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Stefano Berretti

Publications and source records attributed to Stefano Berretti.

35 records · Page 2Linked to original sources

4DSR-GCN: 4D Video Point Cloud Upsampling using Graph Convolutional Networks

Time varying sequences of 3D point clouds, or 4D point clouds, are now being acquired at an increasing pace in several applications (e.g., LiDAR in autonomous or assisted driving). In many cases, such volume of data is transmitted, thus requiring that proper compression tools are applied to either reduce the resolution or the bandwidth. In this paper, we propose a new solution for upscaling and restoration of time-varying 3D video point clouds after they have been heavily compressed. In consideration of recent growing relevance of 3D applications, %We focused on a model allowing user-side upscaling and artifact removal for 3D video point clouds, a real-time stream of which would require . Our model consists of a specifically designed Graph Convolutional Network (GCN) that combines Dynamic Edge Convolution and Graph Attention Networks for feature aggregation in a Generative Adversarial setting. By taking inspiration PointNet++, We present a different way to sample dense point clouds with the intent to make these modules work in synergy to provide each node enough features about its neighbourhood in order to later on generate new vertices. Compared to other solutions in the literature that address the same task, our proposed model is capable of obtaining comparable results in terms of quality of the reconstruction, while using a substantially lower number of parameters (about 300KB), making our solution deployable in edge computing devices such as LiDAR.

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An Approach to Multiple Comparison Benchmark Evaluations that is Stable Under Manipulation of the Comparate Set

The measurement of progress using benchmarks evaluations is ubiquitous in computer science and machine learning. However, common approaches to analyzing and presenting the results of benchmark comparisons of multiple algorithms over multiple datasets, such as the critical difference diagram introduced by Demšar (2006), have important shortcomings and, we show, are open to both inadvertent and intentional manipulation. To address these issues, we propose a new approach to presenting the results of benchmark comparisons, the Multiple Comparison Matrix (MCM), that prioritizes pairwise comparisons and precludes the means of manipulating experimental results in existing approaches. MCM can be used to show the results of an all-pairs comparison, or to show the results of a comparison between one or more selected algorithms and the state of the art. MCM is implemented in Python and is publicly available.

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Generating Multiple 4D Expression Transitions by Learning Face Landmark Trajectories

In this work, we address the problem of 4D facial expressions generation. This is usually addressed by animating a neutral 3D face to reach an expression peak, and then get back to the neutral state. In the real world though, people show more complex expressions, and switch from one expression to another. We thus propose a new model that generates transitions between different expressions, and synthesizes long and composed 4D expressions. This involves three sub-problems: (i) modeling the temporal dynamics of expressions, (ii) learning transitions between them, and (iii) deforming a generic mesh. We propose to encode the temporal evolution of expressions using the motion of a set of 3D landmarks, that we learn to generate by training a manifold-valued GAN (Motion3DGAN). To allow the generation of composed expressions, this model accepts two labels encoding the starting and the ending expressions. The final sequence of meshes is generated by a Sparse2Dense mesh Decoder (S2D-Dec) that maps the landmark displacements to a dense, per-vertex displacement of a known mesh topology. By explicitly working with motion trajectories, the model is totally independent from the identity. Extensive experiments on five public datasets show that our proposed approach brings significant improvements with respect to previous solutions, while retaining good generalization to unseen data.

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Automatic Estimation of Self-Reported Pain by Trajectory Analysis in the Manifold of Fixed Rank Positive Semi-Definite Matrices

We propose an automatic method to estimate self-reported pain based on facial landmarks extracted from videos. For each video sequence, we decompose the face into four different regions and the pain intensity is measured by modeling the dynamics of facial movement using the landmarks of these regions. A formulation based on Gram matrices is used for representing the trajectory of landmarks on the Riemannian manifold of symmetric positive semi-definite matrices of fixed rank. A curve fitting algorithm is used to smooth the trajectories and temporal alignment is performed to compute the similarity between the trajectories on the manifold. A Support Vector Regression classifier is then trained to encode extracted trajectories into pain intensity levels consistent with self-reported pain intensity measurement. Finally, a late fusion of the estimation for each region is performed to obtain the final predicted pain level. The proposed approach is evaluated on two publicly available datasets, the UNBCMcMaster Shoulder Pain Archive and the Biovid Heat Pain dataset. We compared our method to the state-of-the-art on both datasets using different testing protocols, showing the competitiveness of the proposed approach.

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What makes you, you? Analyzing Recognition by Swapping Face Parts

Deep learning advanced face recognition to an unprecedented accuracy. However, understanding how local parts of the face affect the overall recognition performance is still mostly unclear. Among others, face swap has been experimented to this end, but just for the entire face. In this paper, we propose to swap facial parts as a way to disentangle the recognition relevance of different face parts, like eyes, nose and mouth. In our method, swapping parts from a source face to a target one is performed by fitting a 3D prior, which establishes dense pixels correspondence between parts, while also handling pose differences. Seamless cloning is then used to obtain smooth transitions between the mapped source regions and the shape and skin tone of the target face. We devised an experimental protocol that allowed us to draw some preliminary conclusions when the swapped images are classified by deep networks, indicating a prominence of the eyes and eyebrows region. Code available at https://github.com/clferrari/FacePartsSwap

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Sparse to Dense Dynamic 3D Facial Expression Generation

In this paper, we propose a solution to the task of generating dynamic 3D facial expressions from a neutral 3D face and an expression label. This involves solving two sub-problems: (i)modeling the temporal dynamics of expressions, and (ii) deforming the neutral mesh to obtain the expressive counterpart. We represent the temporal evolution of expressions using the motion of a sparse set of 3D landmarks that we learn to generate by training a manifold-valued GAN (Motion3DGAN). To better encode the expression-induced deformation and disentangle it from the identity information, the generated motion is represented as per-frame displacement from a neutral configuration. To generate the expressive meshes, we train a Sparse2Dense mesh Decoder (S2D-Dec) that maps the landmark displacements to a dense, per-vertex displacement. This allows us to learn how the motion of a sparse set of landmarks influences the deformation of the overall face surface, independently from the identity. Experimental results on the CoMA and D3DFACS datasets show that our solution brings significant improvements with respect to previous solutions in terms of both dynamic expression generation and mesh reconstruction, while retaining good generalization to unseen data. The code and the pretrained model will be made publicly available.

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A Sparse and Locally Coherent Morphable Face Model for Dense Semantic Correspondence Across Heterogeneous 3D Faces

The 3D Morphable Model (3DMM) is a powerful statistical tool for representing 3D face shapes. To build a 3DMM, a training set of face scans in full point-to-point correspondence is required, and its modeling capabilities directly depend on the variability contained in the training data. Thus, to increase the descriptive power of the 3DMM, establishing a dense correspondence across heterogeneous scans with sufficient diversity in terms of identities, ethnicities, or expressions becomes essential. In this manuscript, we present a fully automatic approach that leverages a 3DMM to transfer its dense semantic annotation across raw 3D faces, establishing a dense correspondence between them. We propose a novel formulation to learn a set of sparse deformation components with local support on the face that, together with an original non-rigid deformation algorithm, allow the 3DMM to precisely fit unseen faces and transfer its semantic annotation. We extensively experimented our approach, showing it can effectively generalize to highly diverse samples and accurately establish a dense correspondence even in presence of complex facial expressions. The accuracy of the dense registration is demonstrated by building a heterogeneous, large-scale 3DMM from more than 9,000 fully registered scans obtained by joining three large datasets together.

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Automatic Estimation of Self-Reported Pain by Interpretable Representations of Motion Dynamics

We propose an automatic method for pain intensity measurement from video. For each video, pain intensity was measured using the dynamics of facial movement using 66 facial points. Gram matrices formulation was used for facial points trajectory representations on the Riemannian manifold of symmetric positive semi-definite matrices of fixed rank. Curve fitting and temporal alignment were then used to smooth the extracted trajectories. A Support Vector Regression model was then trained to encode the extracted trajectories into ten pain intensity levels consistent with the Visual Analogue Scale for pain intensity measurement. The proposed approach was evaluated using the UNBC McMaster Shoulder Pain Archive and was compared to the state-of-the-art on the same data. Using both 5-fold cross-validation and leave-one-subject-out cross-validation, our results are competitive with respect to state-of-the-art methods.

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Modelling the Statistics of Cyclic Activities by Trajectory Analysis on the Manifold of Positive-Semi-Definite Matrices

In this paper, a model is presented to extract statistical summaries to characterize the repetition of a cyclic body action, for instance a gym exercise, for the purpose of checking the compliance of the observed action to a template one and highlighting the parts of the action that are not correctly executed (if any). The proposed system relies on a Riemannian metric to compute the distance between two poses in such a way that the geometry of the manifold where the pose descriptors lie is preserved; a model to detect the begin and end of each cycle; a model to temporally align the poses of different cycles so as to accurately estimate the \emph{cross-sectional} mean and variance of poses across different cycles. The proposed model is demonstrated using gym videos taken from the Internet.

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Dynamic Facial Expression Generation on Hilbert Hypersphere with Conditional Wasserstein Generative Adversarial Nets

In this work, we propose a novel approach for generating videos of the six basic facial expressions given a neutral face image. We propose to exploit the face geometry by modeling the facial landmarks motion as curves encoded as points on a hypersphere. By proposing a conditional version of manifold-valued Wasserstein generative adversarial network (GAN) for motion generation on the hypersphere, we learn the distribution of facial expression dynamics of different classes, from which we synthesize new facial expression motions. The resulting motions can be transformed to sequences of landmarks and then to images sequences by editing the texture information using another conditional Generative Adversarial Network. To the best of our knowledge, this is the first work that explores manifold-valued representations with GAN to address the problem of dynamic facial expression generation. We evaluate our proposed approach both quantitatively and qualitatively on two public datasets; Oulu-CASIA and MUG Facial Expression. Our experimental results demonstrate the effectiveness of our approach in generating realistic videos with continuous motion, realistic appearance and identity preservation. We also show the efficiency of our framework for dynamic facial expressions generation, dynamic facial expression transfer and data augmentation for training improved emotion recognition models.

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Automatic Analysis of Facial Expressions Based on Deep Covariance Trajectories

In this paper, we propose a new approach for facial expression recognition using deep covariance descriptors. The solution is based on the idea of encoding local and global Deep Convolutional Neural Network (DCNN) features extracted from still images, in compact local and global covariance descriptors. The space geometry of the covariance matrices is that of Symmetric Positive Definite (SPD) matrices. By conducting the classification of static facial expressions using Support Vector Machine (SVM) with a valid Gaussian kernel on the SPD manifold, we show that deep covariance descriptors are more effective than the standard classification with fully connected layers and softmax. Besides, we propose a completely new and original solution to model the temporal dynamic of facial expressions as deep trajectories on the SPD manifold. As an extension of the classification pipeline of covariance descriptors, we apply SVM with valid positive definite kernels derived from global alignment for deep covariance trajectories classification. By performing extensive experiments on the Oulu-CASIA, CK+, and SFEW datasets, we show that both the proposed static and dynamic approaches achieve state-of-the-art performance for facial expression recognition outperforming many recent approaches.

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Fitting, Comparison, and Alignment of Trajectories on Positive Semi-Definite Matrices with Application to Action Recognition

In this paper, we tackle the problem of action recognition using body skeletons extracted from video sequences. Our approach lies in the continuity of recent works representing video frames by Gramian matrices that describe a trajectory on the Riemannian manifold of positive-semidefinite matrices of fixed rank. In comparison with previous works, the manifold of fixed-rank positive-semidefinite matrices is here endowed with a different metric, and we resort to different algorithms for the curve fitting and temporal alignment steps. We evaluated our approach on three publicly available datasets (UTKinect-Action3D, KTH-Action and UAV-Gesture). The results of the proposed approach are competitive with respect to state-of-the-art methods, while only involving body skeletons.

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Learned 3D Shape Representations Using Fused Geometrically Augmented Images: Application to Facial Expression and Action Unit Detection

This paper proposes an approach to learn generic multi-modal mesh surface representations using a novel scheme for fusing texture and geometric data. Our approach defines an inverse mapping between different geometric descriptors computed on the mesh surface or its down-sampled version, and the corresponding 2D texture image of the mesh, allowing the construction of fused geometrically augmented images (FGAI). This new fused modality enables us to learn feature representations from 3D data in a highly efficient manner by simply employing standard convolutional neural networks in a transfer-learning mode. In contrast to existing methods, the proposed approach is both computationally and memory efficient, preserves intrinsic geometric information and learns highly discriminative feature representation by effectively fusing shape and texture information at data level. The efficacy of our approach is demonstrated for the tasks of facial action unit detection and expression classification. The extensive experiments conducted on the Bosphorus and BU-4DFE datasets, show that our method produces a significant boost in the performance when compared to state-of-the-art solutions

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Additional Baseline Metrics for the paper "Extended YouTube Faces: a Dataset for Heterogeneous Open-Set Face Identification"

In this report, we provide additional and corrected results for the paper "Extended YouTube Faces: a Dataset for Heterogeneous Open-Set Face Identification". After further investigations, we discovered and corrected wrongly labeled images and incorrect identities. This forced us to re-generate the evaluation protocol for the new data; in doing so, we also reproduced and extended the experimental results with other standard metrics and measures used in the literature. The reader can refer to the original paper for additional details regarding the data collection procedure and recognition pipeline.

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A Novel Geometric Framework on Gram Matrix Trajectories for Human Behavior Understanding

In this paper, we propose a novel space-time geometric representation of human landmark configurations and derive tools for comparison and classification. We model the temporal evolution of landmarks as parametrized trajectories on the Riemannian manifold of positive semidefinite matrices of fixed-rank. Our representation has the benefit to bring naturally a second desirable quantity when comparing shapes, the spatial covariance, in addition to the conventional affine-shape representation. We derived then geometric and computational tools for rate-invariant analysis and adaptive re-sampling of trajectories, grounding on the Riemannian geometry of the underlying manifold. Specifically, our approach involves three steps: (1) landmarks are first mapped into the Riemannian manifold of positive semidefinite matrices of fixed-rank to build time-parameterized trajectories; (2) a temporal warping is performed on the trajectories, providing a geometry-aware (dis-)similarity measure between them; (3) finally, a pairwise proximity function SVM is used to classify them, incorporating the (dis-)similarity measure into the kernel function. We show that such representation and metric achieve competitive results in applications as action recognition and emotion recognition from 3D skeletal data, and facial expression recognition from videos. Experiments have been conducted on several publicly available up-to-date benchmarks.

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Deep Covariance Descriptors for Facial Expression Recognition

In this paper, covariance matrices are exploited to encode the deep convolutional neural networks (DCNN) features for facial expression recognition. The space geometry of the covariance matrices is that of Symmetric Positive Definite (SPD) matrices. By performing the classification of the facial expressions using Gaussian kernel on SPD manifold, we show that the covariance descriptors computed on DCNN features are more efficient than the standard classification with fully connected layers and softmax. By implementing our approach using the VGG-face and ExpNet architectures with extensive experiments on the Oulu-CASIA and SFEW datasets, we show that the proposed approach achieves performance at the state of the art for facial expression recognition.

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Emotion Recognition by Body Movement Representation on the Manifold of Symmetric Positive Definite Matrices

Emotion recognition is attracting great interest for its potential application in a multitude of real-life situations. Much of the Computer Vision research in this field has focused on relating emotions to facial expressions, with investigations rarely including more than upper body. In this work, we propose a new scenario, for which emotional states are related to 3D dynamics of the whole body motion. To address the complexity of human body movement, we used covariance descriptors of the sequence of the 3D skeleton joints, and represented them in the non-linear Riemannian manifold of Symmetric Positive Definite matrices. In doing so, we exploited geodesic distances and geometric means on the manifold to perform emotion classification. Using sequences of spontaneous walking under the five primary emotional states, we report a method that succeeded in classifying the different emotions, with comparable performance to those observed in a human-based force-choice classification task.

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