ABSTRACT
We propose a vision-based framework for dynamic sky replacement and harmonization in videos. Different from previous sky editing methods that either focus on static photos or require real-time pose signal from the camera's inertial measurement units, our method is purely vision-based, without any requirements on the capturing devices, and can be well applied to either online or offline processing scenarios. Our method runs in real-time and is free of manual interactions. We decompose the video sky replacement into several proxy tasks, including motion estimation, sky matting, and image blending. We derive the motion equation of an object at infinity on the image plane under the camera's motion, and propose "flow propagation", a novel method for robust motion estimation. We also propose a coarse-to-fine sky matting network to predict accurate sky matte and design image blending to improve the harmonization. Experiments are conducted on videos diversely captured in the wild and show high fidelity and good generalization capability of our framework in both visual quality and lighting/motion dynamics. We also introduce a new method for content-aware image augmentation and proved that this method is beneficial to visual perception in autonomous driving scenarios. Our code and animated results are available at https://github.com/jiupinjia/SkyAR.
Subject(s)
Algorithms , MotionABSTRACT
Many role-playing games feature character creation systems where players are allowed to edit the facial appearance of their in-game characters. This paper proposes a novel method to automatically create game characters based on a single face photo. We frame this "artistic creation" process under a self-supervised learning paradigm by leveraging the differentiable neural rendering. Considering the rendering process of a typical game engine is not differentiable, an "imitator" network is introduced to imitate the behavior of the engine so that the in-game characters can be smoothly optimized by gradient descent in an end-to-end fashion. Different from previous monocular 3D face reconstruction which focuses on generating 3D mesh-grid and ignores user interaction, our method produces fine-grained facial parameters with a clear physical significance where users can optionally fine-tune their auto-created characters by manually adjusting those parameters. Experiments on multiple large-scale face datasets show that our method can generate highly robust and vivid game characters. Our method has been applied to two games and has now provided over 10 million times of online services.
Subject(s)
Video Games , AlgorithmsABSTRACT
Inverse problems are a group of important mathematical problems that aim at estimating source data x and operation parameters z from inadequate observations y . In the image processing field, most recent deep learning-based methods simply deal with such problems under a pixel-wise regression framework (from y to x ) while ignoring the physics behind. In this paper, we re-examine these problems under a different viewpoint and propose a novel framework for solving certain types of inverse problems in image processing. Instead of predicting x directly from y , we train a deep neural network to estimate the degradation parameters z under an adversarial training paradigm. We show that if the degradation behind satisfies some certain assumptions, the solution to the problem can be improved by introducing additional adversarial constraints to the parameter space and the training may not even require pair-wise supervision. In our experiment, we apply our method to a variety of real-world problems, including image denoising, image deraining, image shadow removal, non-uniform illumination correction, and underdetermined blind source separation of images or speech signals. The results on multiple tasks demonstrate the effectiveness of our method.