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Connelly Barnes

Publications and source records attributed to Connelly Barnes.

29 records · Page 2Linked to original sources

TransFill: Reference-guided Image Inpainting by Merging Multiple Color and Spatial Transformations

Image inpainting is the task of plausibly restoring missing pixels within a hole region that is to be removed from a target image. Most existing technologies exploit patch similarities within the image, or leverage large-scale training data to fill the hole using learned semantic and texture information. However, due to the ill-posed nature of the inpainting task, such methods struggle to complete larger holes containing complicated scenes. In this paper, we propose TransFill, a multi-homography transformed fusion method to fill the hole by referring to another source image that shares scene contents with the target image. We first align the source image to the target image by estimating multiple homographies guided by different depth levels. We then learn to adjust the color and apply a pixel-level warping to each homography-warped source image to make it more consistent with the target. Finally, a pixel-level fusion module is learned to selectively merge the different proposals. Our method achieves state-of-the-art performance on pairs of images across a variety of wide baselines and color differences, and generalizes to user-provided image pairs.

cs.CV↗

Unselfie: Translating Selfies to Neutral-pose Portraits in the Wild

Due to the ubiquity of smartphones, it is popular to take photos of one's self, or "selfies." Such photos are convenient to take, because they do not require specialized equipment or a third-party photographer. However, in selfies, constraints such as human arm length often make the body pose look unnatural. To address this issue, we introduce $\textit{unselfie}$, a novel photographic transformation that automatically translates a selfie into a neutral-pose portrait. To achieve this, we first collect an unpaired dataset, and introduce a way to synthesize paired training data for self-supervised learning. Then, to $\textit{unselfie}$ a photo, we propose a new three-stage pipeline, where we first find a target neutral pose, inpaint the body texture, and finally refine and composite the person on the background. To obtain a suitable target neutral pose, we propose a novel nearest pose search module that makes the reposing task easier and enables the generation of multiple neutral-pose results among which users can choose the best one they like. Qualitative and quantitative evaluations show the superiority of our pipeline over alternatives.

cs.CV↗

On the Continuity of Rotation Representations in Neural Networks

In neural networks, it is often desirable to work with various representations of the same space. For example, 3D rotations can be represented with quaternions or Euler angles. In this paper, we advance a definition of a continuous representation, which can be helpful for training deep neural networks. We relate this to topological concepts such as homeomorphism and embedding. We then investigate what are continuous and discontinuous representations for 2D, 3D, and n-dimensional rotations. We demonstrate that for 3D rotations, all representations are discontinuous in the real Euclidean spaces of four or fewer dimensions. Thus, widely used representations such as quaternions and Euler angles are discontinuous and difficult for neural networks to learn. We show that the 3D rotations have continuous representations in 5D and 6D, which are more suitable for learning. We also present continuous representations for the general case of the n-dimensional rotation group SO(n). While our main focus is on rotations, we also show that our constructions apply to other groups such as the orthogonal group and similarity transforms. We finally present empirical results, which show that our continuous rotation representations outperform discontinuous ones for several practical problems in graphics and vision, including a simple autoencoder sanity test, a rotation estimator for 3D point clouds, and an inverse kinematics solver for 3D human poses.

cs.LG↗

Generative Tweening: Long-term Inbetweening of 3D Human Motions

The ability to generate complex and realistic human body animations at scale, while following specific artistic constraints, has been a fundamental goal for the game and animation industry for decades. Popular techniques include key-framing, physics-based simulation, and database methods via motion graphs. Recently, motion generators based on deep learning have been introduced. Although these learning models can automatically generate highly intricate stylized motions of arbitrary length, they still lack user control. To this end, we introduce the problem of long-term inbetweening, which involves automatically synthesizing complex motions over a long time interval given very sparse keyframes by users. We identify a number of challenges related to this problem, including maintaining biomechanical and keyframe constraints, preserving natural motions, and designing the entire motion sequence holistically while considering all constraints. We introduce a biomechanically constrained generative adversarial network that performs long-term inbetweening of human motions, conditioned on keyframe constraints. This network uses a novel two-stage approach where it first predicts local motion in the form of joint angles, and then predicts global motion, i.e. the global path that the character follows. Since there are typically a number of possible motions that could satisfy the given user constraints, we also enable our network to generate a variety of outputs with a scheme that we call Motion DNA. This approach allows the user to manipulate and influence the output content by feeding seed motions (DNA) to the network. Trained with 79 classes of captured motion data, our network performs robustly on a variety of highly complex motion styles.

cs.CV↗

Image Morphing with Perceptual Constraints and STN Alignment

In image morphing, a sequence of plausible frames are synthesized and composited together to form a smooth transformation between given instances. Intermediates must remain faithful to the input, stand on their own as members of the set, and maintain a well-paced visual transition from one to the next. In this paper, we propose a conditional GAN morphing framework operating on a pair of input images. The network is trained to synthesize frames corresponding to temporal samples along the transformation, and learns a proper shape prior that enhances the plausibility of intermediate frames. While individual frame plausibility is boosted by the adversarial setup, a special training protocol producing sequences of frames, combined with a perceptual similarity loss, promote smooth transformation over time. Explicit stating of correspondences is replaced with a grid-based freeform deformation spatial transformer that predicts the geometric warp between the inputs, instituting the smooth geometric effect by bringing the shapes into an initial alignment. We provide comparisons to classic as well as latent space morphing techniques, and demonstrate that, given a set of images for self-supervision, our network learns to generate visually pleasing morphing effects featuring believable in-betweens, with robustness to changes in shape and texture, requiring no correspondence annotation.

cs.GR↗

Foreground-aware Image Inpainting

Existing image inpainting methods typically fill holes by borrowing information from surrounding pixels. They often produce unsatisfactory results when the holes overlap with or touch foreground objects due to lack of information about the actual extent of foreground and background regions within the holes. These scenarios, however, are very important in practice, especially for applications such as the removal of distracting objects. To address the problem, we propose a foreground-aware image inpainting system that explicitly disentangles structure inference and content completion. Specifically, our model learns to predict the foreground contour first, and then inpaints the missing region using the predicted contour as guidance. We show that by such disentanglement, the contour completion model predicts reasonable contours of objects, and further substantially improves the performance of image inpainting. Experiments show that our method significantly outperforms existing methods and achieves superior inpainting results on challenging cases with complex compositions.

cs.CV↗

Texture Mixer: A Network for Controllable Synthesis and Interpolation of Texture

This paper addresses the problem of interpolating visual textures. We formulate this problem by requiring (1) by-example controllability and (2) realistic and smooth interpolation among an arbitrary number of texture samples. To solve it we propose a neural network trained simultaneously on a reconstruction task and a generation task, which can project texture examples onto a latent space where they can be linearly interpolated and projected back onto the image domain, thus ensuring both intuitive control and realistic results. We show our method outperforms a number of baselines according to a comprehensive suite of metrics as well as a user study. We further show several applications based on our technique, which include texture brush, texture dissolve, and animal hybridization.

cs.CV↗

Learning to Detect Multiple Photographic Defects

In this paper, we introduce the problem of simultaneously detecting multiple photographic defects. We aim at detecting the existence, severity, and potential locations of common photographic defects related to color, noise, blur and composition. The automatic detection of such defects could be used to provide users with suggestions for how to improve photos without the need to laboriously try various correction methods. Defect detection could also help users select photos of higher quality while filtering out those with severe defects in photo curation and summarization. To investigate this problem, we collected a large-scale dataset of user annotations on seven common photographic defects, which allows us to evaluate algorithms by measuring their consistency with human judgments. Our new dataset enables us to formulate the problem as a multi-task learning problem and train a multi-column deep convolutional neural network (CNN) to simultaneously predict the severity of all the defects. Unlike some existing single-defect estimation methods that rely on low-level statistics and may fail in many cases on natural photographs, our model is able to understand image contents and quality at a higher level. As a result, in our experiments, we show that our model has predictions with much higher consistency with human judgments than low-level methods as well as several baseline CNN models. Our model also performs better than an average human from our user study.

cs.CV↗

Where and Who? Automatic Semantic-Aware Person Composition

Image compositing is a method used to generate realistic yet fake imagery by inserting contents from one image to another. Previous work in compositing has focused on improving appearance compatibility of a user selected foreground segment and a background image (i.e. color and illumination consistency). In this work, we instead develop a fully automated compositing model that additionally learns to select and transform compatible foreground segments from a large collection given only an input image background. To simplify the task, we restrict our problem by focusing on human instance composition, because human segments exhibit strong correlations with their background and because of the availability of large annotated data. We develop a novel branching Convolutional Neural Network (CNN) that jointly predicts candidate person locations given a background image. We then use pre-trained deep feature representations to retrieve person instances from a large segment database. Experimental results show that our model can generate composite images that look visually convincing. We also develop a user interface to demonstrate the potential application of our method.

cs.GR↗

Approximate Program Smoothing Using Mean-Variance Statistics, with Application to Procedural Shader Bandlimiting

This paper introduces a general method to approximate the convolution of an arbitrary program with a Gaussian kernel. This process has the effect of smoothing out a program. Our compiler framework models intermediate values in the program as random variables, by using mean and variance statistics. Our approach breaks the input program into parts and relates the statistics of the different parts, under the smoothing process. We give several approximations that can be used for the different parts of the program. These include the approximation of Dorn et al., a novel adaptive Gaussian approximation, Monte Carlo sampling, and compactly supported kernels. Our adaptive Gaussian approximation is accurate up to the second order in the standard deviation of the smoothing kernel, and mathematically smooth. We show how to construct a compiler that applies chosen approximations to given parts of the input program. Because each expression can have multiple approximation choices, we use a genetic search to automatically select the best approximations. We apply this framework to the problem of automatically bandlimiting procedural shader programs. We evaluate our method on a variety of complex shaders, including shaders with parallax mapping, animation, and spatially varying statistics. The resulting smoothed shader programs outperform previous approaches both numerically, and aesthetically, due to the smoothing properties of our approximations.

cs.GR↗

Stable and Controllable Neural Texture Synthesis and Style Transfer Using Histogram Losses

Recently, methods have been proposed that perform texture synthesis and style transfer by using convolutional neural networks (e.g. Gatys et al. [2015,2016]). These methods are exciting because they can in some cases create results with state-of-the-art quality. However, in this paper, we show these methods also have limitations in texture quality, stability, requisite parameter tuning, and lack of user controls. This paper presents a multiscale synthesis pipeline based on convolutional neural networks that ameliorates these issues. We first give a mathematical explanation of the source of instabilities in many previous approaches. We then improve these instabilities by using histogram losses to synthesize textures that better statistically match the exemplar. We also show how to integrate localized style losses in our multiscale framework. These losses can improve the quality of large features, improve the separation of content and style, and offer artistic controls such as paint by numbers. We demonstrate that our approach offers improved quality, convergence in fewer iterations, and more stability over the optimization.

cs.GR↗