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Realistic Texture Extraction for 3D Face Models Robust to Self-Occlusion

机译:3D面部模型的现实纹理提取鲁棒自动阻塞

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In the context of face modeling, probably the most well-known approach to represent 3D faces is the 3D Morphable Model (3DMM). When 3DMM is fitted to a 2D image, the shape as well as the texture and illumination parameters are simultaneously estimated. However, if real facial texture is needed, texture extraction from the 2D image is necessary. This paper addresses the problems in texture extraction of a single image caused by self-occlusion. Unlike common approaches that leverage the symmetric property of the face by mirroring the visible facial part, which is sensitive to inhomogeneous illumination, this work first generates a virtual texture map for the skin area iteratively by averaging the color of neighbored vertices. Although this step creates unrealistic, overly smoothed texture, illumination stays constant between the real and virtual texture. In the second pass, the mirrored texture is gradually blended with the real or generated texture according to the visibility. This scheme ensures a gentle handling of illumination and yet yields realistic texture. Because the blending area only relates to non-informative area, main facial features still have unique appearance in different face halves. Evaluation results reveal realistic rendering in novel poses robust to challenging illumination conditions and small registration errors.
机译:在面部建模的背景下,可能是最着名的方法来表示3D面是3D可变模型(3DMM)。当3DMM装配到2D图像时,同时估计形状以及纹理和照明参数。但是,如果需要真实的面部质地,则需要从2D图像中提取纹理提取。本文解决了自闭塞引起的纹理提取中的纹理提取问题。与通过镜像对不均匀照明敏感的可见面部部分来利用面部的对称性的常见方法不同,这首作品首先通过平均邻近顶点的颜色来为皮肤区域产生虚拟纹理图。虽然这一步骤创造了不切实际,过度平滑的纹理,但在真实和虚拟纹理之间的照明保持不变。在第二次通过中,镜像纹理根据可见性逐渐与真实或产生的纹理逐渐混合。该方案确保了温和的照明处理,但产生了现实的质地。由于混合区域仅涉及非信息区域,因此主要面部特征仍然具有不同的面部一半的独特外观。评估结果揭示了小说中的现实渲染对挑战照明条件和小的登记误差造成的强大。

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