2014
Authors
Unzueta, L; Pimenta, W; Goenetxea, J; Santos, LP; Dornaika, F;
Publication
IMAGE AND VISION COMPUTING
Abstract
In this paper we present a robust and lightweight method for the automatic fitting of deformable 3D face models on facial images. Popular fitting techniques such as those based on statistical models of shape and appearance require a training stage based on a set of facial images and their corresponding facial landmarks, which have to be manually labeled. Therefore, new images in which to fit the model cannot differ too much in shape and appearance (including illumination variation, facial hair, wrinkles, etc.) from those used for training. By contrast, our approach can fit a generic face model in two steps: (1) the detection of facial features based on local image gradient analysis and (2) the backprojection of a deformable 3D face model through the optimization of its deformation parameters. The proposed approach can retain the advantages of both learning-free and learning-based approaches. Thus, we can estimate the position, orientation, shape and actions of faces, and initialize user-specific face tracking approaches, such as Online Appearance Models (OAMs), which have shown to be more robust than generic user tracking approaches. Experimental results show that our method outperforms other fitting alternatives under challenging illumination conditions and with a computational cost that allows its implementation in devices with low hardware specifications, such as smartphones and tablets. Our proposed approach lends itself nicely to many frameworks addressing semantic inference in face images and videos.
2015
Authors
Marques, R; Bouville, C; Santos, LP; Bouatouch, K;
Publication
Synthesis Lectures on Computer Graphics and Animation
Abstract
Rendering photorealistic images is a costly process which can take up to several days in the case of high quality images. In most cases, the task of sampling the incident radiance function to evaluate the illumination integral is responsible for an important share of the computation time. Therefore, to reach acceptable rendering times, the illumination integral must be evaluated using a limited set of samples. Such a restriction raises the question of how to obtain the most accurate approximation possible with such a limited set of samples. One must thus ensure that sampling produces the highest amount of information possible by carefully placing and weighting the limited set of samples. Furthermore, the integral evaluation should take into account not only the information brought by sampling but also possible information available prior to sampling, such as the integrand smoothness. This idea of sparse information and the need to fully exploit the little information available is present throughout this book. The presented methods correspond to the state-of-the-art solutions in computer graphics, and take into account information which had so far been underexploited (or even neglected) by the previous approaches. The intended audiences are Ph.D. students and researchers in the field of realistic image synthesis or global illumination algorithms, or any person with a solid background in graphics and numerical techniques. Table of Contents: Introduction / Spherical Fibonacci Point Sets for QMC Estimates of Illumination Integrals / Bayesian Monte Carlo for Global Illumination / Bibliography / Authors' Biographies Copyright © 2015 by Morgan & Claypool.
2016
Authors
Oliveira, A; Perdigao, C; Santos, LP; Proenca, A;
Publication
2016 23RD PORTUGUESE MEETING ON COMPUTER GRAPHICS AND INTERACTION (EPCGI)
Abstract
The CG research community has a renewed interest on rendering algorithms based on path space integration, mainly due to new approaches to discover, generate and exploit relevant light paths while keeping the numerical integrator unbiased or, at the very least, consistent. Simultaneously, the current trend towards massive parallelism and heterogeneous environments, based on a mix of conventional computing units with accelerators, is playing a major role both in HPC and embedded platforms. To efficiently use the available resources in these and future systems, algorithms and software packages are being revisited and reevaluated to assess their adequateness to these environments. This paper assesses the performance and scalability of three different path based algorithms running on homogeneous servers (dual multicore Xeons) and heterogeneous systems (those multicore plus manycore Xeon and NVidia Kepler GPU devices). These algorithms include path tracing (PT), its bidirectional counterpart (BPT) and the more recent Vertex Connect and Merge (VCM). Experimental results with two conventional scenes (one mainly diffuse, the other exhibiting specular-diffuse-specular paths) show that all algorithms scale well across the different platforms, the actual scalability depending on whether shared data structures are accessed or not (PT vs. BPT vs. VCM).
2013
Authors
Santos, LP; Debattista, K;
Publication
COMPUTERS & GRAPHICS-UK
Abstract
2015
Authors
Durikovic, R; Santos, LP;
Publication
COMPUTERS & GRAPHICS-UK
Abstract
2014
Authors
Ferreira, V; Santos, LP; Franzen, M; Ghouati, OO; Simoes, R;
Publication
ADVANCES IN ENGINEERING SOFTWARE
Abstract
In this paper, we present a method for estimating local thickness distribution in finite element models, applied to injection molded and cast engineering parts. This method features considerable improved performance compared to two previously proposed approaches, and has been validated against thickness measured by different human operators. We also demonstrate that the use of this method for assigning a distribution of local thickness in FEM crash simulations results in a much more accurate prediction of the real part performance, thus increasing the benefits of computer simulations in engineering design by enabling zero-prototyping and thus reducing product development costs. The simulation results have been compared to experimental tests, evidencing the advantage of the proposed method. Thus, the proposed approach to consider local thickness distribution in FEM crash simulations has high potential on the product development process of complex and highly demanding injection molded and cast parts and is currently being used by Ford Motor Company.
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