5 resultados para Frontal lobe
em Massachusetts Institute of Technology
Resumo:
While researchers in computer vision and pattern recognition have worked on automatic techniques for recognizing faces for the last 20 years, most systems specialize on frontal views of the face. We present a face recognizer that works under varying pose, the difficult part of which is to handle face rotations in depth. Building on successful template-based systems, our basic approach is to represent faces with templates from multiple model views that cover different poses from the viewing sphere. Our system has achieved a recognition rate of 98% on a data base of 62 people containing 10 testing and 15 modelling views per person.
Resumo:
In this paper three problems related to the analysis of facial images are addressed: the illuminant direction, the compensation of illumination effects and, finally, the recovery of the pose of the face, restricted to in-depth rotations. The solutions proposed for these problems rely on the use of computer graphics techniques to provide images of faces under different illumination and pose, starting from a database of frontal views under frontal illumination.
Resumo:
The utility of vision-based face tracking for dual pointing tasks is evaluated. We first describe a 3-D face tracking technique based on real-time parametric motion-stereo, which is non-invasive, robust, and self-initialized. The tracker provides a real-time estimate of a ?frontal face ray? whose intersection with the display surface plane is used as a second stream of input for scrolling or pointing, in paral-lel with hand input. We evaluated the performance of com-bined head/hand input on a box selection and coloring task: users selected boxes with one pointer and colors with a second pointer, or performed both tasks with a single pointer. We found that performance with head and one hand was intermediate between single hand performance and dual hand performance. Our results are consistent with previously reported dual hand conflict in symmetric pointing tasks, and suggest that a head-based input stream should be used for asymmetric control.
Resumo:
Three-dimensional models which contain both geometry and texture have numerous applications such as urban planning, physical simulation, and virtual environments. A major focus of computer vision (and recently graphics) research is the automatic recovery of three-dimensional models from two-dimensional images. After many years of research this goal is yet to be achieved. Most practical modeling systems require substantial human input and unlike automatic systems are not scalable. This thesis presents a novel method for automatically recovering dense surface patches using large sets (1000's) of calibrated images taken from arbitrary positions within the scene. Physical instruments, such as Global Positioning System (GPS), inertial sensors, and inclinometers, are used to estimate the position and orientation of each image. Essentially, the problem is to find corresponding points in each of the images. Once a correspondence has been established, calculating its three-dimensional position is simply a matter of geometry. Long baseline images improve the accuracy. Short baseline images and the large number of images greatly simplifies the correspondence problem. The initial stage of the algorithm is completely local and scales linearly with the number of images. Subsequent stages are global in nature, exploit geometric constraints, and scale quadratically with the complexity of the underlying scene. We describe techniques for: 1) detecting and localizing surface patches; 2) refining camera calibration estimates and rejecting false positive surfels; and 3) grouping surface patches into surfaces and growing the surface along a two-dimensional manifold. We also discuss a method for producing high quality, textured three-dimensional models from these surfaces. Some of the most important characteristics of this approach are that it: 1) uses and refines noisy calibration estimates; 2) compensates for large variations in illumination; 3) tolerates significant soft occlusion (e.g. tree branches); and 4) associates, at a fundamental level, an estimated normal (i.e. no frontal-planar assumption) and texture with each surface patch.
Resumo:
The problem of automatic face recognition is to visually identify a person in an input image. This task is performed by matching the input face against the faces of known people in a database of faces. Most existing work in face recognition has limited the scope of the problem, however, by dealing primarily with frontal views, neutral expressions, and fixed lighting conditions. To help generalize existing face recognition systems, we look at the problem of recognizing faces under a range of viewpoints. In particular, we consider two cases of this problem: (i) many example views are available of each person, and (ii) only one view is available per person, perhaps a driver's license or passport photograph. Ideally, we would like to address these two cases using a simple view-based approach, where a person is represented in the database by using a number of views on the viewing sphere. While the view-based approach is consistent with case (i), for case (ii) we need to augment the single real view of each person with synthetic views from other viewpoints, views we call 'virtual views'. Virtual views are generated using prior knowledge of face rotation, knowledge that is 'learned' from images of prototype faces. This prior knowledge is used to effectively rotate in depth the single real view available of each person. In this thesis, I present the view-based face recognizer, techniques for synthesizing virtual views, and experimental results using real and virtual views in the recognizer.