图形图像渲染:建模,面部或野生图像的动画

Rohit Kaushik, Chirag Vashisht, Eva Kaushik
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引用次数: 0

摘要

在这个比较研究中,我们打算通过使用原始图像作为输入,在没有任何人类监督的情况下,分析不同的方法来执行三维建模和打印。由于输入仅由原始图像组成,因此该方法的基础是在图像中寻找对称性。但由于透视效果和其他因素的表达,看似对称的图像并不对称。该方法使用输入图像中的深度、反照率、视角和光照等因素来制定3D形状。首先建立具有特征点的三维模板模型,然后通过对三维模板模型的变形,从正交照片中重构出被摄体的三维模型。导出了适当数量的特征点的个数和位置。变形采用Procrustes分析和径向基函数(rbf)。然后将图像映射到变形后的网格上,以实现逼真的可视化。输入图像的特征显示了阴影、光照和反照率的不对称原因,使得图像呈现对称性。实验表明,使用这些方法可以给出人脸、汽车和猫等物体的精确3D形状。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Graphical Image Rendering: Modeling, Animation of Facial or Wild Images
In this comparative study, we intend to analyse different methodologies to perform 3-Dimensional modeling and printing, by using raw images as input without any supervision by a human. Since the input consists of only raw images, the foundation of the methods is finding symmetry in images. But the images that seem symmetric are not symmetric due to the perspective effect and utterance of other factors. The method uses factors like depth, albedo, point of view, and lighting from the input image to formulate 3D shapes. A 3D template model with feature points is created, and by deforming the 3D template model, a 3D model of the subject is then reconstructed from orthogonal photos. The number and locations of the proper amount of feature points are derived. Procrustes Analysis and Radial Basis Functions (RBFs) are used for the deformation. Images are then mapped onto the mesh following the deformations for realistic visualization. Characterization of the input image shows an asymmetric cause of shading, lighting, and albedo rendering the symmetry of images. The experiments show that using these methods can give exact 3D shapes of objects like human faces, cars, and cats.
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