P. Huber, W. Christmas, A. Hilton, J. Kittler, Matthias Rätsch
We present a fully automatic approach to real-time 3D face reconstruction from monocular in-the-wild videos. We use a 3D Morphable Face Model to obtain a semi-dense shape and combine it with a fast median-based super-resolution technique to obtain a high-fidelity textured 3D face model. Our system does not need prior training and is designed to work in uncontrolled scenarios.
{"title":"Real-time 3D face super-resolution from monocular in-the-wild videos","authors":"P. Huber, W. Christmas, A. Hilton, J. Kittler, Matthias Rätsch","doi":"10.1145/2945078.2945145","DOIUrl":"https://doi.org/10.1145/2945078.2945145","url":null,"abstract":"We present a fully automatic approach to real-time 3D face reconstruction from monocular in-the-wild videos. We use a 3D Morphable Face Model to obtain a semi-dense shape and combine it with a fast median-based super-resolution technique to obtain a high-fidelity textured 3D face model. Our system does not need prior training and is designed to work in uncontrolled scenarios.","PeriodicalId":417667,"journal":{"name":"ACM SIGGRAPH 2016 Posters","volume":"208 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122771897","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This paper presents a system for visualizing the results of loitering discovery in surveillance videos. Since loitering is a suspicious behaviour that often leads to abnormal situations, such as pickpocketing, its analysis attracts attention from researchers [Bird et al. 2005; Ke et al. 2013; A. et al. 2015]. Most of them mainly focus on how to detect or identify loitering individuals by human tracking techniques. A robust approach in [Nam 2015] is one of the state-of-theart methods for detecting loitering persons in crowded scenes using pedestrian tracking based on spatio-temporal changes. However, such tracking-based methods are quite time-consuming. Therefore, it is hard to apply loitering detection across multiple cameras for a long time, or take into account the visualization of loiterers at a glance. To solve this problem, we propose a system, named VisLoiter (Figure 1), which enables efficient loitering discovery based on face features extracted from longtime videos across multiple cameras, instead of the tracking-based manner. By taking the advantage of efficiency, the VisLoiter realizes the visualization of loiterers at a glance. The visualization consists of three display components for (1) the appearance patterns of loitering individuals, (2) the frequency ranking of faces of loiterers, and (3) the lightweight playback of video clips where the discovered loiterer frequently appeared (see Figure 1 (b) and (c)).
本文介绍了一种监控视频中游荡发现结果的可视化系统。由于徘徊是一种可疑的行为,经常会导致异常情况,例如扒窃,因此对它的分析引起了研究人员的注意[Bird et al. 2005;Ke et al. 2013;A. et al. 2015]。大多数研究主要集中在如何通过人体跟踪技术来检测或识别游荡的个体。[Nam 2015]中的一种鲁棒方法是利用基于时空变化的行人跟踪来检测拥挤场景中游荡者的最新方法之一。然而,这种基于跟踪的方法非常耗时。因此,很难在长时间内跨多个摄像头进行游荡检测,也很难考虑到对游荡者的可视化。为了解决这个问题,我们提出了一个名为VisLoiter的系统(图1),该系统可以基于从多个摄像头的长时间视频中提取的面部特征,而不是基于跟踪的方式,实现高效的闲逛发现。VisLoiter利用效率的优势,实现了对游行者的可视化。可视化包括三个显示组件:(1)游荡个体的外观模式,(2)游荡者面孔的频率排名,以及(3)发现游荡者经常出现的视频片段的轻量播放(见图1 (b)和(c))。
{"title":"VisLoiter: a system to visualize loiterers discovered from surveillance videos","authors":"Jianquan Liu, Shoji Nishimura, Takuya Araki","doi":"10.1145/2945078.2945125","DOIUrl":"https://doi.org/10.1145/2945078.2945125","url":null,"abstract":"This paper presents a system for visualizing the results of loitering discovery in surveillance videos. Since loitering is a suspicious behaviour that often leads to abnormal situations, such as pickpocketing, its analysis attracts attention from researchers [Bird et al. 2005; Ke et al. 2013; A. et al. 2015]. Most of them mainly focus on how to detect or identify loitering individuals by human tracking techniques. A robust approach in [Nam 2015] is one of the state-of-theart methods for detecting loitering persons in crowded scenes using pedestrian tracking based on spatio-temporal changes. However, such tracking-based methods are quite time-consuming. Therefore, it is hard to apply loitering detection across multiple cameras for a long time, or take into account the visualization of loiterers at a glance. To solve this problem, we propose a system, named VisLoiter (Figure 1), which enables efficient loitering discovery based on face features extracted from longtime videos across multiple cameras, instead of the tracking-based manner. By taking the advantage of efficiency, the VisLoiter realizes the visualization of loiterers at a glance. The visualization consists of three display components for (1) the appearance patterns of loitering individuals, (2) the frequency ranking of faces of loiterers, and (3) the lightweight playback of video clips where the discovered loiterer frequently appeared (see Figure 1 (b) and (c)).","PeriodicalId":417667,"journal":{"name":"ACM SIGGRAPH 2016 Posters","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123646275","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Users always got bad experiences while using the general virtual reality head-mounted displays (HMDs) because of the low pixel density through optical lenses. For this reason, the narrow field-of-view (FoV) and high pixel density are the main goals we are going to pursue in the near-field video see-through augmented reality (AR) applications with sophisticated operations, such as the biological observation with AR microscope (e.g. Scope+ [Huang et al. 2015]), the AR surgery simulation, and telescope applications. Therefore with high resolution to see tiny objects clearly is the most important concern in this paper.
一般的虚拟现实头戴式显示器(hmd)由于光学透镜的像素密度低,用户在使用时往往会出现不良体验。因此,窄视场(FoV)和高像素密度是我们在具有复杂操作的近场视频透明增强现实(AR)应用中要追求的主要目标,例如使用AR显微镜进行生物观察(例如Scope+ [Huang et al. 2015]), AR手术模拟和望远镜应用。因此,如何以高分辨率清晰地观察微小物体是本文研究的重点。
{"title":"A modified wheatstone-style head-mounted display prototype for narrow field-of-view video see-through augmented reality","authors":"Pei-Hsuan Tsai, Yu-Hsuan Huang, Yu-Ju Tsai, Hao-Yu Chang, Masatoshi Chang-Ogimoto, M. Ouhyoung","doi":"10.1145/2945078.2945084","DOIUrl":"https://doi.org/10.1145/2945078.2945084","url":null,"abstract":"Users always got bad experiences while using the general virtual reality head-mounted displays (HMDs) because of the low pixel density through optical lenses. For this reason, the narrow field-of-view (FoV) and high pixel density are the main goals we are going to pursue in the near-field video see-through augmented reality (AR) applications with sophisticated operations, such as the biological observation with AR microscope (e.g. Scope+ [Huang et al. 2015]), the AR surgery simulation, and telescope applications. Therefore with high resolution to see tiny objects clearly is the most important concern in this paper.","PeriodicalId":417667,"journal":{"name":"ACM SIGGRAPH 2016 Posters","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128065738","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
In this paper, we present ARTTag, an aesthetic fiducial marker system, of which the design development can be performed with any color, texture, shape, or other features as long as circle pairs are integrated. By utilizing the projective properties of circular features, ARTTag is appropriate for detection, identification, and camera-based registration in augmented reality (AR) applications.
{"title":"ARTTag: aesthetic fiducial markers based on circle pairs","authors":"Shinichi Higashino, Sakiko Nishi, R. Sakamoto","doi":"10.1145/2945078.2945116","DOIUrl":"https://doi.org/10.1145/2945078.2945116","url":null,"abstract":"In this paper, we present ARTTag, an aesthetic fiducial marker system, of which the design development can be performed with any color, texture, shape, or other features as long as circle pairs are integrated. By utilizing the projective properties of circular features, ARTTag is appropriate for detection, identification, and camera-based registration in augmented reality (AR) applications.","PeriodicalId":417667,"journal":{"name":"ACM SIGGRAPH 2016 Posters","volume":"51 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126743441","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Digital characters are common in modern films visual effects and the demand for digital actors has increased during the past few years. The success of digitally created actors is related to their believability and, in particular, the realism of the animation and simulation of their faces. Facial expressions in computer graphics are commonly obtained through linear vertex interpolation techniques such as blend shapes. These enable high artistic control and fast interaction, but cannot properly reproduce collisions or other physical phenomena such as gravity and inertia. These effects can be achieved by applying simulation techniques over the animated facial geometry (e.g. muscle simulation), but could potentially alter the look of the desired facial expression and produce inconsistencies with the work approved in animation. Moreover, animating such muscle rigs can be very cumbersome.
{"title":"Example-based data optimization for facial simulation","authors":"Sara C. Schvartzman, M. Romeo","doi":"10.1145/2945078.2945151","DOIUrl":"https://doi.org/10.1145/2945078.2945151","url":null,"abstract":"Digital characters are common in modern films visual effects and the demand for digital actors has increased during the past few years. The success of digitally created actors is related to their believability and, in particular, the realism of the animation and simulation of their faces. Facial expressions in computer graphics are commonly obtained through linear vertex interpolation techniques such as blend shapes. These enable high artistic control and fast interaction, but cannot properly reproduce collisions or other physical phenomena such as gravity and inertia. These effects can be achieved by applying simulation techniques over the animated facial geometry (e.g. muscle simulation), but could potentially alter the look of the desired facial expression and produce inconsistencies with the work approved in animation. Moreover, animating such muscle rigs can be very cumbersome.","PeriodicalId":417667,"journal":{"name":"ACM SIGGRAPH 2016 Posters","volume":"351 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134194552","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Alexandre Cardoso, E. Lamounier, G. Lima, Paulo do Prado, J. N. Ferreira
In this work, we propose a Virtual Reality based solution to provide a more natural and intuitive environment for controlling electrical operation centers. The research is being carried out with the collaboration of one electric company called Cemig. The novelty of this approach is the ability operators will have to manage the electric system and its electric components by being immersed within a 3D world, reflecting the very true arrangement found in the real electrical substation. Besides, the solution has been designed in a way to provide the operator with all supervisory data in the same virtual environment. We have conducted experiments with the electric company operators Mental efforts to understand the reality of the field have been reduced, according to Cemig's employees. They also claim that a unique environment with all data integrated is very important for taking engineering decisions.
{"title":"VRCEMIG: a novel approach to power substation control","authors":"Alexandre Cardoso, E. Lamounier, G. Lima, Paulo do Prado, J. N. Ferreira","doi":"10.1145/2945078.2945081","DOIUrl":"https://doi.org/10.1145/2945078.2945081","url":null,"abstract":"In this work, we propose a Virtual Reality based solution to provide a more natural and intuitive environment for controlling electrical operation centers. The research is being carried out with the collaboration of one electric company called Cemig. The novelty of this approach is the ability operators will have to manage the electric system and its electric components by being immersed within a 3D world, reflecting the very true arrangement found in the real electrical substation. Besides, the solution has been designed in a way to provide the operator with all supervisory data in the same virtual environment. We have conducted experiments with the electric company operators Mental efforts to understand the reality of the field have been reduced, according to Cemig's employees. They also claim that a unique environment with all data integrated is very important for taking engineering decisions.","PeriodicalId":417667,"journal":{"name":"ACM SIGGRAPH 2016 Posters","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129716246","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The representation of texture is a major concern during fabrication and manufacturing in many industries. Thus, the approach for fabricating everyday objects and the digital expression of their textures before fabrication process has become a popular research area. Although it is easy to change the texture of objects in the digital world (i.e. just setting texture parameters), it is difficult to achieve this in the real world.
{"title":"Cross-field haptics: push-pull haptics combined with magnetic and electrostatic fields","authors":"Satoshi Hashizume, Kazuki Takazawa, Amy Koike, Yoichi Ochiai","doi":"10.1145/2945078.2945108","DOIUrl":"https://doi.org/10.1145/2945078.2945108","url":null,"abstract":"The representation of texture is a major concern during fabrication and manufacturing in many industries. Thus, the approach for fabricating everyday objects and the digital expression of their textures before fabrication process has become a popular research area. Although it is easy to change the texture of objects in the digital world (i.e. just setting texture parameters), it is difficult to achieve this in the real world.","PeriodicalId":417667,"journal":{"name":"ACM SIGGRAPH 2016 Posters","volume":"102 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124204182","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Dynamic Frame Rate (DFR) is the change in frame rate of a movie sequence in real time as the sequence is playing. Throughout the majority of the past century and after the introduction of sound in films, frame rates used in films have been kept at a standardization of 24 frame per second despite technological advancement [Salmon et. Al 2011]. In the past decade, spatial resolution has been increasing in display systems while the temporal resolution, the frame rate, has not been changed. Because of this, researchers and filmmakers stress that motion judders and blurriness are much more apparent and they propose that high frame rates will solve the issue [Emoto et. Al 2014] [Turnock 2013]. Some industry experts and critics, however, oppose the use of high frame rates [Wilcox 2015]. Despite all the research and attempts in using high frame rate, the idea of using dynamic frame rate in digital cinema has not been explored in depth. As such, there is very limited information on how people perceive DFR and how it actually works. By understanding DFR and how viewers perceive the changes in frame rate, it will help us adapt new techniques in the creation of cinema. We can utilize high frame rate in sequences that could benefit from high frame rate while keeping the rest of the sequences at standard frame rate. This thesis aims to understand the basics of DFR, how different implementations of DFR changes viewer perception and how people perceive a change of frame rate in an animated movie sequence displayed.
动态帧率(DFR)是指电影序列在播放过程中帧率的实时变化。在过去一个世纪的大部分时间里,在电影中引入声音之后,尽管技术进步,但电影中使用的帧率一直保持在每秒24帧的标准化[Salmon等人2011]。在过去的十年中,显示系统的空间分辨率一直在提高,而时间分辨率,即帧率却没有改变。正因为如此,研究人员和电影制作人强调运动抖动和模糊更加明显,他们提出高帧率将解决这个问题[Emoto et. Al 2014] [turnck 2013]。然而,一些行业专家和评论家反对使用高帧率[Wilcox 2015]。尽管在使用高帧率方面进行了很多研究和尝试,但是在数字电影中使用动态帧率的想法还没有得到深入的探讨。因此,关于人们如何看待DFR及其实际工作原理的信息非常有限。通过了解DFR以及观众如何感知帧率的变化,它将帮助我们在电影创作中适应新的技术。我们可以在序列中利用高帧率,从而受益于高帧率,同时保持序列的其余部分处于标准帧率。本文旨在了解DFR的基础知识,DFR的不同实现如何改变观众的感知,以及人们如何感知动画电影序列中显示的帧率变化。
{"title":"Dynamic frame rate: a study on viewer perception of changes in frame rate within an animated movie sequence","authors":"K. Chuang","doi":"10.1145/2945078.2945159","DOIUrl":"https://doi.org/10.1145/2945078.2945159","url":null,"abstract":"Dynamic Frame Rate (DFR) is the change in frame rate of a movie sequence in real time as the sequence is playing. Throughout the majority of the past century and after the introduction of sound in films, frame rates used in films have been kept at a standardization of 24 frame per second despite technological advancement [Salmon et. Al 2011]. In the past decade, spatial resolution has been increasing in display systems while the temporal resolution, the frame rate, has not been changed. Because of this, researchers and filmmakers stress that motion judders and blurriness are much more apparent and they propose that high frame rates will solve the issue [Emoto et. Al 2014] [Turnock 2013]. Some industry experts and critics, however, oppose the use of high frame rates [Wilcox 2015]. Despite all the research and attempts in using high frame rate, the idea of using dynamic frame rate in digital cinema has not been explored in depth. As such, there is very limited information on how people perceive DFR and how it actually works. By understanding DFR and how viewers perceive the changes in frame rate, it will help us adapt new techniques in the creation of cinema. We can utilize high frame rate in sequences that could benefit from high frame rate while keeping the rest of the sequences at standard frame rate. This thesis aims to understand the basics of DFR, how different implementations of DFR changes viewer perception and how people perceive a change of frame rate in an animated movie sequence displayed.","PeriodicalId":417667,"journal":{"name":"ACM SIGGRAPH 2016 Posters","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125133721","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
With online repositories for 3D models like 3D Warehouse becoming more prevalent and growing ever larger, new possibilities have opened up for both experienced and inexperienced users alike. These large collections of shapes can provide inspiration for designers or make it possible to synthesize new shapes by combining different parts from already existing shapes, which can be both easy to learn and a fast way of creating new shapes.
{"title":"Relation-based parametrization and exploration of shape collections","authors":"Kurt Leimer, M. Wimmer, Przemyslaw Musialski","doi":"10.1145/2945078.2945112","DOIUrl":"https://doi.org/10.1145/2945078.2945112","url":null,"abstract":"With online repositories for 3D models like 3D Warehouse becoming more prevalent and growing ever larger, new possibilities have opened up for both experienced and inexperienced users alike. These large collections of shapes can provide inspiration for designers or make it possible to synthesize new shapes by combining different parts from already existing shapes, which can be both easy to learn and a fast way of creating new shapes.","PeriodicalId":417667,"journal":{"name":"ACM SIGGRAPH 2016 Posters","volume":"138 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116354037","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
In 2009, the ACM/SIGGRAPH Education Committee established an Undergraduate Research Alliance [Undergraduate Research Alliance] to foster the development of undergraduate research, in computer graphics and interactive techniques, across all related disciplines. Since its inception, the Alliance has hosted sessions at the annual SIGGRAPH conferences to allow educators and other the chance to discuss what they have accomplished and what still needs to be done. If we in the SIGGRAPH community wish to continue to expand the envelope of knowledge, it is necessary that we engage students in the exploration of new ideas as early as possible in their education. The purpose of this poster, therefore, is to present a case study for undergraduate research with the hopes that it spurs others to join in this endeavor.
{"title":"The need for interdisciplinary undergraduate research","authors":"W. Joel","doi":"10.1145/2945078.2945137","DOIUrl":"https://doi.org/10.1145/2945078.2945137","url":null,"abstract":"In 2009, the ACM/SIGGRAPH Education Committee established an Undergraduate Research Alliance [Undergraduate Research Alliance] to foster the development of undergraduate research, in computer graphics and interactive techniques, across all related disciplines. Since its inception, the Alliance has hosted sessions at the annual SIGGRAPH conferences to allow educators and other the chance to discuss what they have accomplished and what still needs to be done. If we in the SIGGRAPH community wish to continue to expand the envelope of knowledge, it is necessary that we engage students in the exploration of new ideas as early as possible in their education. The purpose of this poster, therefore, is to present a case study for undergraduate research with the hopes that it spurs others to join in this endeavor.","PeriodicalId":417667,"journal":{"name":"ACM SIGGRAPH 2016 Posters","volume":"61 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121216793","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}