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Title: Datadriven Approaches for Texture and Motion


1
Data-driven Approaches for Texture and Motion
  • Alexei A. Efros
  • University of Oxford

2
Graphics and Vision
The Geometric Story
projection
3D scene
2D image
Computer Graphics
Computer Vision
3
Eye of the Beholder
Claude Monet Gare St.Lazare Paris, 1877
4
Eye of the Beholder
5
Seeing less than you think
6
Seeing less than you think
Geometry is not enough! Need learning
7
Learning in Vision
Recognition
Modeling
Capture
Image / Video
slide by C.Bregler
8
Learning in Graphics
Image / Video
Synthesis
Modeling
Capture
Image / Video
slide by C.Bregler
9
Data-driven Approaches
Image / Video
Synthesis, recognition
Easy just look up the answer!
Capture
Image / Video
10
  • A.I. for the postmodern world
  • all questions have already been answeredmany
    times, in many ways
  • Google is dumb, the intelligence is in the data
  • This is exactly associative memory!
  • No model, but inference still possible
  • automatic translation
  • dictionaryless spell checking

11
  • Main Problem find the right similarity metric
  • text is easy well defined, segmented, compact
  • Natural phenomena are hard (e.g. Genome)
  • Visual data is 2D, even harder!

12
Two Domains
  • Texture
  • Texture Synthesis
  • Texture Transfer
  • Human Motion
  • Analysis
  • Synthesis
  • Applications

13
Texture
  • Texture depicts spatially repeating patterns
  • Many natural phenomena are textures

radishes
rocks
yogurt
14
Texture Synthesis
  • Goal of Texture Synthesis create new samples of
    a given texture
  • Many applications virtual environments,
    hole-filling, texturing surfaces

15
The Challenge
  • Need to model the whole spectrum from repeated
    to stochastic texture

repeated
stochastic
Both?
16
Previous Work
  • Inspired by texture analysis and psychophysics
  • Heeger Bergen, SIGGRAPH 95
  • Zhu et al., 98
  • Portilla Simoncelli,98
  • DeBonet, SIGGRAPH 97

courtesy DeBonet,97
17
Classical Texture Synthesis
Novel texture
Synthesis
Texture Model
Analysis
Sample texture
18
Our Approach
Novel texture
Synthesis
Analysis
Sample texture
19
Motivation from Language
  • Shannon,48 proposed a way to generate
    English-looking text using N-grams
  • Assume a generalized Markov model
  • Use a large text to compute prob. distributions
    of each letter given N-1 previous letters
  • Starting from a seed repeatedly sample this
    Markov chain to generate new letters
  • Also works for whole words

WE NEED
TO
EAT
CAKE
20
Mark V. Shaney (Bell Labs)
  • Results (using alt.singles corpus)
  • As I've commented before, really relating to
    someone involves standing next to impossible.
  • One morning I shot an elephant in my arms and
    kissed him.
  • I spent an interesting evening recently with a
    grain of salt
  • Notice how well local structure is preserved!
  • Now, instead of letters lets try pixels

21
Pixel-based Algorithm EfrosLeung
Synthesizing a pixel
  • Assuming Markov property, compute P(pN(p))
  • Building explicit probability tables infeasible

22
Neighborhood Window
input
23
Synthesis Results
french canvas
rafia weave
24
More Results
white bread
brick wall
25
Homage to Shannon
26
Hole Filling
27
Extrapolation
28
Image Quilting Efros Freeman
non-parametric sampling
Input image
  • Observation neighbor pixels are highly correlated

29
block
Input texture
B1
B2
Random placement of blocks
30
Minimal error boundary
overlapping blocks
vertical boundary
31
Our Philosophy
  • The Corrupt Professors Algorithm
  • Plagiarize as much of the source image as you can
  • Then try to cover up the evidence
  • Rationale
  • Texture blocks are by definition correct samples
    of texture so problem only connecting them
    together

32
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33
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34
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35
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36
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37
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38
Failures (Chernobyl Harvest)
39
Portilla Simoncelli
Xu, Guo Shum
input image
Wei Levoy
Our algorithm
40
Portilla Simoncelli
Xu, Guo Shum
input image
Wei Levoy
Our algorithm
41
Portilla Simoncelli
Xu, Guo Shum
input image
Wei Levoy
Our algorithm
42
Application Texture Transfer
  • Try to explain one object with bits and pieces of
    another object


  • Same as texture synthesis, except an additional
    constraint
  • Consistency of texture
  • Similarity to the image being explained

43


44
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45
parmesan


rice


46
Two Domains
  • Texture
  • Texture Synthesis
  • Texture Transfer
  • Human Motion
  • Analysis
  • Synthesis
  • Applications

47
Looking at People
Far field
Near field
  • 3-pixel man
  • Blob tracking
  • vast surveillance literature
  • 300-pixel man
  • Limb tracking
  • e.g. Yacoob Black, Rao Shah, etc.

48
Medium-field Recognition
49
Appearance vs. Motion
50
Goals
  • Recognize human actions at a distance
  • Low resolution, noisy data
  • Moving camera, occlusions
  • Wide range of actions (including non-periodic)

51
Our Approach
  • Motion-based approach
  • Non-parametric use large amount of data
  • Classify a novel motion by finding the most
    similar motion from the training set
  • Related Work
  • Periodicity analysis
  • Polana Nelson Seitz Dyer Bobick et al
    Cutler Davis Collins et al.
  • Model-free
  • Temporal Templates Bobick Davis
  • Orientation histograms Freeman et al Zelnik
    Irani
  • Using MoCap data Zhao Nevatia, Ramanan
    Forsyth

52
Gathering action data
  • Tracking
  • Simple correlation-based tracker
  • User-initialized

53
Figure-centric Representation
  • Stabilized spatio-temporal volume
  • No translation information
  • All motion caused by persons limbs
  • Good news indifferent to camera motion
  • Bad news hard!
  • Good test to see if actions, not just
    translation, are being captured

54
Efros, Berg, Mori and Malik
Image / Video
Synthesis, recognition
Capture
Image / Video
55
Remembrance of Things Past
  • Explain novel motion sequence by matching to
    previously seen video clips
  • For each frame, match based on some temporal
    extent

input sequence
Challenge how to compare motions?
56
How to describe motion?
  • Appearance
  • Not preserved across different clothing
  • Gradients (spatial, temporal)
  • same (e.g. contrast reversal)
  • Edges/Silhouettes
  • Too unreliable
  • Optical flow
  • Explicitly encodes motion
  • Least affected by appearance
  • but too noisy

57
Spatial Motion Descriptor
Image frame
Optical flow
58
Spatio-temporal Motion Descriptor


Sequence A
S


Sequence B
t
59
Football Actions matching
Input Sequence
Matched Frames
input
matched
60
Football Actions classification
10 actions 4500 total frames 13-frame motion
descriptor
61
Classifying Ballet Actions
16 Actions 24800 total frames 51-frame motion
descriptor. Men used to classify women and vice
versa.
62
Classifying Tennis Actions
6 actions 4600 frames 7-frame motion
descriptor Woman player used as training, man as
testing.
63
Classifying Tennis
  • Red bars show classification results

64
Querying the Database
input sequence
database
65
2D Skeleton Transfer
  • We annotate database with 2D joint positions
  • After matching, transfer data to novel sequence
  • Ajust the match for best fit

Input sequence
Transferred 2D skeletons
66
3D Skeleton Transfer
  • We populate database with rendered stick figures
    from 3D Motion Capture data
  • Matching as before, we get 3D joint positions
    (kind of)!

Input sequence
Transferred 3D skeletons
67
Do as I Do Motion Synthesis
input sequence
synthetic sequence
  • Matching two things
  • Motion similarity across sequences
  • Appearance similarity within sequence (like
    VideoTextures)
  • Dynamic Programming

68
Smoothness for Synthesis
  • is similarity between source and target
    frames
  • is appearance similarity within target
    frames
  • For every source frame i, find best target frame
  • by maximizing following cost function
  • Optimize using dynamic programming

69
Do as I Do
Source Motion
Source Appearance
3400 Frames
Result
70
Do as I Say Synthesis
run walk left swing walk
right jog
run
jog
swing
walk right
walk left
synthetic sequence
  • Synthesize given action labels
  • e.g. video game control

71
Do as I Say
  • Red box shows when constraint is applied

72
Application Motion Retargeting
  • Rendering new character into existing footage
  • Algorithm
  • Track original character
  • Find matches from new character
  • Erase original character
  • Render in new character
  • Need to worry about occlusions

73
Demo
SHOW VIDEO
74
Context-based Image Correction
Input sequence
3 closest frames
median images
75
Big Picture
  • Modeling is good
  • but many things are hard/impossible to model
  • Data-driven data itself is the model
  • the more data the merrier!
  • we are running out of domains with good models
  • Great gains from physics and geometry
  • but many problems still unsolved, e.g.
  • Capture/rendering of materials and weather
  • Smart image/video capture and enhancement
  • Object/Scene recognition navigation
  • Visual data is now cheap and plentiful
  • The time is right for data-driven methods!

76
Acknowledgments
  • Co-authors Thomas Leung, Bill Freeman, Alexander
    Berg, Greg Mori, and Jitendra Malik.
  • NSF, MURI, AZ
  • Thank You

77
EXTRA SLIDES
  • (for these who didnt have enough)

78
Varying Window Size
Increasing window size
79
Summary
  • The Efros Leung algorithm
  • Very simple
  • Surprisingly good results
  • Synthesis is easier than analysis!
  • but very slow

80
Follow-up work
  • Optimizations and Improvements
  • Wei Levoy,00 (based on Popat Picard,93)
  • Harrison,01
  • Ashikhmin,01
  • Theory
  • Levina,02 proof of consistency
  • Applications
  • Surface Texture Synthesis Ying et.al,'01, Wei
    and Levoy,'01, Turk,'01, Gorla et.al.,'01,
    Soler et al.,02, Tong et al.,02
  • Hertzmann et al.,01 Image Analogies
  • Brooks, et al.,02 Texture Editing
  • Hertzmann et al.,02 Curve Analogies
  • etc.
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