Difference between revisions of "Identity Processing"

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(Identity Processing)
(Active Appearance Models)
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==== Active Appearance Models ====
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===== Active Appearance Models =====
 
* AAM-API c++ - http://www2.imm.dtu.dk/~aam/
 
* AAM-API c++ - http://www2.imm.dtu.dk/~aam/
 
* Gamer’s Facial Cloning for Online Interactive Games, Abdul Sattar, Nicolas Stoiber, Renaud Seguier, and Gaspard Breton.  http://www.scitechbits.com/2009/09/29/gamers-facial-expression-cloning-next-big-thing-in-gaming/
 
* Gamer’s Facial Cloning for Online Interactive Games, Abdul Sattar, Nicolas Stoiber, Renaud Seguier, and Gaspard Breton.  http://www.scitechbits.com/2009/09/29/gamers-facial-expression-cloning-next-big-thing-in-gaming/
 +
* http://aifi.isr.uc.pt/

Revision as of 07:04, 30 September 2009

Identity Processing

Face detection

Face recognition

PCA
Elastic Bunch Graph Matching (EBGM)
  1. Integer to float conversion - Converts 256 gray levels into floating point equivalents.
  2. Geometric normalization – Lines up human chosen eye coordinates.
  3. Masking – Crops the image using an elliptical mask and image borders such that only the face from forehead to chin and cheek to cheek is visible.
  4. Histogram equalization – Equalizes the histogram of the unmasked part of the image.
  5. Pixel normalization – scales the pixel values to have a mean of zero and a standard deviation of one.
  • default face normalization parameters from CSU FacePerf program:
#define ELLIPSE_X    65.0
#define ELLIPSE_Y    50.0
#define ELLIPSE_A    64.0
#define ELLIPSE_B    118.0

#define EDGE_PRE     0
#define EDGE_POST    0

#define EYE_LX       30.0
#define EYE_LY       45.0
#define EYE_RX       100.0
#define EYE_RY       45.0

#define SIZE_WIDTH   130
#define SIZE_HEIGHT  150

#define NOISE        0.0
#define SCALE        1.0
#define SHIFT_X      0.0
#define SHIFT_Y      0.0

#define HIST_NONE    0
#define HIST_PRE     1
#define HIST_POST    2
Active Appearance Models