We developed a dynamic texture overlay method to augment non-rigid surfaces in single-view video. We are particularly interested in retexturing non-rigid surfaces, whose deformations are difficult to describe, such as the movement of cloth. Our approach to augment a piece of cloth in a real video sequence is completely image-based and does not require any 3-dimensional reconstruction of the cloth surface, as we are rather interested in convincing visualization than in accurate reconstruction.
Image Processing Research

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Research_topics
Tracking of Rigid and Deformable Objects
Joint Estimation of Deformation and Shading for Dynamic Texture Overlay
Joint Estimation of Deformation and Shading for Dynamic Texture Overlay
Joint Estimation of Deformation and Shading for Dynamic Texture Overlay (Kopie 1)
3D Reconstructing
Reconstruction and Rendering of the Human Head
Reconstruction and Rendering of the Human Head
Reconstruction and Rendering of the Human Head (Kopie 1)
We are developing algorithms for reconstructing the human head in high detail from calibrated images. Our method is passive, i.e. we do not use projected patterns (as, for example, structured light approaches do) and we don’t use photometric normals. We are interested in recovering not only fine details in the face but also the appearance and some geometric detail of the subject’s hair, thereby capturing the complete human head. This is challenging due to the intricate geometry of hair and its complex interaction with light.
3D Reconstruction from Turntable Sequences
3D Reconstruction from Turntable Sequences
3D Reconstruction from Turntable Sequences (Kopie 1)
A method for the enhancement of geometry accuracy in shape-from-silhouette frameworks is presented. For the particular case of turntable scenarios, an optimization scheme has been developed that minimizes silhouette deviations which correspond to shape errors. Experiments have shown that the silhouette error can be reduced by a factor of more than 10 even after an already quite accurate camera calibration step. The quality of an additional texture mapping can also be drastically improved making the proposed scheme applicable as a preprocessing step in many different 3-D multimedia applications.
Face Processing
Semi-Automated Segmentation of Human Head Portraits
Semi-Automated Segmentation of Human Head Portraits
Semi-Automated Segmentation of Human Head Portraits (Kopie 1)
In this project, a system for the semi-automated segmentation of frontal human head portraits from arbitrary unknown backgrounds has been developed. The first fully automated processing stage computes an initial segmentation by combining face feature information with image-deduced color models and a learned parametric head shape model. Precise corrections may then be applied by the user with minimum effort in an interactive refinement step.
Image-based Rendering of Faces
Image-based Rendering of Faces
Image-based Rendering of Faces (Kopie 1)
In this work, image-interpolation from previous views of a video sequence is exploited in order to realistically render human heads including hair. A 3D model-based head tracker analyzes human motion and video frames showing different head poses are subsequentially stored in a database. New views are rendered by interpolating from frames in the database which show a similar pose. Remaining errors are corrected by warping with a approximate 3D model. The same model is exploited to warp the eye and mouth region of the current camera frame in order to show facial expressions.
Facial Expression Analysis from Monocular Video
Facial Expression Analysis from Monocular Video
Facial Expression Analysis from Monocular Video (Kopie 1)
A 3D model-based approach for the estimation of facial expressions from monocular video is presented. The deformable motion in the face is estimated using the optical flow constraint in a hierarchical analysis-by-synthesis framework. A generic face model parameterized by facial animation parameters according to the MPEG-4 standard constrains the motion in the video sequences. Additionally, illumination is estimated to robustly deal with illumination changes. The estimated expression parameters can be applied to other model to allow for expression cloning of face morphing.
Image Analysis and Synthesis
Near Regular Texture Analysis for Image-Based Texture Overlay
Near Regular Texture Analysis for Image-Based Texture Overlay
Near Regular Texture Analysis for Image-Based Texture Overlay
Image-based texture overlay or retexturing is the process of augmenting a surface in an image or a video sequence with a new, synthetic texture. On the one hand, texture distortion caused by projecting the surface into the image plane should be preserved. On the other hand, only the texture albedo should be altered but shading and reflection properties should remain as in the original image. In many applications, such as augmented reality applications for virtual clothing, the surface material to be retextured is cloth. In this case, high frequency details, representing e.g. selfshadowing of the yarn structure, might also be a property that should be preserved in the augmented result.
Near Regular Texture Synthesis
Near Regular Texture Synthesis
Near Regular Texture Synthesis
We developed a method to synthesize near-regular textures in a constrained random sampling approach. We treat the texture as regular and analyze the global regular structure of the input sample texture to estimate two translation vectors defining the size and shape of a texture tile. In a subsequent synthesis step, this structure is exploited to guide or constrain a random sampling process so that random samples of the input are introduced into the output preserving the regular structure previously detected. This ensures the stochastic nature of the irregularities in the output yet preserving the regular pattern of the input texture.
Augmented Reality
Virtual Clothing
Virtual Clothing
(Kopie 1)
We developed a virtual mirror prototype for clothes that uses a dynamic texture overlay method to change the color and a printed logo on a shirt while a user stands in front of the system wearing a prototype shirt with a (line)-pattern. Similar to looking into a mirror when trying on clothes, the same impression is created but for virtually textured garments. The mirror is replaced by a large display that shows the mirrored camera image, for example, the upper portion of a person's body.
Virtual Shoes
Virtual Shoes
Virtual Shoes
We have developed a Virtual Mirror for the real-time visualization of customized sports shoes. Similar to looking into a mirror when trying on new shoes in a shop, we create the same impression but for virtual shoes that the customer can design individually. For that purpose, we replace the real mirror by a large display that shows the mirrored input of a camera capturing the legs and shoes of a person. 3-D real-time tracking of both feet and exchanging the real shoes by computer graphics models gives the impression of actually wearing the virtual shoes.
Media Streaming
Efficient Video Streaming for Highly Interactive 3D Applications
Efficient Video Streaming for Highly Interactive 3D Applications
Efficient Video Streaming for Highly Interactive 3D Applications (Kopie 1)
Remote visualization of interactive 3D applications with high quality and low delay is a long-standing goal. One approach to enable the ubiquitous usage of 3D graphics applications also on computational weak end devices is to execute the application on a server and to transmit the audio-visual output as a video stream to the client. In contrast to video broadcast, interactive applications like computer games require extremely low delay in the end to end transmission. In this work, we use an enhanced H.264 video codec for efficient and low delay video streaming. Since the computational demanding video encoding is executed in parallel to the application, several optimizations have been developed to reduce the computational load by exploiting the 3D rendering context.
