No Arabic abstract
White balance (WB) is one of the first photo-finishing steps used to render a captured image to its final output. WB is applied to remove the color cast caused by the scenes illumination. Interactive photo-editing software allows users to manually select different regions in a photo as examples of the illumination for WB correction (e.g., clicking on achromatic objects). Such interactive editing is possible only with images saved in a RAW image format. This is because RAW images have no photo-rendering operations applied and photo-editing software is able to apply WB and other photo-finishing procedures to render the final image. Interactively editing WB in camera-rendered images is significantly more challenging. This is because the camera hardware has already applied WB to the image and subsequent nonlinear photo-processing routines. These nonlinear rendering operations make it difficult to change the WB post-capture. The goal of this paper is to allow interactive WB manipulation of camera-rendered images. The proposed method is an extension of our recent work cite{afifi2019color} that proposed a post-capture method for WB correction based on nonlinear color-mapping functions. Here, we introduce a new framework that links the nonlinear color-mapping functions directly to user-selected colors to enable {it interactive} WB manipulation. This new framework is also more efficient in terms of memory and run-time (99% reduction in memory and 3$times$ speed-up). Lastly, we describe how our framework can leverage a simple illumination estimation method (i.e., gray-world) to perform auto-WB correction that is on a par with the WB correction results in cite{afifi2019color}. The source code is publicly available at https://github.com/mahmoudnafifi/Interactive_WB_correction.
Generating photorealistic images of human faces at scale remains a prohibitively difficult task using computer graphics approaches. This is because these require the simulation of light to be photorealistic, which in turn requires physically accurate modelling of geometry, materials, and light sources, for both the head and the surrounding scene. Non-photorealistic renders however are increasingly easy to produce. In contrast to computer graphics approaches, generative models learned from more readily available 2D image data have been shown to produce samples of human faces that are hard to distinguish from real data. The process of learning usually corresponds to a loss of control over the shape and appearance of the generated images. For instance, even simple disentangling tasks such as modifying the hair independently of the face, which is trivial to accomplish in a computer graphics approach, remains an open research question. In this work, we propose an algorithm that matches a non-photorealistic, synthetically generated image to a latent vector of a pretrained StyleGAN2 model which, in turn, maps the vector to a photorealistic image of a person of the same pose, expression, hair, and lighting. In contrast to most previous work, we require no synthetic training data. To the best of our knowledge, this is the first algorithm of its kind to work at a resolution of 1K and represents a significant leap forward in visual realism.
With the powerfulness of convolution neural networks (CNN), CNN based face reconstruction has recently shown promising performance in reconstructing detailed face shape from 2D face images. The success of CNN-based methods relies on a large number of labeled data. The state-of-the-art synthesizes such data using a coarse morphable face model, which however has difficulty to generate detailed photo-realistic images of faces (with wrinkles). This paper presents a novel face data generation method. Specifically, we render a large number of photo-realistic face images with different attributes based on inverse rendering. Furthermore, we construct a fine-detailed face image dataset by transferring different scales of details from one image to another. We also construct a large number of video-type adjacent frame pairs by simulating the distribution of real video data. With these nicely constructed datasets, we propose a coarse-to-fine learning framework consisting of three convolutional networks. The networks are trained for real-time detailed 3D face reconstruction from monocular video as well as from a single image. Extensive experimental results demonstrate that our framework can produce high-quality reconstruction but with much less computation time compared to the state-of-the-art. Moreover, our method is robust to pose, expression and lighting due to the diversity of data.
When assessing whether an image is of high or low quality, it is indispensable to take personal preference into account. Existing aesthetic models lay emphasis on hand-crafted features or deep features commonly shared by high quality images, but with limited or no consideration for personal preference and user interaction. To that end, we propose a novel and user-friendly aesthetic ranking framework via powerful deep neural network and a small amount of user interaction, which can automatically estimate and rank the aesthetic characteristics of images in accordance with users preference. Our framework takes as input a series of photos that users prefer, and produces as output a reliable, user-specific aesthetic ranking model matching with users preference. Considering the subjectivity of personal preference and the uncertainty of users single selection, a unique and exclusive dataset will be constructed interactively to describe the preference of one individual by retrieving the most similar images with regard to those specified by users. Based on this unique user-specific dataset and sufficient well-designed aesthetic attributes, a customized aesthetic distribution model can be learned, which concatenates both personalized preference and aesthetic rules. We conduct extensive experiments and user studies on two large-scale public datasets, and demonstrate that our framework outperforms those work based on conventional aesthetic assessment or ranking model.
In this work, we propose an interactive system to design diverse high-quality garment images from fashion sketches and the texture information. The major challenge behind this system is to generate high-quality and detailed texture according to the user-provided texture information. Prior works mainly use the texture patch representation and try to map a small texture patch to a whole garment image, hence unable to generate high-quality details. In contrast, inspired by intrinsic image decomposition, we decompose this task into texture synthesis and shading enhancement. In particular, we propose a novel bi-colored edge texture representation to synthesize textured garment images and a shading enhancer to render shading based on the grayscale edges. The bi-colored edge representation provides simple but effective texture cues and color constraints, so that the details can be better reconstructed. Moreover, with the rendered shading, the synthesized garment image becomes more vivid.
Monitoring wildlife through camera traps produces a massive amount of images, whose a significant portion does not contain animals, being later discarded. Embedding deep learning models to identify animals and filter these images directly in those devices brings advantages such as savings in the storage and transmission of data, usually resource-constrained in this type of equipment. In this work, we present a comparative study on animal recognition models to analyze the trade-off between precision and inference latency on edge devices. To accomplish this objective, we investigate classifiers and object detectors of various input resolutions and optimize them using quantization and reducing the number of model filters. The confidence threshold of each model was adjusted to obtain 96% recall for the nonempty class, since instances from the empty class are expected to be discarded. The experiments show that, when using the same set of images for training, detectors achieve superior performance, eliminating at least 10% more empty images than classifiers with comparable latencies. Considering the high cost of generating labels for the detection problem, when there is a massive number of images labeled for classification (about one million instances, ten times more than those available for detection), classifiers are able to reach results comparable to detectors but with half latency.