This paper addresses the problem of large-scale image search. Three constraints have to be taken into account: search accuracy, efficiency, and memory usage. We first present and evaluate different ways of aggregating local image descriptors into a vector and show that the Fisher kernel achieves better performance than the reference bag-of-visual words approach for any given vector dimension. We then jointly optimize dimensionality reduction and indexing in order to obtain a precise vector comparison as well as a compact representation. The evaluation shows that the image representation can be reduced to a few dozen bytes while preserving high accuracy. Searching a 100 million image data set takes about 250 ms on one processor core.
We present a novel approach that enables photo-realistic re-animation of portrait videos using only an input video. In contrast to existing approaches that are restricted to manipulations of facial expressions only, we are the first to transfer the full 3D head position, head rotation, face expression, eye gaze, and eye blinking from a source actor to a portrait video of a target actor. The core of our approach is a generative neural network with a novel space-time architecture. The network takes as input synthetic renderings of a parametric face model, based on which it predicts photo-realistic video frames for a given target actor. The realism in this rendering-to-video transfer is achieved by careful adversarial training, and as a result, we can create modified target videos that mimic the behavior of the synthetically-created input. In order to enable source-to-target video re-animation, we render a synthetic target video with the reconstructed head animation parameters from a source video, and feed it into the trained network - thus taking full control of the target. With the ability to freely recombine source and target parameters, we are able to demonstrate a large variety of video rewrite applications without explicitly modeling hair, body or background. For instance, we can reenact the full head using interactive user-controlled editing, and realize high-fidelity visual dubbing. To demonstrate the high quality of our output, we conduct an extensive series of experiments and evaluations, where for instance a user study shows that our video edits are hard to detect.
We present a novel approach for the automatic creation of a personalized high-quality 3D face rig of an actor from just monocular video data (e.g., vintage movies). Our rig is based on three distinct layers that allow us to model the actor's facial shape as well as capture his person-specific expression characteristics at high fidelity, ranging from coarse-scale geometry to finescale static and transient detail on the scale of folds and wrinkles. At the heart of our approach is a parametric shape prior that encodes the plausible subspace of facial identity and expression variations. Based on this prior, a coarse-scale reconstruction is obtained by means of a novel variational fitting approach. We represent person-specific idiosyncrasies, which cannot be represented in the restricted shape and expression space, by learning a set of medium-scale corrective shapes. Fine-scale skin detail, such as wrinkles, are captured from video via shading-based refinement, and a generative detail formation model is learned. Both the medium-and fine-scale detail layers are coupled with the parametric prior by means of a novel sparse linear regression formulation. Once reconstructed, all layers of the face rig can be conveniently controlled by a low number of blendshape expression parameters, as widely used by animation artists. We show captured face rigs and their motions for several actors filmed in different monocular video formats, including legacy footage from YouTube, and demonstrate how they can be used for 3D animation and 2D video editing. Finally, we evaluate our approach qualitatively and quantitatively and compare to related state-of-the-art methods.
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