8907053
Feature-Based Facial Expression Recognition: Sensitivity Analysis and Experiments with A Multilayer Perceptron
In this paper, we report our experiments on feature-based facial expression recognition within an architecture based on a two-layer perceptron. We investigate the use of two types of features extracted from face images: the geometric positions of a set of fiducial points on a face, and a set of multiscale and multiorientation Gabor wavelet coefficients at these points. They can be used either independently or jointly. The recognition performance with different types of features has been compared, which shows that Gabor wavelet coefficients are much more powerful than geometric positions. Furthermore, since the first layer of the perceptron actually performs a nonlinear reduction of the dimensionality of the feature space, we have also studied the desired number of hidden units, i.e. the appropriate dimension to represent a facial expression in order to achieve a good recognition rate. It turns out that five to seven hidden units are probably enough to represent the space of facial expressions. Then, we have investigated the importance of each individual fiducial point to facial expression recognition. Sensitivity analysis reveals that points on cheeks and on forehead carry little useful information. After discarding them, not only the computational efficiency increases, but also the generalization performance slightly improves. Finally, we have studied the significance of image scales. Experiments show that facial expression recognition is mainly a low frequency process, and a spatial resolution of 64 pixels × 64 pixels is probably enough.
10250672
Robust and Rapid Generation of Animated Faces from Video Images: A Model-Based Modeling Approach
We have developed an easy-to-use and cost-effective system to construct textured 3D animated face models from videos with minimal user interaction. This is a particularly challenging task for faces due to a lack of prominent textures. We develop a robust system by following a model-based approach: we make full use of generic knowledge of faces in head motion determination, head tracking, model fitting, and multiple-view bundle adjustment. Our system first takes, with an ordinary video camera, images of a face of a person sitting in front of the camera turning their head from one side to the other. After five manual clicks on two images to indicate the position of the eye corners, nose tip and mouth corners, the system automatically generates a realistic looking 3D human head model that can be animated immediately (different poses, facial expressions and talking). A user, with a PC and a video camera, can use our system to generate his/her face model in a few minutes. The face model can then be imported in his/her favorite game, and the user sees themselves and their friends take part in the game they are playing. We have demonstrated the system on a laptop computer live at many events, and constructed face models for hundreds of people. It works robustly under various environment settings.
36184486
Image-Based Surface Detail Transfer
We present a novel technique, called Image-Based Surface Detail Transfer, to transfer geometric details from one surface to another with simple 2D image operations. The basic observation is that, without knowing its 3D geometry, geometric details (local deformations) can be extracted from a single image of an object in a way independent of its surface reflectance, and furthermore, these geometric details can be transferred to modify the appearance of other objects directly in images. We show examples including surface detail transfer between real objects, as well as between real and synthesized objects.
5132220
Efficient bundle adjustment with virtual key frames: a hierarchical approach to multi-frame structure from motion
In this paper we present an efficient hierarchical approach to structure from motion for long image sequences. There are two key elements to our approach: accurate 3D reconstruction for each segment and efficient bundle adjustment for the whole sequence. The image sequence is first divided into a number of segments so that feature points can be reliably tracked across each segment. Each segment has a long baseline to ensure accurate 3D reconstruction. To efficiently bundle adjust 3D structures from ail segments, we reduce the number of frames in each segment by introducing "virtual keyframes". The virtual frames encode the 3D structure of each segment along with its uncertainty but they form a small subset of the original frames. Our method achieves significant speedup over conventional bundle adjustment methods.
28801152
Remote Collaboration on Physical Whiteboards
A whiteboard provides a large shared space for the participants to focus their attention and express their ideas, and is therefore a great collaboration tool for information workers. However, it has several limitations; notably, the contents on the whiteboard are hard to archive or share with people who are not present in the discussions. This paper presents our work in developing tools to facilitate collaboration on physical whiteboards by using a camera and a microphone. In particular, our system allows a user to take notes of a whiteboard meeting when he/she wants or in an automatic way, to transmit the whiteboard content to remote participants in real time and in an efficient way, and to archive the whole whiteboard session for efficient post-viewing. Our system can be retrofit to any existing whiteboard. With the help of a camera and a microphone, we are effectively bridging the physical and digital worlds.
26488480
Eye Gaze Correction with Stereovision for Video-Teleconferencing
The lack of eye contact in desktop video teleconferencing substantially reduces the effectiveness of video contents. While expensive and bulky hardware is available on the market to correct eye gaze, researchers have been trying to provide a practical software-based solution to bring video-teleconferencing one step closer to the mass market. This paper presents a novel approach that is based on stereo analysis combined with rich domain knowledge (a personalized face model). This marriage is mutually beneficial. The personalized face model greatly improved the accuracy and robustness of the stereo analysis by substantially reducing the search range; the stereo techniques, using both feature matching and template matching, allow us to extract 3D information of objects other than the face and to determine the head pose in a much more reliable way than if only one camera is used. Thus we enjoy the versatility of stereo techniques without suffering from their vulnerability. By emphasizing a 3D description of the scene on the face part, we synthesize virtual views that maintain eye contact using graphics hardware. Our current system is able to generate an eye-gaze corrected video stream at about 5 frames per second on a commodity PC.
36195188
On the Three Threshold Policy in the Multi-Server Queueing System with Vacations
In this paper, we study an M/M/c queue with a three threshold vacation policy denoted by (e, d, N). With such a policy, the servers keep serving the customers until the number of idle servers reaches d and then e of d servers start taking a vacation together. These e servers keep taking vacations until the number of customers in the system is at least N at a vacation completion instant, then the e servers return to serve the queue again. Using the matrix analytic method, we obtain the stationary performance measures and prove the conditional stochastic decomposition properties for the waiting time and queue length. This model is a generalization of previous multi-server vacation models and offers a useful performance evaluation and system design tool in multi-task server queueing systems.
5888722
The transformation graph Gxyz when xyz=-++
The transformation graph G^-^+^+ of G is the graph with vertex set V(G)@?E(G) in which the vertex x and y are joined by an edge if one of the following conditions holds: (i) x,y@?V(G), and x and y are not adjacent in G, (ii) x,y@?E(G), and x and y are adjacent in G, (iii) one of x and y is in V(G) and the other is in E(G), and they are incident in G. In this paper, it is shown that for two graphs G and G^', G^-^+^+@?G^'^-^+^+ if and only if G@?G^'. Simple necessary and sufficient conditions are given for G^-^+^+ to be planar and hamiltonian, respectively. It is also shown that for a graph G, the edge-connectivity of G^-^+^+ is equal to its minimum degree. Two related conjectures and some research problems are presented.
2128570
Peer-to-peer based multimedia distribution service
Recently, there are many research interests in providing efficient and scalable multimedia distribution service. However, stringent quality-of-service (QoS) requirements for media distribution, as well as dynamically changing and heterogeneous network capacity in today's best effort Internet, bring many challenges. In this paper, we introduce a novel framework for multimedia distribution service based on peer-to-peer (P2P) networks. A topology-aware overlay is proposed in which hosts self-organize into groups. End hosts within the same group have similar network conditions and can easily collaborate with each other to achieve QoS awareness. In order to improve media delivery quality and provide high service availability, we further propose two distributed heuristic replication strategies, intergroup replication and intragroup replication, based on this topology-aware overlay. Specifically, intergroup replication is aimed to improve the efficiency of media content delivery between the group where a request is issued and the group where the content is stored. Also, intragroup replication is targeted at improving the availability of the content. Extensive simulation results show that the latency in our proposed architecture is 20% less than that of the FreeNet and 50% less than that of the randomly replication system. Simulation results also show that the video quality in our system is much better than that in the other two systems. Our P2P-based approach is also distributed, scalable, cost effective, and aware of the performance.
782860
Exploiting as hierarchy for scalable route selection in multi-homed stub networks
Multi-homing is a common practice among many (especially large) customer (or stub) networks. Although the purpose of multi-homing is primarily for enhanced reliability, it has also increasingly been used for load balancing and latency reduction. In this paper, we address the problem of how to perform <i>scalable</i> route selection in a multi-homed <i>stub</i> network to optimize network latency to various destinations as measured by round-trip-time (RTT). A straight forward method is to simply perform RTT measurements (e.g., using ping) to each destination via each provider and select the one with the minimum RTT as the "best" next-hop to the destination. Is there a more.
 To answer this question, we carry out a measurement-based study to analyze the differences of RTTs in using two different providers in a multi-homed stub network to reach a large number of randomly selected destinations. Our study reveals that because of the AS hierarchy, for a large fraction of the network prefixes, the two AS paths through two providers merge in the core of the Internet. Furthermore, the router at which the two router level paths merge is actually in the AS at which the AS level paths merge. This phenomenon causes the RTT difference between the two paths through the two providers to be determined by the <i>non shared</i> portion of the paths. Our study reveals that most of the two router level paths through the two upstream providers merge at the AS at which the two AS level paths merge. Based on this finding, we devise a scalable route (next-hop provider) selection algorithm using BGP information in a multi-homed stub network. We also present a preliminary evaluation.
26926083
Local Multiple Alignment Via Subgraph Enumeration
Abstract We discuss three problems, which we call blocking, chaining and flattening, that arise when computing a multiple-sequence alignment from given pairwise alignments. Blocking is the construction of gap-free multiple alignments, each called a “block”, from the pairwise alignments; it is formalized here as the enumeration of maximal cliques in a certain graph. Chaining is the identification of a collection of blocks that can appear together in a multiple alignment, which we formalize as determining a maximal connected subgraph (of a different graph) that satisfies certain consistency conditions. Flattening is the introduction of gaps within a chain of blocks to create a multiple alignment, which involves solving a problem of dynamic bipartite matching. For each problem, practical algorithms are presented and shown to be effective for analyzing sequences containing internal repeats.