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1.
IEEE Trans Pattern Anal Mach Intell ; 44(10): 5962-5979, 2022 10.
Article in English | MEDLINE | ID: mdl-34106845

ABSTRACT

Recently, a popular line of research in face recognition is adopting margins in the well-established softmax loss function to maximize class separability. In this paper, we first introduce an Additive Angular Margin Loss (ArcFace), which not only has a clear geometric interpretation but also significantly enhances the discriminative power. Since ArcFace is susceptible to the massive label noise, we further propose sub-center ArcFace, in which each class contains K sub-centers and training samples only need to be close to any of the K positive sub-centers. Sub-center ArcFace encourages one dominant sub-class that contains the majority of clean faces and non-dominant sub-classes that include hard or noisy faces. Based on this self-propelled isolation, we boost the performance through automatically purifying raw web faces under massive real-world noise. Besides discriminative feature embedding, we also explore the inverse problem, mapping feature vectors to face images. Without training any additional generator or discriminator, the pre-trained ArcFace model can generate identity-preserved face images for both subjects inside and outside the training data only by using the network gradient and Batch Normalization (BN) priors. Extensive experiments demonstrate that ArcFace can enhance the discriminative feature embedding as well as strengthen the generative face synthesis.


Subject(s)
Facial Recognition , Algorithms , Face , Humans
2.
IEEE Trans Pattern Anal Mach Intell ; 44(9): 4879-4893, 2022 09.
Article in English | MEDLINE | ID: mdl-34043505

ABSTRACT

A lot of work has been done towards reconstructing the 3D facial structure from single images by capitalizing on the power of deep convolutional neural networks (DCNNs). In the recent works, the texture features either correspond to components of a linear texture space or are learned by auto-encoders directly from in-the-wild images. In all cases, the quality of the facial texture reconstruction is still not capable of modeling facial texture with high-frequency details. In this paper, we take a radically different approach and harness the power of generative adversarial networks (GANs) and DCNNs in order to reconstruct the facial texture and shape from single images. That is, we utilize GANs to train a very powerful facial texture prior from a large-scale 3D texture dataset. Then, we revisit the original 3D Morphable Models (3DMMs) fitting making use of non-linear optimization to find the optimal latent parameters that best reconstruct the test image but under a new perspective. In order to be robust towards initialisation and expedite the fitting process, we propose a novel self-supervised regression based approach. We demonstrate excellent results in photorealistic and identity preserving 3D face reconstructions and achieve for the first time, to the best of our knowledge, facial texture reconstruction with high-frequency details.


Subject(s)
Algorithms , Neural Networks, Computer , Face/diagnostic imaging , Image Processing, Computer-Assisted/methods
3.
IEEE Trans Cybern ; 43(6): 1516-8, 2013 Dec.
Article in English | MEDLINE | ID: mdl-24235260

ABSTRACT

A typical gaming scenario, as developed in the past 20 years, involves a player interacting with a game using a specialized input device, such as a joystic, a mouse, a keyboard, etc. Recent technological advances and new sensors (for example, low cost commodity depth cameras) have enabled the introduction of more elaborated approaches in which the player is now able to interact with the game using his body pose, facial expressions, actions, and even his physiological signals. A new era of games has already started, employing computer vision techniques, brain-computer interfaces systems, haptic and wearable devices. The future lies in games that will be intelligent enough not only to extract the player's commands provided by his speech and gestures but also his behavioral cues, as well as his/her emotional states, and adjust their game plot accordingly in order to ensure more realistic and satisfactory gameplay experience. This special issue on modern control for computer games discusses several interdisciplinary factors that influence a user's input to a game, something directly linked to the gaming experience. These include, but are not limited to, the following: behavioral affective gaming, user satisfaction and perception, motion capture and scene modeling, and complete software frameworks that address several challenges risen in such scenarios.


Subject(s)
Biofeedback, Psychology/methods , Biofeedback, Psychology/physiology , Feedback , Game Theory , Man-Machine Systems , User-Computer Interface , Video Games , Bionics , Humans
4.
IEEE Trans Image Process ; 21(2): 816-27, 2012 Feb.
Article in English | MEDLINE | ID: mdl-21859620

ABSTRACT

In this paper, we exploit the advantages of tensorial representations and propose several tensor learning models for regression. The model is based on the canonical/parallel-factor decomposition of tensors of multiple modes and allows the simultaneous projections of an input tensor to more than one direction along each mode. Two empirical risk functions are studied, namely, the square loss and ε -insensitive loss functions. The former leads to higher rank tensor ridge regression (TRR), and the latter leads to higher rank support tensor regression (STR), both formulated using the Frobenius norm for regularization. We also use the group-sparsity norm for regularization, favoring in that way the low rank decomposition of the tensorial weight. In that way, we achieve the automatic selection of the rank during the learning process and obtain the optimal-rank TRR and STR. Experiments conducted for the problems of head-pose, human-age, and 3-D body-pose estimations using real data from publicly available databases, verified not only the superiority of tensors over their vector counterparts but also the efficiency of the proposed algorithms.


Subject(s)
Image Processing, Computer-Assisted/methods , Posture/physiology , Regression Analysis , Support Vector Machine , Databases, Factual , Humans , Video Recording
5.
IEEE Trans Neural Netw ; 20(1): 14-34, 2009 Jan.
Article in English | MEDLINE | ID: mdl-19068427

ABSTRACT

In this paper, a novel class of multiclass classifiers inspired by the optimization of Fisher discriminant ratio and the support vector machine (SVM) formulation is introduced. The optimization problem of the so-called minimum within-class variance multiclass classifiers (MWCVMC) is formulated and solved in arbitrary Hilbert spaces, defined by Mercer's kernels, in order to find multiclass decision hyperplanes/surfaces. Afterwards, MWCVMCs are solved using indefinite kernels and dissimilarity measures via pseudo-Euclidean embedding. The power of the proposed approach is first demonstrated in the facial expression recognition of the seven basic facial expressions (i.e., anger, disgust, fear, happiness, sadness, and surprise plus the neutral state) problem in the presence of partial facial occlusion by using a pseudo-Euclidean embedding of Hausdorff distances and the MWCVMC. The experiments indicated a recognition accuracy rate achieved up to 99%. The MWCVMC classifiers are also applied to face recognition and other classification problems using Mercer's kernels.


Subject(s)
Pattern Recognition, Automated , Algorithms , Artificial Intelligence , Discriminant Analysis , Emotions , Facial Expression , Humans , Linear Models
6.
IEEE Trans Image Process ; 16(1): 172-87, 2007 Jan.
Article in English | MEDLINE | ID: mdl-17283776

ABSTRACT

In this paper, two novel methods for facial expression recognition in facial image sequences are presented. The user has to manually place some of Candide grid nodes to face landmarks depicted at the first frame of the image sequence under examination. The grid-tracking and deformation system used, based on deformable models, tracks the grid in consecutive video frames over time, as the facial expression evolves, until the frame that corresponds to the greatest facial expression intensity. The geometrical displacement of certain selected Candide nodes, defined as the difference of the node coordinates between the first and the greatest facial expression intensity frame, is used as an input to a novel multiclass Support Vector Machine (SVM) system of classifiers that are used to recognize either the six basic facial expressions or a set of chosen Facial Action Units (FAUs). The results on the Cohn-Kanade database show a recognition accuracy of 99.7% for facial expression recognition using the proposed multiclass SVMs and 95.1% for facial expression recognition based on FAU detection.


Subject(s)
Algorithms , Artificial Intelligence , Face/anatomy & histology , Facial Expression , Image Interpretation, Computer-Assisted/methods , Pattern Recognition, Automated/methods , Subtraction Technique , Humans , Image Enhancement/methods , Information Storage and Retrieval/methods , Video Recording/methods
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