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1 CS291-J00, Winter 2003 David Kriegman, 2003 Face Modeling Face Modeling Topics in Image-Based Modeling and Rendering CSE291 J00 Lecture 17 CS291-J00, Winter 2003 Faces Faces From Romdhani slides

Transcript of Face Modeling - Home | Computer Sciencecseweb.ucsd.edu/classes/wi03/cse291-j/lec17.pdf · 2...

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CS291-J00, Winter 2003 David Kriegman, 2003

Face ModelingFace Modeling

Topics in Image-Based Modeling and RenderingCSE291 J00Lecture 17

CS291-J00, Winter 2003 David Kriegman, 2003

FacesFaces

From Romdhani slides

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CS291-J00, Winter 2003 David Kriegman, 2003

ApproachesApproaches

• 2-D Models – morphing, indexing, etc.• Parameterized face models – e.g. muscle, FACS, etc.• 3-D modeling, minimal face priors, [Georghiades et

al ]• 3D modeling, face prior [Pighin et al]• 3D modeling, learned prior, [Blanz, Vetter]

CS291-J00, Winter 2003 David Kriegman, 2003

Parameterized face modelsParameterized face models

Muscle-based:• Waters K., A Muscle Model for Animating Three-

Dimensional Facial Expression. SIGGRAPH 1987

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AnatomyAnatomy

From presentation by W. Chang, P. Salmon

CS291-J00, Winter 2003 David Kriegman, 2003

Skin as MeshSkin as Mesh

• Nodal mobility– Tensile Strength of skin– Proximity to muscle attachment– Depth of tissue & proximity to bone– Elasticity & interaction with other muscles

• Network of springs– p = F/k

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Mesh expression examplesMesh expression examples

CS291-J00, Winter 2003 David Kriegman, 2003

ImageImage--Based Rendering: Attached ShadowsBased Rendering: Attached Shadows

Single Light Source Face Movie

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CS291-J00, Winter 2003 David Kriegman, 2003

LambertianLambertian Surface: Surface: ρρ((θθinin, , φφin in ; ; θθoutout, , φφoutout)=constant)=constant

^ ^..

ns

a

I(u,v)

At image location (u,v), the intensity of a pixel I(u,v) is:

II(u,v) = [a(u,v) n(u,v)] [s0s ]= b(u,v) s

where• a(u,v) is the albedo of the surface projecting to (u,v).• n(u,v) is the direction of the surface normal.• s0 is the light source intensity.• s is the direction to the light source.

sbsn

⋅=⋅=

),(]ˆ[)],(ˆ),([),( 0

vusvuvuavuI

^

^

CS291-J00, Winter 2003 David Kriegman, 2003

Lambertian model without shadowing:

where I is an n-pixel image vectorB is a matrix whose rows are unit normals scaled by the albedos

s ∈ R3 is a vector of the light source direction scaled by intensity

- bT1 -

- bT2 -

...- bT

n -n x 3

Image Formation Model: No shadowsImage Formation Model: No shadows

I =B s B =

b1

b2b3

s

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ComputingComputing LLFor k images X= [ x1, x2, …, xk ] imaged under k unknown point

light sources S = [s1, s2, …, sk] , X = B SX = B S

Given k ≥ 3 images we can compute B* that spans L with 1. singular value decomposition 2. or methods robust to outliers.

[ ] [ ]*B[ ]...54321 xxxxx

CS291-J00, Winter 2003 David Kriegman, 2003

FactoringFactoringGiven an n by m data matrix X containing measured feature points, it can

be factored using singular value decomposition as:

WhereD: m by m diagonal matrix, non-negative entries, called singular

valuesU: n by m with orthogonal columnsVT: m by m with orthogonal columns

TUDVX =

m

m

D σσσσ

σ

σσ

≥≥≥

= 3212

1

,

00

0000

LMOMM

LL

• Without noise, σi =0, i>3• With noise, set σi =0, i>3

W~

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Factoring: After setting Factoring: After setting σσii=0, i>3=0, i>3

WhereD’: 3 by 3 diagonal matrix, non-negative entriesU: n by 3 with orthogonal columnsVT: 3 by n with orthogonal columns

TVDUX ''''=

T

T

VDS

DUB

whereSBVDUX

''*

''*

**''''

2/1

2/1

=

=

==

CS291-J00, Winter 2003 David Kriegman, 2003

Face BasisFace BasisOriginal Images

Basis Images spanning L

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ImageImage--Based Rendering: Attached ShadowsBased Rendering: Attached Shadows

Single Light Source Face Movie

CS291-J00, Winter 2003 David Kriegman, 2003

What do you see?What do you see?

•• Changing viewpointChanging viewpoint

•• Moving light sourceMoving light source

•• Deforming shapeDeforming shape

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What was happeningWhat was happening

•• Changing viewpointChanging viewpoint

•• Moving light sourceMoving light source

•• Deforming shapeDeforming shape

CS291-J00, Winter 2003 David Kriegman, 2003

Do Ambiguities Exist?Do Ambiguities Exist?

Can two objects of differing shapes and reflectance functions produce the same set of images?

Object 1 Object 2Same

Images?

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Do Ambiguities Exist? Do Ambiguities Exist? YesYes

• Set of images is determined by linear subspace L

• The columns of B span L

• For any A ∈ GL(3), B* = BA also spans L , i.e. X = B*S* = B AA-1S

CS291-J00, Winter 2003 David Kriegman, 2003

Illumination SubspaceIllumination Subspace

L = {I | I = Bs, for all s ∈R3 }I 1

I 2

I 3

L0L

• L is a 3-D linear subspace of image space, Rn.• L is spanned by 3 linearly independent images.

b1

b2b3

s

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From Normals to SurfacesFrom Normals to Surfaces

• Both B* = BA and B generate the same illumination cone.

• A question arises:

Since B/|B| is the normal field of a surface z=f(x,y), is B* /| B* | also the normal field of a surface?

CS291-J00, Winter 2003 David Kriegman, 2003

Surface IntegrabilitySurface Integrability

In general, B* does not have a corresponding surface.

Linear transformations of the surface normals in general do not produce an integrable normal field.

B B*A

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Surface IntegrabilitySurface Integrability

A surface f(x,y) must satisfy the following constraint:

Thus, b must satisfy

where

yxxy ff =

∂∂

=

∂∂

3

2

3

1

bb

xbb

y

[ ] [ ] 1

122321 aafaf

ffbbb yx

yx

−++

==b

CS291-J00, Winter 2003 David Kriegman, 2003

GBR TransformationGBR TransformationOnly Generalized Bas-Relief transformations satisfy the integrability

constraint:

T

T

−−

==100

00

νλµλ

GA

B TG B

),( yxf yxyxfyxf νµλ ++= ),(),(

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Generalized BasGeneralized Bas--Relief TransformationsRelief Transformations

Without knowledge Without knowledge of light source of light source location, one can location, one can only recover only recover surfaces up to GBR surfaces up to GBR transformations.transformations.

CS291-J00, Winter 2003 David Kriegman, 2003

What about cast shadows for What about cast shadows for nonconvexnonconvex objects?objects?

P.P. Reubens in Opticorum Libri Sex, 1613

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GBR Preserves ShadowsGBR Preserves Shadows

Given a surface f and a GBR transformed surface f’ then for every light source s which illuminates f there exists a light source s’ which illuminates f’such that the attached and castshadows are identical.

GBR is the only only transform that preserves shadows.

[Kriegman, Belhumeur 2001]

CS291-J00, Winter 2003 David Kriegman, 2003

BasBas--Relief SculptureRelief Sculpture

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CodexCodex UrbinasUrbinas

As far as light and shade are concerned low relief fails both assculpture and as painting, because the shadows correspond to the low nature of the relief, as for example in the shadows of foreshortened objects, which will not exhibit the depth of those in painting or in sculpture in the round.

Leonardo da Vinci Treatise on Painting (Kemp)

CS291-J00, Winter 2003 David Kriegman, 2003

GBR and ReconstructionGBR and ReconstructionProposition: From as few as three images of a Lambertian surface, taken

under different lighting conditions, we can reconstruct the surface up to a Generalized Bas-Relief transformation – without knowledge of the light sources. (See also Fan & Wolff 97.)

Images B’ f ’(x,y)

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ImageImage--Based Rendering: Cast ShadowsBased Rendering: Cast ShadowsNote: GBR is NOT resolvedNote: GBR is NOT resolved

Single Light Source Face Movie

CS291-J00, Winter 2003 David Kriegman, 2003

Recovering a GBR surfaceRecovering a GBR surface

1. Estimate a matrix A that makes B*A close to integrable.

2. Integrate the vector field or fit a surface z(x,y) to the vector field minimizing

Where p, q are estimates of the gradient (zx, zy) from B*A.

∫ ∫ −+− dxdyqzpz yx22 )()(

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ImageImage--Based Rendering: Attached ShadowsBased Rendering: Attached Shadows

Single Light Source Face Movie

CS291-J00, Winter 2003 David Kriegman, 2003

Resolve GBRResolve GBR

• Symmetry• Canonical face model

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Resolve GBR using face informationResolve GBR using face information

CS291-J00, Winter 2003 David Kriegman, 2003

Synthesizing Realistic Facial Synthesizing Realistic Facial Expressions from PhotographsExpressions from Photographs

• 3D facial models derived from photographs.• Smooth transitioning between model expressions.• Adaptation from one model to another.

• F. Pighin, J. Hecker, D. Lischinski, D. H. Salesin, R. Szeliski. Synthesizing realistic facial expressions from photographs. SIGGRAPH 98, pp. 75-84.

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• Capture multiple views of a human subject• Manually mark a small set of correspondence points• Automatically recover camera parameters

as well as 3D position of marked points in space• Deform a generic 3D face mesh to fit the particular

human subject (Model fitting)• Extract one or more texture maps for the 3D model from

the photos• Repeat for several facial expressions• Perform facial animation: interpolation between two or

more 3D models while blending the texture

ApproachApproach

CS291-J00, Winter 2003 David Kriegman, 2003

Model FittingModel Fitting

• Adapt generic face model to fit an individual face and facial expression

• Input

– Several images of the face from different view points– General face 3D model

• OutputFace model that has been adapted to fit the face in input images

Model fitting process:• Pose recovery• Scattered data interpolation• Correspondence-based shape refinement

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Generic head modelGeneric head model

CS291-J00, Winter 2003 David Kriegman, 2003

Input images with marked feature pointsInput images with marked feature points

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Pose RecoveryPose Recovery• Start with a rough knowledge of camera position• Interactively improve the pose and 3D shape

• Some mathematics…

RRkk -- rotation matrix, composed of three rows,rotation matrix, composed of three rows,rrkk

xx, , rrkkyy, , rrkk

zz..

ttkk -- translation vector with three entries,translation vector with three entries,ttkk

xx, , ttkkyy, , ttkk

zz..

ffkk -- Focal LengthFocal Lengthppii -- 3D coordinate of a specific face feature3D coordinate of a specific face featurexxkk

ii, , yykkii -- 2D coordinate in the 2D coordinate in the k’thk’th imageimage

CS291-J00, Winter 2003 David Kriegman, 2003

Pose Recovery Pose Recovery –– cont.cont.Each pixel coordinate is given by:

kzi

kz

kxi

kxkk

i tprtpr

fx++

=kzi

kz

kyi

kykk

i tpr

tprfy

+

+=

SubstitutingSubstituting??kk = 1 / = 1 / ttkk

zz Inverse distanceInverse distanceSSkk = = ffkk * * ??kk World to image scale factorWorld to image scale factor

ik

zk

kxi

kxkk

i prtpr

sxη+

+=

1 ik

zk

kyi

kykk

i pr

tprsy

η+

+=

1

(1)

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Pose Recovery Pose Recovery –– cont.cont.Let wk

i be the inverse denominator

0))()(( =+−+ kxi

kx

ki

kz

kki

ki

ki tprsprxxw η

1))(1( −+= ik

zkk

i prw η

Collecting the terms on the leftCollecting the terms on the left--hand sidehand sideto yield:to yield:

0))()(( =+−+ kyi

ky

ki

kz

kki

ki

ki tprspryyw η

(2)

CS291-J00, Winter 2003 David Kriegman, 2003

Pose Recovery Pose Recovery –– cont.cont.The above equations are solved as follows:• Maximum likelihood estimation of initial values is

obtained using least squares• Solving the equation for different subsets of unknowns,

in five steps:first sk, then pi, Rk, tk

x and tky,

and finally ?k using linear least squares algorithm

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3D Face Model3D Face Model

Generic model Fit to 13 pts

CS291-J00, Winter 2003 David Kriegman, 2003

3D face model refinement3D face model refinement

112 points

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Scattered Data InterpolationScattered Data InterpolationOnce an initial set of coordinates for the feature points pi have been computed, these values are used to deform the remaining vertices on the face mesh

The interpolation function:

∑ ++−=i

ii tMpppcpf )()( φ

CS291-J00, Winter 2003 David Kriegman, 2003

ViewView--independent texture mappingindependent texture mapping• The texture map is constructed on a virtual cylinder

enclosing the face model• mk is now indexed by the (u, v) texture coordinates; mk =

Fk(u,v)Pk(p)– Fk - Feathered visibility map (0 - 1)– Pk(p) – positional certainty of p

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View Independent Texture ExtractionView Independent Texture Extraction

• Blend photographs to form single texture.– Map onto virtual cylinder.

CS291-J00, Winter 2003 David Kriegman, 2003

ViewView--dependent texture mappingdependent texture mapping

• Associate texture coordinate and a blending weight for each vertex in the face mesh

• Two photographs which are closest to the viewing direction d, are blended using a blending function Vk(d)

• mk = Fk(xk,yk)Pk(p)Vk(d)

Special treatment for eyes, teeth, ears and hair

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View Independent Texture ExtractionView Independent Texture Extraction

• Blurry

CS291-J00, Winter 2003 David Kriegman, 2003

Expression morphingExpression morphing• Goal: generation of continuous and realistic transitions

between different facial expressions• Geometry interpolation

– Topology of all the faces meshes is identical –simple linear interpolation

• Blending the textures– Rendering intermediate face twice– Blending is done on the 2D images

• Global blend• Local blend• Animation and derivative animations

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ResultsResults• Show movie

CS291-J00, Winter 2003 David Kriegman, 2003

ResultsResults• Applied transitions to different human subject:

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• A morphable model for the synthesis of 3D faces Volker Blanz, Thomas Vetter, SIGGRAPH 99, pp. 187 – 194.

CS291-J00, Winter 2003 David Kriegman, 2003

3D Shape

3D Morphable Model 3D Morphable Model -- Key Features Key Features 111. Representation = 3D Shape + Texture Map

Texture Map

s

t

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3D Morphable Model 3D Morphable Model -- Key Features 2Key Features 22. Accurate & Dense Correspondence

à PCA accounts for intrinsic ID parameters only

2α+ ⋅ 3α+ ⋅ 4α+ ⋅1s α= ⋅ = ⋅S a

4β+ ⋅3β+ ⋅2β+ ⋅1t β= ⋅ = ⋅T ß

+ ...

+ ...

CS291-J00, Winter 2003 David Kriegman, 2003

Building a Building a MorphableMorphable ModelModel

• Align training set using range data and reflectance from cyberware data

• Optical flow• PCA on Depth & texture

• Initial model

• Re-register all data with model• Recompute PCA with increasing subspace Dimension

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CS291-J00, Winter 2003 David Kriegman, 2003

Deviation from Deviation from protoypeprotoype

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3D Morphable Model 3D Morphable Model -- Key Features 3Key Features 3

3. Extrinsic parameters modeled using Physical Relations:- Pose : 3x3 Rotation matrix

- Illumination : Phong shading accounts for cast shadows and specular highlights à No Lambertian Assumption.

, ,

1 0 00 1 0

xkk

k y

txy

ftϕ γ η

= ⋅ ⋅ ⋅ +

aR S

( )k

ambient dir speculark k k k

k

rgb

= + ⋅ ⋅ +

A TA aß

CS291-J00, Winter 2003 David Kriegman, 2003

3D Morphable Model 3D Morphable Model -- Key Features 4Key Features 44. Photo-realistic images rendered using Computer Graphics

a

S

, ,ϕ γ ηR

1 0 0,

0 1 0f

,xt yt

, ,x y z

, ,x y z

,x y

ß

T

, ,ambient dir specularaA A

, ,r g b

, ,r g b

( , , , , )w x y r g b ( , )mI x y

, ,x y zn n n

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Model Fitting : DefinitionModel Fitting : Definition

IterativeModelFitting

,a ß,?

ModelRendering

( , )mI x y

CS291-J00, Winter 2003 David Kriegman, 2003

Model Fitting: Standard Optimization TechniquesModel Fitting: Standard Optimization Techniques

-

( )

( )

( )

2

2

2

I

I

I

δα λ δα

δβ λ δβ

δρ λ δρ

∂= −

∂∂

= −∂∂

= −∂

Model EstimateInput

Difference Iδ

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CS291-J00, Winter 2003 David Kriegman, 2003

MaterialsMaterials

• Materials from this lecture were taken from the papers by the authors listed previously, and ppt slides by– Sami Romdhani Volker Blanz Thomas Vetter– Gustavo Halperin, Avishay Sidlesky