3D Reconstruction of Human Face Based on Single or Several Images

Предложен новый подход к трехмерной реконструкции человеческого лица по одному или нескольким изображениям. Подход основан на генеративной модели человеческого лица. Также предложен новый способ построения генеративной модели по набору нетекстурированных поверхностей. A new approach to a human face...

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Published in:Управляющие системы и машины
Date:2011
Main Author: Tyshchenko, M.
Format: Article
Language:English
Published: Міжнародний науково-навчальний центр інформаційних технологій і систем НАН та МОН України 2011
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Online Access:https://nasplib.isofts.kiev.ua/handle/123456789/82926
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Journal Title:Digital Library of Periodicals of National Academy of Sciences of Ukraine
Cite this:3D Reconstruction of Human Face Based on Single or Several Images / М. Тyshchenko // Управляющие системы и машины. — 2011. — № 2. — С. 79-85. — Бібліогр.: 8 назв. — англ.

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Digital Library of Periodicals of National Academy of Sciences of Ukraine
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author Tyshchenko, M.
author_facet Tyshchenko, M.
citation_txt 3D Reconstruction of Human Face Based on Single or Several Images / М. Тyshchenko // Управляющие системы и машины. — 2011. — № 2. — С. 79-85. — Бібліогр.: 8 назв. — англ.
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container_title Управляющие системы и машины
description Предложен новый подход к трехмерной реконструкции человеческого лица по одному или нескольким изображениям. Подход основан на генеративной модели человеческого лица. Также предложен новый способ построения генеративной модели по набору нетекстурированных поверхностей. A new approach to a human face 3D reconstruction by single or several images is suggested. The approach is based on a morphable model of a human face. A new way to design the morphable model by a set of untextured 3D shapes is suggested as well. Запропоновано новий підхід до тривимірної реконструкції людського обличчя за одним або кількома зображеннями. Підхід базується на генеративній моделі людського обличчя. Також запропоновано новий спосіб побудови генеративної моделі за набором нетекстурованих поверхонь.
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fulltext УСиМ, 2011, № 2 79 UDC 004.93’1 М. Тyshchenko 3D Reconstruction of Human Face Based on Single or Several Images Предложен новый подход к трехмерной реконструкции человеческого лица по одному или нескольким изображениям. Подход основан на генеративной модели человеческого лица. Также предложен новый способ построения генеративной модели по набору нетекстурированных поверхностей. A new approach to a human face 3D reconstruction by single or several images is suggested. The approach is based on a morphable model of a human face. A new way to design the morphable model by a set of untextured 3D shapes is suggested as well. Запропоновано новий підхід до тривимірної реконструкції людського обличчя за одним або кількома зображеннями. Підхід базується на генеративній моделі людського обличчя. Також запропоновано новий спосіб побудови генеративної моделі за на- бором нетекстурованих поверхонь. Introduction1 A three-dimensional (3D) reconstruction of a sce- ne based on its photographs forms a vast stratum in contemporary computer vision. State of the art provides no common technology capable of arbi- trary object’s automatic 3D reconstruction by a set of photographs taken from unknown viewpoints. A sparse reconstruction of rigid scenes is well studied so far. A software reconstructing camera trajecto- ries and 3D model of a scene as a point cloud is available [1], but the subsequent triangulation of such models cannot be accurately done without human interaction [2]. Moreover, it is not always possible to achieve automatic reconstruction even significantly reducing a class of objects to be processed [3]. A 3D reconstruction of a human face occupies a separate, rather vast, niche in the indicated area. The research on this topic can be divided into two large classes: geometry oriented and morphable model oriented. Geometry oriented approaches mostly rely on establishing the correspondence between points in different photographs of an object; surface recon- struction is then performed by determining such location of points in 3D space and such camera parameters which fit in a best way to the point cor- respondence. Such approaches require either sub- stantial organizational development: special cam- era positioning and tuning, special illumination conditions, or significant amount of manual work: Keywords: 3D reconstruction, morphable model, human face, motion field, labeling problem. indication of point correspondence, segmentation of scene objects etc. Morphable model based techniques utilize the analysis-through-synthesis approach. A morphable model of a human face can be depicted as a box with tunable handles. Depending on positions of those handles the box generates one or another pic- ture of one or another human face. The problem is to set handles of those box to such positions that it would generate exactly the input image, or at least the closest possible. A 3D shape of a face is uni- quely determined by positions of those handles or, speaking more precisely, by parameters of the mor- phable model. An ability to reliably reconstruct a 3D shape of a human face even by a single photo- graph is a considerable advantage of such ap- proaches. 1. Prior works V. Blanz and T. Vetter’s research [3] on design and use of a morphable model of human face is one of the most well known works in the area. They have managed to design an accurate morpha- ble model and implement an efficient scheme of particular individual’s face 3D reconstruction ba- sed on one or several images. Their approach is ba- sed on a conjecture that a set of all possible 3D shapes of a human face is convex in a sense. Loose- ly speaking, by averaging two shapes of different faces one gets a shape of some human face as well. Under this assumption, one can design a basis out of 3D shapes of several typical faces, and appro- ximate a shape of an arbitrary face by convex com- bination of those basis shapes. Then a problem of human face 3D reconstruction based on its image 80 УСиМ, 2011, № 2 consists in search for such a convex combination of basis shapes and such camera and illumination parameters, under which a generated image is le- ast different from an input. A problem statement of such sort is a classical instance of the analysis through a synthesis approach. Nevertheless, a method suggested by V. Blanz and T. Vetter contains a number of considerable drawbacks. The first one consists in the fact that for construction of a morphable model and for its further service in 3D reconstruction technology, the basis models have to be textured. The paper does not contain any reference for the case of un- textured models. Meanwhile, bases of untextured models are much more available as compared to textured ones. Thus, it is reasonable to design a 3D reconstruction technology which makes use of just untextured models. One more remarkable shortcoming of the tech- nology is that for an accurate surface reconstruc- tion one needs to specify initial approximation of orientation and illumination rather precisely. This drawback is vital for technology usage in fully auto- matic systems where any human interaction is im- possible in principle. A number of research efforts, carried out mainly by commercial companies, addressed to overcome the aforementioned drawbacks of V. Blanz and T. Vetter’s technology. A method, suggested in [4], is based on the de- tection of silhouettes on images of a face, and the search for such a convex combination of basis shapes which fits best to those silhouettes. The invariance to illumination is an advantage of this approach. But it is achieved by loss of consider- able amount of information, so that an accurate surface reconstruction becomes possible only with very huge amount of images. Not to speak about 3D reconstruction of a face by a single image. A method [5] is suggested for the reconstruc- tion of a facial shape by series of slightly different photographs. It is founded on feature point track- ing, based on which a camera position for each ima- ge is reconstructed and a rough approximation of 3D shape is built. Further, images are pairwise rec- tified with respect to camera positions in order to use a stereo reconstruction algorithm to refine a model. The fact that the method works only with those series of images which can be arranged in such a way that each subsequent picture does not differ much from the previous one is a substantial drawback of the method, as well as its inapplica- bility in the case of a single input image. A method [6] is designed for 3D reconstruction of a human face by two slightly different photo- graphs and two video sequences. The method per- forms a search for such a convex combination of basis shapes, which fits best to location of some feature points in a pair of input images. Video se- quences are used for accurate model texturing. The facts that the method works only for a pair of slightly different images, is not applicable in the case of single input image, and requires manual indication of large number of feature points are considerable shortcomings of the technique. In the present paper we suggest a method for 3D reconstruction of a human face which does not have the aforementioned drawbacks. 2. Morphable model of a human face A morphable model of a human face can be de- picted as a box with tunable handles. Depending on positions of those handles the box generates one or another picture of one or another human face. This box contains handles of three types (fig. 1). Some of them are charged with 3D shape of the surface (α), another are charged with camera posi- tion (β), the other are charged with illumination (γ). Let us admit, that by depicting a facial shape, a ca- mera position and an illumination by handles of that box, we virtually claim that all these quantities can be described by a finite number of parameters. Fig. 1. Three different types of morphable model parameters Camera position is indeed specified by finite, moreover, small number of parameters. It is not that easy in case of illumination and 3D shape. In fur- УСиМ, 2011, № 2 81 ther subsections we will consider means to param- eterize a set of 3D shapes of a human face. At pre- sent, let us consider the illumination parameteri- zation. 2.1. Illumination model Fig. 2. Directional illumination model Let us suppose that a surface is lit by a single directional light source, i.e. a source which shines from infinity with parallel beams of light, and is specified by a single vector d; direction of the vec- tor indicates light direction, and its length defines light intensity. Brightness of a surface in some point t is defined as a scalar product of normal to the surface in this point and vector d: 3 1 ( , , , ) ( , , )i i i L d t d n t        . Let us suppose that there exists so called ambi- ent light as well. It is just a constant added to the brightness of all surface points: 3 1 ( , , , , ) ( , , )i i i L d c t d n t c         . (1) Let us take a gander what happens if we have two directional light sources rather than one. Then the brightness of some surface point (not taking into account ambient light) equals to: 3 3 1 2 1 1 ( , , ) ( , , )i i i i i i d n t d n t           , (2) where d1 is a vector, describing the first light source, d2 describes the second one. The equation (2) can be obviously rewritten as 3 1 2 1 ( ) ( , , )i i i i d d n t      . (3) Thus, in this illumination model no matter we have a single light source, two, or thousand of them. All these sources are equal to some single light source. Thus, we have parameterized illumination by a vector d and a scalar c: γ = {d, c}. (4) 2.2. Convex combination of faces We assume that a set of 3D shapes of a human face is convex in a sense. Loosely speaking, by averaging two surfaces which are faces one gets a face as well. Suppose we have a collection of surfaces repre- senting some typical human faces  1 2, ,..., ns s s . We call them basis shapes. Let us assume that these basis shapes can be represented as points in some linear space. The means of doing so will be described in section 2.4. We approximate a shape of an arbitrary human face by a convex combina- tion of the basis shapes: 1 1 , 1 n n i i i i i s s         . (5) Convex combination coefficients {i:i =1,2,…,n} are just the aforementioned parameters of a facial shape α. But what exactly should be meant by averaging of two surfaces? Let us clarify it on a very simple example. 2.3. Morphable model of rectangle Fig. 3. Two basis rectangles Fig. 4. Wrong averaging of basis rectangles Fig. 5. Labeling of basis rectan- gles Fig. 6. Correct averaging of basis rectangles Suppose that we would like to design a mor- phable model of rectangle. Let us do so in the fol- lowing way: represent any rectangle as a convex combination of those, shown in fig. 3. If we con- sider each of introduced rectangles as a function of a single variable and average these functions, we come up with a function depicted by thick line in fig. 4, which, obviously, is not a rectangle. It has happened because we had averaged semanti- cally different points. If we specify a proper map- ping between points of the two basis rectangles, that is, map a point A of the darker rectangle to a point A' of the brighter rectangle, map a point B to 82 УСиМ, 2011, № 2 a point B', and uniformly map all points of a seg- ment AB to a segment A'B', then we get a correct averaging (fig. 6). Indeed, a point A'' is just half way along the points A and A', and point B'' is ex- actly in the middle between the points B and B'. Thus, in order to get a rectangle by averaging two rectangles, one needs to average semantically identical, i.e. correspondent, points. This reason- ing is also applicable for the case of much more complicated curves in 2D plane and surfaces in 3D space. In particular, it is applicable for the sur- face of a human face. 2.4. A morphable model of a human face Let us suppose that basis shapes  nsss ,...,, 21 are represented as vectors containing 3D coordi- nates of surface points:  1 1 1 2 2 2, , , , , ,..., , , i i i Ti i i i i i i i i i m m ms x y z x y z x y z , (6) where mi – is a number of points in i-th surface. In order to make the operation (5) formally ap- plicable to such surfaces one has to make sure that number of points in all surfaces is the same: mi = m, i = 1,2, …, n. In order to make the operation (5) provide a hu- man face as a result, not an arbitrary surface, one has to guarantee that the following informally de- scribed property is also fulfilled (a formal descrip- tion of the property will be given in the next sub- section): components of the vectors have to be ar- ranged in such a way that semantically identical po- ints are placed in the same positions in their vectors. For instance, if a coordinate of a tip of the nose of the first basis shape is located in the first position in vector s1, then coordinates of a tip of the nose of all other basis shapes have to be located in the first positions in their vectors s2,s3,…,sn as well (fig. 7). Fulfilling these requirements comes easy if the correspondences between the points of different basis shapes are specified. A search for such cor- respondences is the major problem of fulfilling the requirements. 2.4.1. Establishing the correspondence between points of basis shapes Let us choose one of the basis shapes, and call it the principal shape. If we were able to establish a correspondence between points of the principal shape and each of the other basis shapes, then we could easily fulfill requirements, specified in p. 7. Thus we have reduced our task to a problem of establishing correspondence between points of two surfaces. Fig. 7. Corresponding points of different 3D models have to be placed in the same positions in their vectors On this stage we suppose that we have some fixed triangulation of surface points. Let us define a normal vector nt as a vector of a unit length which is orthogonal to a triangle t. We get a normal to each of the triangulation vertices by averaging normals of triangles com- prising the vertex: ( ) ( ) 1 ( ) , i k p t p i p n n k p    (8) where k(p) is a number of triangles comprising the point p, ( ) it n p is a normal to i-th triangle com- prising the point p. The inner part of the triangle is filled with a linear function of its vertex normals. Normals can be visualized by ascribing to each surface point a color, which RGB components are proportional to (x, y, z) components of a normal. Frontal projections of surfaces, colored in such a way, are depicted on fig. 8. We refer to such im- ages as to normal maps. Let us remark that semantically identical points of different models have similar colors on these images. For instance, a tip of the nose is colored almost identical in the two models. In compliance with the remark, we define a difference between a point (x, y) in a normal map of the first surface and a point  ( , ), ( , )x yx k x y y k x y  in a normal map of the second surface as follows: УСиМ, 2011, № 2 83  , 3 1 1 2 ( , ), ( , ) ( , , ) ( ( , ), ( , ), ) , x y x y c x y q k x y k x y I x y c I x k x y y k x y c         (9) where c is a number of RGB channel, 1I and 2I are normal maps of the first and the second model. Fig. 8. Visualization of normals to a surface of a human face Let us introduce some natural constraints on mu- tual alignment of the corresponding pixels in a pair of normal maps, namely forbid them to get «entan- gled»:           , , 1, ( , ), ( , ), ( 1, ), ( 1, ) 0, 1, , 1, , 1, , , i j i j x y x y x x y y g k i j k i j k i j k i j if k i j k i j k i j k i j otherwise               (10)           , , , 1 ( , ), ( , ), ( , 1), ( , 1) 0, , 1 , 1, , , 1 , . i j i j x y x y y y x x g k i j k i j k i j k i j if k i j k i j k i j k i j otherwise               (11) Functions (10) and (11) are equal to zero for al- lowed correspondence pairs, and infinity for for- bidden ones. Fig. 9 visualizes these constraints: if the black pixel of the left image corresponds to the black pixel of the right image, then the grey pixel of the left image can correspond only to one of the grey pixels of the right image. Fig. 9. Constraints on mutual location of corresponding pixels in pair of normal maps Let us define a penalty for a collection of cor- respondences k:       , 1 1 1 , , 1, 1 1 1 , , , 1 1 1 ( ) ( , ), ( , ) ( , ), ( , ), ( 1, ), ( 1, ) ( , ), ( , ), ( , 1), ( , 1) , X Y x y x y x y X Y x y x y x y x y x y X Y x y x y x y x y x y Q k q k x y k x y g k x y k x y k x y k x y g k x y k x y k x y k x y                       (12) where k is a vector comprising a pair of numbers (kx(x, y), ky(x, y)) for each pixel of first model’s normal map, X and Y are vertical and horizontal dimensions of the normal maps respectively. A problem of optimal mapping between two normal maps consists in search for a collection of correspondences k with minimal penalty: k* = argminkQ(k) . (13) A problem (1) is NP-hard in general case. For the particular case, when functions gi,j,i+1,j and gi,j,i,j+1 are given by (10) and (11), a polynomial algorithm is not known as well. To get an approximate solution of the problem we use a method, suggested in [7]. By solving a problem (13) we establish a corre- spondence between pixels of two normal maps. On the ground of these correspondences it is easy to retrieve correspondence between points of 3D models. And based on this data it is easy to fulfill the requirements indicated at p. 8. Thus by choos- ing different weights {i : i = 1, 2,  , n} one can generate surfaces of different human faces. 2.4.2. Expanding the possibilities of the morpha- ble model In order to increase a diversity of faces which our morphable model is able to generate let us split a set of facial points into four segments: eyes, nose, mouth and cheeks, as it is depicted in fig. 10. Let us introduce a set of convex combination co- efficients  : 1, 2,...,S i i n  for each of the seg- ments S S . It is obvious that the arbitrary cho- sen coefficients  produce gaps on borders of the segments i.e. we get for disconnected segments of a face rather than a single face. We use the follow- ing technique in order to eliminate those gaps. 84 УСиМ, 2011, № 2 Fig. 10. Face segmentation For each segment S S and for each point p of the surface calculate a distance from this point to the nearest point of the segment: ( ) minS v Sd p p v  . (14) Normalize this distance over all segments and over all points of the surface:   ' ' ' ( )ˆ ( ')maxmax S S S S S p d p d p d p   . (15) Calculate a coefficient of point p belonging to a segment S:  4ˆ( ) 1 ( )S Sb p d p  . (16) The fourth power is chosen to guarantee a suf- ficient attenuation speed for the function bS(p) while moving away from the segment border. Nor- malize this coefficient:   ' ' ( )ˆ ( ') S S S S S b p b p b p    . (17) Calculate a convex combination coefficient for point p:  ˆ( ) S i i S S S p b p      . (18) Convex combination coefficients of the basis shapes are now different for different points of the model. Such a modification substantially increases a diversity of faces produced by the morphable model. 3. 3D reconstruction of a human face based on a photograph In the previous section we have in depth rese- arched the interior of the morphable model. It is now convenient for us to return to such an abstrac- tion level where a morphable model is just a box with three types of parameters: those charged with 3D shape of the surface (α), those charged with ca- mera position (β), and those charged with illumi- nation (γ). Under particular values of these parame- ters a morphable model generates a picture of a hu- man face with a 3D shape given by parameters α, taken under a viewpoint, given by parameters β, and illumination conditions, given by parameters γ. This is the time to ask a question: what exactly this generated image looks like? Let us recall that our morphable model generates a non-textured surface. For certainty let us suppose that all points of a surface are colored in white. Then in the gen- erated image we get something similar to a plaster statue photograph. Let us first describe a method of 3D reconstruction for the case when we have a photograph of a plaster statue of a human face as an input image. Afterwards we will consider a way to modify the suggested algorithm to work with photographs of real human faces. 3.1. 3D reconstruction of a plaster statue Suppose we have an input image I: T→RGB, (19) where T is a set of pixels, RGB = {0,1,…,255}× × {0,1,…,255}×{0,1,…,255}. Suppose we have an image, generated by the morphable model with respect to parameters α, β and γ under illumination model (1): , , :L T RGB    . (20) Let us define a difference between the input and the generated image: 2 , , , ,( , ) ( ( ) ( )) t T F I L I t L t          , (21) where T is a subset of pixels, into which at least one of the surface points is projected. The problem of 3D reconstruction of a human fa- ce based on its image consists in looking for such parameters α, β and γ, under which a difference bet- ween the input image and the generated one is mi- nimal: , , , , ( , ) minF I L       . (22) Given fixed parameters α and β a function (22) under illumination model (1) is minimized with respect to γ by least squares. The minimization with respect to α and β is performed by Nelder– Mead method [8]. To make the paper self-conta- ined we give a brief description of the method. УСиМ, 2011, № 2 85 Suppose a continuous function f : R n  R is given. The Nelder–Mead algorithm maintains a simplex {x1, x2, , xn+1} in Rn. The algorithm requires a termination threshold ε as well as parameters α, γ,  and σ which are explained later on. The algorithm performs the following sequence of operations: 1. Order all simplex vertices according to the values of function f: f(x1)  f(x2) … f(xn+1) . 2. Calculate x0 , the center of gravity of all simplex points, except xn+1 . 3. Reflection. Compute a reflected point: xr = x0 + (x0 – xn+1). If: f (x1)  f (xr)  f (xn), then substitute a point xn+1 by xr , and go to step 1. 4. Expansion. If the reflection point is the best so far: 1( ) ( )rf fx x then compute an expansion point: xe = x0 + (x0 – xn+1). If the expansion point is better than the reflection point: ( ) ( )e rf fx x then substitute the worst point xn+1 by expansion point xe and go to step 1. Otherwise, substitute the point xn+1 with point xe and go to step 1. 5. Contraction. On this stage it is certain that: f(xr)  f(xn). Compute a contraction point: xc = xn+1 +  (x0 – xn+1). If the contraction point is better than the worst point: 1( ) ( )c nf f x x then substitute a point xn+1 with xc, and go to step 1. 6. Reduction. For all point, except the best one, assign:  1 1: ( ), 2,3,..., 1i i i n    x x x x . Calculate distances between the best point and all other simplex vertices:  1 , 2,3,..., 1i i i n    x x . If max i i    , go to step 1. Otherwise, end up with a point x1. Standard values for parameters α, γ,  and σ are the fol- lowing: 1, 2, 1/ 2, 1/ 2 .        3.2. 3D reconstruction of a human face In order to process photographs of real human fa- ces, rather than images of single-colored plaster stat- ues, we remove all non-skin segments from the im- age, i.e. eyebrows, eyes and lips, as it is shown in fig. 11. As semantically identical points of all basis shapes are located in the same positions in their vec- tors, it is sufficient to remove the indicated segments only from one of the basis shapes. This operation is then mechanically transferred to the other models. Fig. 11. Non-skin segments removal Fig. 12 and 13 show examples of human face 3D reconstruction made by the suggested method. Fig. 12. An example of human face 3D reconstruction by single imageFig. 12 and 13 show examples of human face 3D re- construction made by the suggested method. Fig. 13. An example of human face 3D reconstruction by several images 1. 2D3 LTD, 2008. Boujou 4: The virtual interchangeable with real. – http://www.2d3.com 2. Unwrap mosaics: a new representation for video edit- ing / A. Rav-Acha, P. Kohli, C. Rother, A. Fitzgibbon. // Proc. of SIGGRAPH 2008.. 3. Blanz V., Vetter T. Face identification across different poses and illumination with a 3D morphable model // IEEE Trans. Pattern Analysis and Machine Intelli- gence. – 2003. – 25, – P. 1063–1074. 4. US Patent N 7212664. Mitsubishi Electric Research Laboratories, Inc. Constructing heads from 3D models and 2D silhouettes. 5. US Patent N 7103211. Geometrix, Inc. Method and appa- ratus for generating a 3D face models from one camera. 6. US Patent N 7212656. Microsoft Corporation. Rapid computer modeling of faces for animation. 7. Kolmogorov V. Convergent Tree-Reweighted Message Passing for Energy Minimization // IEEE Transactions on Pattern Analysis and Machine Intelligence. October 2006. Washington, DC, USA. – 28. – P. 1568–1583. 8. Nelder J.A., Mead R. A simplex method for function mi- nimization // Computer J., 1965. – 7. – P. 308–313. © М. 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id nasplib_isofts_kiev_ua-123456789-82926
institution Digital Library of Periodicals of National Academy of Sciences of Ukraine
issn 0130-5395
language English
last_indexed 2025-12-07T18:28:50Z
publishDate 2011
publisher Міжнародний науково-навчальний центр інформаційних технологій і систем НАН та МОН України
record_format dspace
spelling Tyshchenko, M.
2015-06-11T20:12:14Z
2015-06-11T20:12:14Z
2011
3D Reconstruction of Human Face Based on Single or Several Images / М. Тyshchenko // Управляющие системы и машины. — 2011. — № 2. — С. 79-85. — Бібліогр.: 8 назв. — англ.
0130-5395
https://nasplib.isofts.kiev.ua/handle/123456789/82926
004.93’1
Предложен новый подход к трехмерной реконструкции человеческого лица по одному или нескольким изображениям. Подход основан на генеративной модели человеческого лица. Также предложен новый способ построения генеративной модели по набору нетекстурированных поверхностей.
A new approach to a human face 3D reconstruction by single or several images is suggested. The approach is based on a morphable model of a human face. A new way to design the morphable model by a set of untextured 3D shapes is suggested as well.
Запропоновано новий підхід до тривимірної реконструкції людського обличчя за одним або кількома зображеннями. Підхід базується на генеративній моделі людського обличчя. Також запропоновано новий спосіб побудови генеративної моделі за набором нетекстурованих поверхонь.
en
Міжнародний науково-навчальний центр інформаційних технологій і систем НАН та МОН України
Управляющие системы и машины
Оптимизационные задачи структурного распознавания образов
3D Reconstruction of Human Face Based on Single or Several Images
Трехмерная реконструкция человеческого лица на основе одного или нескольких изображений
Тривимірна реконструкція людського обличчя на основі одного або декількох зображень
Article
published earlier
spellingShingle 3D Reconstruction of Human Face Based on Single or Several Images
Tyshchenko, M.
Оптимизационные задачи структурного распознавания образов
title 3D Reconstruction of Human Face Based on Single or Several Images
title_alt Трехмерная реконструкция человеческого лица на основе одного или нескольких изображений
Тривимірна реконструкція людського обличчя на основі одного або декількох зображень
title_full 3D Reconstruction of Human Face Based on Single or Several Images
title_fullStr 3D Reconstruction of Human Face Based on Single or Several Images
title_full_unstemmed 3D Reconstruction of Human Face Based on Single or Several Images
title_short 3D Reconstruction of Human Face Based on Single or Several Images
title_sort 3d reconstruction of human face based on single or several images
topic Оптимизационные задачи структурного распознавания образов
topic_facet Оптимизационные задачи структурного распознавания образов
url https://nasplib.isofts.kiev.ua/handle/123456789/82926
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AT tyshchenkom trivimírnarekonstrukcíâlûdsʹkogoobliččânaosnovíodnogoabodekílʹkohzobraženʹ