Deep learning has shown great promise in diverse areas of computer vision, such as image classification, object detection and semantic segmentation, among many others. However, as it has been repeatedly demonstrated, deep learning methods trained on a dataset do not generalize well to datasets from other domains or even to similar datasets, due to data distribution shifts. In this work, we propose the use of a meta-learning based few-shot learning approach to alleviate these problems. In order to demonstrate its efficacy, we use two datasets of kidney stones samples acquired with different endoscopes and different acquisition conditions. The results show how such methods are indeed capable of handling domainshifts by attaining an accuracy of 74.38% and 88.52% in the 5-way 5-shot and 5-way 20-shot settings respectively. Instead, in the same dataset, traditional Deep Learning (DL) methods attain only an accuracy of 45%.
With the introduction of concepts for virtual interaction and digital doubles, a rich scenario has been created for embodied avatars to strive. These avatars, more recently referred to as digital humans, have become a popular area of research, resulting in various techniques and methods that focus on improving the perception of their realism, fidelity, emphatic response, and interactivity. This survey aims to explore the literature and recent advancements on the key processes behind the creation and animation of digital human faces through the view of a general pipeline. The extensive review carried out in this study explores the usual data collection protocols, the main facial codification paradigms and databases, the approaches for digital human asset creation, facial tracking solutions for performance-driven animation, the solving process, and the final rendering delivery. Different quantitative evaluation methods, visual perception tests, and empathetic response evaluations for digital humans are also included in the survey. Additionally, the paper presents an updated summary of public and private frameworks for digital humans that go through the complete general pipeline presented. Finally, the condensed knowledge is discussed, inquiring into the possible direction of future developments in the field.
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