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Smooth surface interpolation and texture adaptation for MPEG-4 compliant calibration of 3D head models

Identifieur interne : 001B47 ( Istex/Corpus ); précédent : 001B46; suivant : 001B48

Smooth surface interpolation and texture adaptation for MPEG-4 compliant calibration of 3D head models

Auteurs : F. Lavagetto ; R. Pockaj ; M. Costa

Source :

RBID : ISTEX:2ED1BAC39546AE3DDE2F93E632CC42ED28A5B26F

English descriptors

Abstract

The technique proposed in this paper provides operative indications for implementing 3D head models compliant to face parameters recently standardized in Motion Picture Expert Group, MPEG-4, and capable of being calibrated on any specific human face. Since the set of calibration guide points, defined in MPEG-4 as feature points, is very limited with reference to the complexity of the human head geometry, suitable interpolation must be performed to assure smooth and realistic surface rendering. On the other hand, care must be paid in texture adaptation to avoid annoying artifacts in correspondence to deformable face features, which are even more appreciable when the model is animated. The proposed methodology is based on the use of Radical Basis Functions (RBF) for smooth surface interpolation, applied according to a multi-step procedure for progressive detail definition. The set of interpolating functions has been derived empirically exploiting a priori knowledge on the geometry of human heads. The adaptation of the texture information, achieved using the MPEG-4 feature points as anchor points, is also performed according to a multi-step fashion by organizing the head model polygons into homogeneous subsets (i.e. polygons of the hair region define a specific subset). Experimental results, as reported in the following, prove the effectiveness of the proposed method showing how it is possible to adapt the same generic model to different face parameters. A variety of applications is envisaged in multimedia products, virtual and augmented reality, very low bitrate videophone and efficient three-dimensional (3D) facial data archiving.

Url:
DOI: 10.1016/S0262-8856(99)00054-2

Links to Exploration step

ISTEX:2ED1BAC39546AE3DDE2F93E632CC42ED28A5B26F

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<note type="content">Fig. 1: Example of MPEG-4 scene graph with composition of synthetic objects (the virtual actor, text and graphics overlay) and natural video as background.</note>
<note type="content">Fig. 2: Rendering of the scene described by the MPEG-4 scene graph of Fig. 1.</note>
<note type="content">Fig. 3: Example of Neutral Face, obtained on the “Oscar” model.</note>
<note type="content">Fig. 4: Description of the feature points standardized MPEG-4.</note>
<note type="content">Fig. 5: Wire-frame of “Mike” (left) and “Oscar” (right).</note>
<note type="content">Fig. 6: Example of multi-step calibration of the model “Oscar” on “Claude” feature points. After the first iteration (top), calibration is still weak in correspondence to the nose, eyes, forehead and ears. Smooth but precise reproduction of details is gained after the second (center) and third (bottom) iteration.</note>
<note type="content">Fig. 7: (Left) Front and side view of “Cyrano” [13]; calibration of the model “Mike” (center) and of the model “Oscar” (right) on the feature points extracted from “Cyrano”. The version of the model “Oscar” employed in the calibration was still preliminary and still incomplete.</note>
<note type="content">Fig. 8: Examples of texture extracted from a 3D scanner (left) and from a 2D picture (right).</note>
<note type="content">Fig. 9: Example of incorrect mapping of the natural texture onto the model eye-ball (left) and of the result achieved through the separate texture mapping for the eye region (right).</note>
<note type="content">Fig. 10: (Top) Examples of incorrect texture mapping on the hair region of the “Mike” model. Artifacts are evident in correspondence to the boundary between the forehead and the hair where some texture of the forehead skin is mapped on the model hair polygons. Artifacts are present also in correspondence to the back part of the head due to missing cyber-scan information. (Bottom) Result achieved through the developed technique for separate texture mapping of the hair region.</note>
<note type="content">Fig. 11: (Top) Frontal and side views of the texture calibration target “Claude” [13]; (center) model “Oscar” reshaped with the feature points of “Claude”; (bottom) model “Oscar” reshaped with feature points and with the texture of “Claude”.</note>
<note type="content">Fig. 12: (Top) Frontal and side views of the texture calibration target “Chen” [13]; (center) model “Oscar” reshaped with the feature points of “Chen”; (bottom) model “Oscar” reshaped with feature points and with the texture of “Chen”.</note>
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<ce:simple-para>The technique proposed in this paper provides operative indications for implementing 3D head models compliant to face parameters recently standardized in Motion Picture Expert Group, MPEG-4, and capable of being calibrated on any specific human face. Since the set of calibration guide points, defined in MPEG-4 as feature points, is very limited with reference to the complexity of the human head geometry, suitable interpolation must be performed to assure smooth and realistic surface rendering. On the other hand, care must be paid in texture adaptation to avoid annoying artifacts in correspondence to deformable face features, which are even more appreciable when the model is animated. The proposed methodology is based on the use of Radical Basis Functions (RBF) for smooth surface interpolation, applied according to a multi-step procedure for progressive detail definition. The set of interpolating functions has been derived empirically exploiting a priori knowledge on the geometry of human heads. The adaptation of the texture information, achieved using the MPEG-4 feature points as anchor points, is also performed according to a multi-step fashion by organizing the head model polygons into homogeneous subsets (i.e. polygons of the hair region define a specific subset). Experimental results, as reported in the following, prove the effectiveness of the proposed method showing how it is possible to adapt the same generic model to different face parameters.</ce:simple-para>
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<ce:keyword>
<ce:text>Motion picture expert group-4</ce:text>
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<ce:text>Facial animation</ce:text>
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<title>Smooth surface interpolation and texture adaptation for MPEG-4 compliant calibration of 3D head models</title>
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<title>Smooth surface interpolation and texture adaptation for MPEG-4 compliant calibration of 3D head models</title>
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<namePart type="family">Lavagetto</namePart>
<affiliation>DIST, University of Genova, via Opera Pia 13, 16145 Genova, Italy</affiliation>
<affiliation>E-mail: fabio@dist.unige.it</affiliation>
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<namePart type="given">R.</namePart>
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<affiliation>DIST, University of Genova, via Opera Pia 13, 16145 Genova, Italy</affiliation>
<affiliation>E-mail: fabio@dist.unige.it</affiliation>
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<name type="personal">
<namePart type="given">M.</namePart>
<namePart type="family">Costa</namePart>
<affiliation>DIST, University of Genova, via Opera Pia 13, 16145 Genova, Italy</affiliation>
<affiliation>E-mail: fabio@dist.unige.it</affiliation>
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<abstract lang="en">The technique proposed in this paper provides operative indications for implementing 3D head models compliant to face parameters recently standardized in Motion Picture Expert Group, MPEG-4, and capable of being calibrated on any specific human face. Since the set of calibration guide points, defined in MPEG-4 as feature points, is very limited with reference to the complexity of the human head geometry, suitable interpolation must be performed to assure smooth and realistic surface rendering. On the other hand, care must be paid in texture adaptation to avoid annoying artifacts in correspondence to deformable face features, which are even more appreciable when the model is animated. The proposed methodology is based on the use of Radical Basis Functions (RBF) for smooth surface interpolation, applied according to a multi-step procedure for progressive detail definition. The set of interpolating functions has been derived empirically exploiting a priori knowledge on the geometry of human heads. The adaptation of the texture information, achieved using the MPEG-4 feature points as anchor points, is also performed according to a multi-step fashion by organizing the head model polygons into homogeneous subsets (i.e. polygons of the hair region define a specific subset). Experimental results, as reported in the following, prove the effectiveness of the proposed method showing how it is possible to adapt the same generic model to different face parameters. A variety of applications is envisaged in multimedia products, virtual and augmented reality, very low bitrate videophone and efficient three-dimensional (3D) facial data archiving.</abstract>
<note type="content">Fig. 1: Example of MPEG-4 scene graph with composition of synthetic objects (the virtual actor, text and graphics overlay) and natural video as background.</note>
<note type="content">Fig. 2: Rendering of the scene described by the MPEG-4 scene graph of Fig. 1.</note>
<note type="content">Fig. 3: Example of Neutral Face, obtained on the “Oscar” model.</note>
<note type="content">Fig. 4: Description of the feature points standardized MPEG-4.</note>
<note type="content">Fig. 5: Wire-frame of “Mike” (left) and “Oscar” (right).</note>
<note type="content">Fig. 6: Example of multi-step calibration of the model “Oscar” on “Claude” feature points. After the first iteration (top), calibration is still weak in correspondence to the nose, eyes, forehead and ears. Smooth but precise reproduction of details is gained after the second (center) and third (bottom) iteration.</note>
<note type="content">Fig. 7: (Left) Front and side view of “Cyrano” [13]; calibration of the model “Mike” (center) and of the model “Oscar” (right) on the feature points extracted from “Cyrano”. The version of the model “Oscar” employed in the calibration was still preliminary and still incomplete.</note>
<note type="content">Fig. 8: Examples of texture extracted from a 3D scanner (left) and from a 2D picture (right).</note>
<note type="content">Fig. 9: Example of incorrect mapping of the natural texture onto the model eye-ball (left) and of the result achieved through the separate texture mapping for the eye region (right).</note>
<note type="content">Fig. 10: (Top) Examples of incorrect texture mapping on the hair region of the “Mike” model. Artifacts are evident in correspondence to the boundary between the forehead and the hair where some texture of the forehead skin is mapped on the model hair polygons. Artifacts are present also in correspondence to the back part of the head due to missing cyber-scan information. (Bottom) Result achieved through the developed technique for separate texture mapping of the hair region.</note>
<note type="content">Fig. 11: (Top) Frontal and side views of the texture calibration target “Claude” [13]; (center) model “Oscar” reshaped with the feature points of “Claude”; (bottom) model “Oscar” reshaped with feature points and with the texture of “Claude”.</note>
<note type="content">Fig. 12: (Top) Frontal and side views of the texture calibration target “Chen” [13]; (center) model “Oscar” reshaped with the feature points of “Chen”; (bottom) model “Oscar” reshaped with feature points and with the texture of “Chen”.</note>
<note type="content">Table 1: Feature points description table</note>
<subject lang="en">
<genre>Keywords</genre>
<topic>Smooth surface interpolation</topic>
<topic>Texture adaptation</topic>
<topic>Motion picture expert group-4</topic>
<topic>Facial animation</topic>
</subject>
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<identifier type="ISSN">0262-8856</identifier>
<identifier type="PII">S0262-8856(00)X0059-5</identifier>
<part>
<date>20000301</date>
<detail type="volume">
<number>18</number>
<caption>vol.</caption>
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<detail type="issue">
<number>4</number>
<caption>no.</caption>
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<extent unit="issue pages">
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