LYU0603 - PowerPoint PPT Presentation

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LYU0603

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Users are not required to pay extra cost on specific hardware ... The cheeks are being pushed up and wide. The chin is being pulled down ... – PowerPoint PPT presentation

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Title: LYU0603


1
LYU0603
  • A Generic Real-Time Facial Expression Modelling
    System

Supervisor Prof. Michael R. Lyu Group
Member Cheung Ka Shun (05521661) Wong Chi Kin
(05524554)
2
Outline
  • Previous Work
  • Objectives
  • Work in Semester Two
  • Review of implementation tool
  • Implementation
  • Virtual Camera
  • 3D Face Generator
  • Face Animation
  • Conclusion
  • QA

3
Previous Work
  • Face analysis
  • Detect the facial expression
  • Draw corresponding model

4
Objectives
  • Enrich the functionality of web-cam
  • Make net-meeting more interesting
  • Users are not required to pay extra cost on
    specific hardware
  • Extract human face and approximate face shape

5
Work in Semester Two
  • Virtual Camera
  • Make Facial Expression Modelling to be available
    in net-meeting software
  • Face Generator
  • Approximate face shape
  • Generate a 3D face texture
  • Face Animation
  • Animate the generated 3D face
  • Convert into standard file format

6
Review - DirectShow
  • Filter graph
  • Source ? Transform ? Renderer

7
Review - Direct3D
  • Efficiently process and render 3-D scenes to a
    display, taking advantage of available hardware
  • Fully Compatible with DirectShow

8
Virtual Camera
  • Focus on MSN Messenger

9
Virtual Camera
  • Two components
  • 3D model as output
  • Face Mesh Preview

10
Virtual Camera
  • Actually it is a source filter

11
Virtual Camera
  • Inner filter graph in virtual camera

12
Virtual Camera
13
Demonstration
  • We are going to play a movie clip which
    demonstrate Virtual Camera

14
(No Transcript)
15
3D Face Generator
  • Aims To approximate the human face and shape
  • Comprise two parts

16
(No Transcript)
17
FaceLab
  • Adopted from the face analysis project of Zhu
    Jian Ke, CUHK CSE Ph.D. Student
  • The analysis is decomposed into training and
    building part
  • The whole training phase is made up of three
    steps

18
FaceLab Data Acquisition
  • To acquire human face structure data
  • However, thousands of point are demanded to
    describe the complex structure of human face
  • It can be acquired either by 3D scanner or
    computer vision algorithm

19
FaceLab Data Registration
  • To normalize the 3D data into same scale with
    correspondences
  • Problem
  • The most accurate way is to compute 3D optical
    flow
  • Commercial 3D scanners and 3D registration are
    computed with specific hardware

20
FaceLab
  • To simplify the process, it is decided to use
    software to generate the human face data.
  • Each has a set of 752 3D vertex data to describe
    the shape of face

21
FaceLab Shape Model Building
  • A shape is defined as a geometry data by removing
    the translational, rotational and scaling
    components.
  • The object containing N vertex data is
    represented as a matrix below

22
FaceLab Shape Model Building
  • The set of P shapes will form a point cloud in
    3N-dimensional space which is a huge domain.
  • A conventional principle component analysis (PCA)
    is performed.

23
FaceLab Shape Model Building PCA
Implementation
  • It performs an orthogonal linear transform
  • A new coordinate system which points to the
    directions of maximum variation of the point
    cloud.
  • In this Implementation, the covariance method is
    used.

24
FaceLab Shape Model Building PCA
Implementation
  • Step 1 Compute the empirical mean
  • which is the mean shape along each dimension

25
FaceLab Shape Model Building PCA
Implementation
  • Step 2 Calculate the covariance matrix C
  • The axes of the point cloud are collected from
    the eigenvectors of the covariance matrix.

26
FaceLab Shape Model Building PCA
Implementation
  • Step 3 Compute the matrix of eigenvectors V
  • where D is the eigenvalue matrix of C
  • The eigenvalue represents the distribution of the
    objects datas energy

27
FaceLab Shape Model Building PCA
Implementation
  • Final Step Represent the resulted shape model as
  • where ms are the shape parameters
  • Adjusting the value of the shape parameters can
    generate a new face model by computing

28
FaceLab Shape Model Building PCA
Implementation
  • An extra step Select a subset of the
    eigenvectors
  • The eigenvalue represents the variation of the
    corresponding axis
  • The first seven columns are used in the system
    and achieve a majority of the total variance.

29
FaceLab Render the face model
  • The resulted data set is a 3D face mesh data
  • Use OpenGL to render it

30
(No Transcript)
31
System Overview of Face Texture Generator
Facial Expression Modelling
Face Texture Generator
32
Face Texture Generator
  • Face texture extraction
  • Three Approaches
  • Largest area triangle aggregation
  • Human-defined triangles aggregation
  • Single photo on effect face

33
Largest area triangle aggregation
Right face
Left face
Front face
34
Largest area triangle aggregation
35
Largest area triangle aggregation
  • Result

36
Human-defined triangles aggregation
  • Divide the face mesh into three parts
  • Define the particular photo to be sampled in
    triangles in each region
  • Reduce fragmentation

37
Human-defined triangles aggregation
  • Redefine the face mesh Effect Face

38
Human-defined triangles aggregation
  • Result

39
Single photo on effect face
  • Similar to Human-defined triangles aggregation
  • Use a single photo for pixel sampling
  • Use Effect Face as outline

40
Single photo on effect face
  • Result

41
Face Generator Filter
42
Dynamic Texture Generation
  • To get back the rendered data from the video
    display card

43
Dynamic Texture Generation
  • Lock the video display buffer

44
Dynamic Texture Generation
  • Common buffer content is changed
  • Update the texture buffer to reflect the changes
    immediately

45
Dynamic Texture Generation
  • From 2D face mesh to 3D face mesh

46
Completed 3D Face Generator
47
Demonstration
  • We are going to play a movie clip which
    demonstrates Face Generator

48
(No Transcript)
49
Face Viewer
50
Generate simple animation
  • Looking at the mouse cursor
  • Feature points provide sufficient information to
    locate the eye
  • The two eyes will form a triangle planar with the
    mouse cursor

51
Generate simple animation
  • Eye blinking
  • One of the natural movements on a human face
  • Adjust the vertex geometry on the eyelids
  • The eyebrow is also needed to move backward

52
Generate simple animation
Smiling
  • A lot of muscle needed to be modified
  • The cheeks are being pushed up and wide
  • The chin is being pulled down
  • To change the shape of the lip

53
Convert into standard file format
  • Save the mesh
  • in .x file format
  • Current selected
  • face mesh data
  • would be saved
  • The Microsoft DirectX .x file format is not
    specific
  • It can be used by any other application

54
Demonstration
  • We are going to play a movie clip which
    demonstrate Face Animation

55
(No Transcript)
56
Conclusion
  • We have achieved our goals
  • Enrich functionality of webcam
  • Make net-meeting become more interesting
  • Extract human face and approximate face shape
  • Discover the potential of face recognition
    technology

57
End
  • Thank you!
  • QA
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