Most of current 3D face reconstruction methods based on 2D image are complex. In this paper, a novel and efficient method on the basis of geometric transformation is presented. The method is composed of two aspects, pose estimation and 3D model reconstruction. For the first part, an improved Active Shape Model(ASM) algorithm is used to detect the feature points of the face in the image, and the frontal face information is got based on the symmetry of human face. For the second part, first, establish a correspondence between the key facial feature points and the generic model points, then divide the face model into different regions and adjust them separately based on affine transformation. Experimental results show that the proposed algorithm provides satisfactory results.
{"title":"3D Face Reconstruction Based on Geometric Transformation","authors":"Jiawei Zhu, Yan Liu, Lanyun Zhang","doi":"10.1109/ICVRV.2012.10","DOIUrl":"https://doi.org/10.1109/ICVRV.2012.10","url":null,"abstract":"Most of current 3D face reconstruction methods based on 2D image are complex. In this paper, a novel and efficient method on the basis of geometric transformation is presented. The method is composed of two aspects, pose estimation and 3D model reconstruction. For the first part, an improved Active Shape Model(ASM) algorithm is used to detect the feature points of the face in the image, and the frontal face information is got based on the symmetry of human face. For the second part, first, establish a correspondence between the key facial feature points and the generic model points, then divide the face model into different regions and adjust them separately based on affine transformation. Experimental results show that the proposed algorithm provides satisfactory results.","PeriodicalId":421789,"journal":{"name":"2012 International Conference on Virtual Reality and Visualization","volume":"75 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-09-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124869929","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}
Yanke Wang, Fan Zhong, C. Li, Hui Xiang, Qunsheng Peng, Xueying Qin
We propose a visual tele-AR system, which is a combination of tele-existence and AR techniques. By wearing a video see-through HMD and moving his head, a user in this system is able to tele-operate a remote pan-tilt platform to observe the remote scene. Unlike traditional tele-existence systems which use mechanical or magnetic sensors for tele-operation, we propose a novel tele-operation method based on real-time tracking of master and slave cameras. The master camera is a component of the video see-through HMD mounted in front of user's eyes, while the slave camera is carried by a remote platform. We estimate use's head motion by tracking the master camera in real time, and translate head motions into motion commands to drive the remote pan-tilt platform. Ideally, motion of the remote platform will be exactly the same as user's head. Unfortunately, motion speed of the slave platform is usually limited by their mechanical capability, which may cause pose inconsistence between master and slave cameras, especially when user's head moves fast. We solve this problem by also tracking slave camera in real time, and warping video images according to difference between master and slave camera pose. Since slave camera is tracked, we can integrate virtual objects into remote scene, giving the user an augmented visual sense. To reduce system delay, our implementation is accelerated GPU parallel computation. Experimental results show the efficiency and robustness of our method.
{"title":"Tele-AR System Based on Real-time Camera Tracking","authors":"Yanke Wang, Fan Zhong, C. Li, Hui Xiang, Qunsheng Peng, Xueying Qin","doi":"10.1109/ICVRV.2012.13","DOIUrl":"https://doi.org/10.1109/ICVRV.2012.13","url":null,"abstract":"We propose a visual tele-AR system, which is a combination of tele-existence and AR techniques. By wearing a video see-through HMD and moving his head, a user in this system is able to tele-operate a remote pan-tilt platform to observe the remote scene. Unlike traditional tele-existence systems which use mechanical or magnetic sensors for tele-operation, we propose a novel tele-operation method based on real-time tracking of master and slave cameras. The master camera is a component of the video see-through HMD mounted in front of user's eyes, while the slave camera is carried by a remote platform. We estimate use's head motion by tracking the master camera in real time, and translate head motions into motion commands to drive the remote pan-tilt platform. Ideally, motion of the remote platform will be exactly the same as user's head. Unfortunately, motion speed of the slave platform is usually limited by their mechanical capability, which may cause pose inconsistence between master and slave cameras, especially when user's head moves fast. We solve this problem by also tracking slave camera in real time, and warping video images according to difference between master and slave camera pose. Since slave camera is tracked, we can integrate virtual objects into remote scene, giving the user an augmented visual sense. To reduce system delay, our implementation is accelerated GPU parallel computation. Experimental results show the efficiency and robustness of our method.","PeriodicalId":421789,"journal":{"name":"2012 International Conference on Virtual Reality and Visualization","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-09-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129355575","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}
An increasing number of touch screen interfaces have promoted plenty of applications. A great part of the applications is game. However, the lack of haptic feedback on touch screens also degrades the enjoyment of touch screen games. We present the design of a new cable-driven force feedback touch screen to enhance touch interactions especially in games. The implementation and principle of the force feedback touch screen are presented. We evaluate our design in a Mole Attack game. A lateral force was applied when the user tapped on a mole. The finger acceleration was measured when tapping on the force feedback touch screen as well as stroking on a physical button. The magnitude of the force feedback was adjusted accordingly to simulate the physical interaction. Players reported that the force feedback enhanced tapping was similar to that on a physical button and they preferred the haptic enhanced game which brought them more fun.
{"title":"Enhancing Touch Screen Games Through a Cable-driven Force Feedback Device","authors":"Z. Hou, Yuru Zhang, Yi Yang","doi":"10.1109/ICVRV.2012.14","DOIUrl":"https://doi.org/10.1109/ICVRV.2012.14","url":null,"abstract":"An increasing number of touch screen interfaces have promoted plenty of applications. A great part of the applications is game. However, the lack of haptic feedback on touch screens also degrades the enjoyment of touch screen games. We present the design of a new cable-driven force feedback touch screen to enhance touch interactions especially in games. The implementation and principle of the force feedback touch screen are presented. We evaluate our design in a Mole Attack game. A lateral force was applied when the user tapped on a mole. The finger acceleration was measured when tapping on the force feedback touch screen as well as stroking on a physical button. The magnitude of the force feedback was adjusted accordingly to simulate the physical interaction. Players reported that the force feedback enhanced tapping was similar to that on a physical button and they preferred the haptic enhanced game which brought them more fun.","PeriodicalId":421789,"journal":{"name":"2012 International Conference on Virtual Reality and Visualization","volume":"79 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-09-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115869218","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}
Chinese painting is very abstract and emotional, and drawing techniques are flexible and full of changes. Painting with line strokes is one of the most important drawing techniques for Chinese paintings. A method to automatically render line brush strokes for Chinese landscape paintings is proposed in this paper. Analyzed the common techniques of drawing lines used by artists, we developed a new type of view-dependent feature line: Side Lines. In Chinese landscape painting, side lines are generally used to portray rock folds. For polygonal mesh models, we define side lines as the lines that are located in the model of concave area, and their adjacent polygons are nearly parallel to the view direction. We use silhouettes and side lines to convey mountain shape, and give a detailed line strokes rendering algorithm. The results of rendering show that our method can simulate well the drawing technique of "GOU" in Chinese landscape paintings.
{"title":"An Automatic Rendering Method of Line Strokes for Chinese Landscape Painting","authors":"Dajin Li","doi":"10.1109/ICVRV.2012.12","DOIUrl":"https://doi.org/10.1109/ICVRV.2012.12","url":null,"abstract":"Chinese painting is very abstract and emotional, and drawing techniques are flexible and full of changes. Painting with line strokes is one of the most important drawing techniques for Chinese paintings. A method to automatically render line brush strokes for Chinese landscape paintings is proposed in this paper. Analyzed the common techniques of drawing lines used by artists, we developed a new type of view-dependent feature line: Side Lines. In Chinese landscape painting, side lines are generally used to portray rock folds. For polygonal mesh models, we define side lines as the lines that are located in the model of concave area, and their adjacent polygons are nearly parallel to the view direction. We use silhouettes and side lines to convey mountain shape, and give a detailed line strokes rendering algorithm. The results of rendering show that our method can simulate well the drawing technique of \"GOU\" in Chinese landscape paintings.","PeriodicalId":421789,"journal":{"name":"2012 International Conference on Virtual Reality and Visualization","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-09-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130216585","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}