Faces and Image-Based Lighting

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Faces and Image-Based Lighting Outline • Image-based lighting • 3D acquisition for faces Faces and Image-Based Lighting • Statistical methods (with application to face super-resolution) • 3D Face models from single images Digital Visual Effects • Image-based faces Yung-Yu Chuang • Relighting for faces with slides by Richard Szeliski, Steve Seitz, Alex Efros, Li-Yi Wei and Paul Debevec Rendering • Rendering is a function of geometry, reflectance, lighting and viewing. • To synthesize CGI into real scene, we have to mathtch the above four fac tors. Image-based lighting • Viewing can be obtained from calibration or structure from motion. •Geometryypg can be captured using 3D photography or made by hands. • How to capture lighting and reflectance? Reflectance Rendering equation • The Bidirectional Reflection Distribution Function – Given an incoming ray and outgoing ray Li (p,ωi ) what proportion of the incoming light is reflected along outgoing ray? ωi surface normal ωo p Lo (p,ωo ) 5D light field Lo (p,ωo ) Le (p,ωo ) 2 (p,ωo ,ωi )Li (p,ωi ) cosθi dωi Answer given by the BRDF: s Complex illumination Point lights Lo (p,ωo ) Le (p,ωo ) Classically, rendering is performed assuming point light sources f (p,ωo ,ωi )Li (p,ωi ) cosθi dωi s2 B(p,ωo ) 2 f (p,ωo ,ωi )Ld (p,ωi ) cosθi dωi s reflectance lighting directional source Natural illumination Natural illumination People perceive materials more easily under Rendering with natural illumination is more natural illumination than simplified illumination. expensive compared to using simplified illumination ItRDdTdAdlImages courtesy Ron Dror and Ted Adelson directional source natural illumination Environment maps Acquiring the Light Probe Miller and Hoffman , 1984 HDRI Sky Probe Clipped Sky + Sun Source Lit byyy sun only Lit byyy sky only Lit byyy sun and sky Illuminating a Small Scene Real Scene Example • Goal: place synthetic objects on table Light Probe / Calibration Grid Modeling the Scene light-based model real scene The Light-Based Room Model Rendering into the Scene • Background Plate Rendering into the scene Differential rendering • Objects and Local Scene matched to Scene • Local scene w/o objects, illuminated by model Differential rendering Differential rendering - = + Differential Rendering Environment map from single image? • Final Result Eye as light probe! (Nayar et al) Results Application in “Superman returns” Capturing reflectance Application in “The Matrix Reloaded” 3D acquisition for faces Cyberware scanners Making facial expressions from photos • Similar to Façade, use a generic face model and view-dependent texture mapping • Procedure 1. Take multiple photographs of a person 2. Establish corresponding feature points 3. Recover 3D points and camera parameters 4. Deform the generic face model to fit points 5. Extract textures from photos face & head scanner whole body scanner Reconstruct a 3D model Mesh deformation input photographs – Compute displacement of feature points – Apply scattered data interpolation generic 3D pose more deformed face model estimation features model generic model displacement deformed model Texture extraction Texture extraction • The color at each point is a weighted combination of the colors in the photos • Texture can be: – view-independent – view-dependent • Considerations for weighting – occlusion – smoothness – ppyositional certainty –view similarity Texture extraction Texture extraction view-independent view-dependent Model reconstruction Creating new expressions • In addition to global blending we can use: – Reg iona l blen ding – Painterly interface Use images to adapt a generic face model. Creating new expressions Creating new expressions New expressions are created with 3D morphing: xx+ = + = /2 /2 Applying a global blend Applying a region-based blend Creating new expressions Drunken smile + + + = Using a painterly interface Animating between expressions Video Morphing over time creates animation: “neutral” “joy” Spacetime faces Spacetime faces black & white cameras color cameras video projectors time time Face surface time time stereo stereo active stereo time Spacetime Stereo time surface motion stereo active stereo spacetime stereo time=1 Spacetime Stereo time Spacetime Stereo time surface motion surface motion time=2 time=3 Spacetime Stereo time Spacetime Stereo time surface motion surface motion time=4 time=5 Spacetime Stereo time Spacetime stereo matching surface motion Better • spatial resolution • temporal stableness time Video Fitting FaceIK Animation 3D face applications: The one 3D face applications: Gladiator extra 3M Statistical methods para- observed zyf(z)+ meters signal Example: Statistical methods z* max P(z | y) super-resolution z P(y | z)P(z) de-noising max de-blocking z P(y) Inpainting … min L(y | z) L(z) z Statistical methods Statistical methods para- observed There are approximately 10240 possible 1010 zyf(z)+ gray-level images. Even human being has not signal meters seen them all yet. There must be a strong statistical bias. z* minL(y |z) L(z) Takeo Kanade z 2 data y f(z) a-priori Approximately 8X1011 blocks per day per person. evidence 2 knowledge Generic priors Generic priors “Smoo th images are good images. ” L(z) (V(x)) x Gaussian MRF (d) d 2 d 2 d T Huber MRF (d) 2 T 2T(d T) d T Example-based priors Example-based priors “Ex is ting images are good images. ” L(z) six 200200 Images 2,000,000 pairs Example-based priors Model-based priors “Face images are good images when working on face images …” Parametric high-resolution model Z=WX+ L(X) z* minL(y |z) L(z) z X* minL(y |WX ) L(X) x low-resolution z* WX * PCA PCA on faces: “eigenfaces” • Principal Components Analysis (PCA): First principal component approximating a high-dimensional data set Average with a lower-dimensional subspace face Other * * components Second principal component * * First principal component * * * * * * * * * * * * * Original axes * * * * * For a ll e xcept av er age, * * “gray” = 0, Data points “white” > 0, “black” <0< 0 Model-based priors Super-resolution “Face images are good images when working on face images …” Parametric model Z=WX+ L(X) z* minL(y |z) L(z) z X* minL(y |WX ) L(X) x (a) (b) (c) (d) (e) (f) z* WX * (a) Input low 24×32 (b) Our results (c) Cubic B-Spline (d) Freeman et al. (e) Baker et al. (f) Original high 96×128 Morphable model of 3D faces • Start with a catalogue of 200 aligned 3D Cyberware scans Face models from single images • Build a model of average shape and texture, and principal variations using PCA Morphable model Morphable model of 3D faces shape examplars texture examplars • Adding some variations Reconstruction from single image Reconstruction from single image prior shape and texture priors are learnt from database Rendering must ρ is the set of parameters for shading including be similar to camera pp,ggose, lighting and so on the input if we ggguess right Modifying a single image Animating from a single image Video Exchanging faces in images Exchange faces in images Exchange faces in images Exchange faces in images Exchange faces in images Morphable model for human body Image-based faces (lip sync.) Video rewrite (analysis) Video rewrite (synthesis) Results Morphable speech model • Video database – 2 minu tes of JFK • Only half usable • Head rotation training video RdRead my lips. I never met Forest Gump. Preprocessing Prototypes (PCA+k-mean clustering) We fidfind Ii and Ci for each protttotype image. Morphable model Morphable model analysis analysis I α β synthesis synthesis Synthesis Results Results Relighting faces Light is additive Light stage 1.0 lamp #1 lamp #2 Light stage 1.0 Input images 64x32 lighting directions Reflectance function Relighting occlusion flare Results Changing viewpoints Results Video 3D face applications: Spiderman 2 Spiderman 2 real synthetic Spiderman 2 Light stage 3 video Light stage 6 Application: The Matrix Reloaded Application: The Matrix Reloaded References •Paul Debevec, Rendering Synthetic Objects into Real Scenes: Bridging Traditional and Image-based Graphics with Global Illumination and High Dynamic Range Photography, SIGGRAPH 1998. • F. Pighin, J. Hecker, D. Lischinski, D. H. Salesin, and R. Szeliski. Synthesizing realistic facial expressions from photographs. SIGGRAPH 1998, pp75-84. • Li Zhang, Noah Snavely, Brian Curless, Steven M. Seitz, Space time Faces: High Reso lu tion Cap ture for Mo de lin g and Animation, SIGGRAPH 2004. • Blanz, V. and Vetter, T., A Morphable Model for the SthiSynthesis of 3D Faces, SIGGRAPH 1999, pp187-194. • Paul Debevec, Tim Hawkins, Chris Tchou, Haarm-Pieter Duiker, Westley Sarokin, Mark Sagar, Acquiring the RfltReflectance FildField of a Human Face, SIGGRAPH 2000. • Christoph Bregler, Malcolm Slaney, Michele Covell, Video Rewrite: Driving Visual Speeach with Audio, SIGGRAPH 1997. • Tony Ezzat, Gadi Geiger, Tomaso Poggio, Trainable Videorealistic Speech Animation, SIGGRAPH 2002. .
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