MVD)的错误隐藏( EC)算法。算法充分利用MVD特有的深度 信息及当前丢失宏块周围正确解码的宏块信息,将丢失宏块分为3类不同属性的宏块。针对3类宏块的特 点,分别提出了基于候选运动矢量修正(CMVR)、基于深度的外边界匹配(DOBMA)以及自适应 权 值的EC(AWEC)等模式。实验表明,本文提出的算法在保证相同的视频主客观质量情况下, 能够快速有效地实现EC。  相似文献   

20.
In 3D TV research, one approach is to employ multiple cameras for creating a 3D multi-view signal with the aim to make interactive free-viewpoint selection possible in 3D TV media. This paper explores a new rendering algorithm that enables to compute a free-viewpoint between two reference views from existing cameras. A unique property is that we perform forward warping for both texture and depth simultaneously. Advantages of our rendering are manyfold. First, resampling artifacts are filled in by inverse warping. Second, disocclusions are processed while omitting warping of edges at high discontinuities. Third, our disocclusion inpainting approach explicitly uses depth information. We obtain an average PSNR gain of 3 dB and 4.5 dB for the ‘Breakdancers’ and ‘Ballet’ sequences, respectively, compared recently published results. Moreover, experiments are performed using compressed video from surrounding cameras. The overall system quality is dominated by rendering quality and not by coding.  相似文献   

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