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<html>
<head>
<script src="https://cdnjs.cloudflare.com/ajax/libs/mathjax/2.7.4/MathJax.js?config=default"></script>
<link
href="https://fonts.googleapis.com/css2?family=Inter:wght@400;600&display=swap"
rel="stylesheet"
/>
<style>
h1 {
text-align: center;
}
.container {
margin: 0 auto;
padding: 60px 20%;
}
figure {
text-align: center;
}
img {
display: inline-block;
}
body {
font-family: "Inter", sans-serif;
}
</style>
</head>
<body>
<div class="container">
<h1>SELFI3-D Milestone</h1>
<div style="text-align: center">
<b>Team Members</b>: Akshaan Ahuja, Jameson Crate, Michelle Chen,
Valerie Li
</div>
<br />
<div style="text-align: center; margin: 20px 0">
<p><b>Project Links:</b></p>
<p>
Video Presentation:
<a
href="https://drive.google.com/file/d/1Eno7R0phGs-EzA_l5CGQLaA5SdsYrIKr/view?usp=sharing"
>
https://drive.google.com/file/d/1Eno7R0phGs-EzA_l5CGQLaA5SdsYrIKr/view?usp=sharing</a
>
</p>
<p>
Slides:
<a
href="https://docs.google.com/presentation/d/1a-stRxFNvy2kxD5SsM-ItsuNpEQqmf0-zQjJ58QCRrE/edit?usp=sharing"
>https://docs.google.com/presentation/d/1a-stRxFNvy2kxD5SsM-ItsuNpEQqmf0-zQjJ58QCRrE/edit?usp=sharing</a
>
</p>
<p>
GitHub Repository:
<a href="https://github.com/Jameson-Crate/SELFI3-D/"
>https://github.com/Jameson-Crate/SELFI3-D/</a
>
</p>
<p>
Project Webpage:
<a href="https://jameson-crate.github.io/SELFI3-D/milestone.html"
>https://jameson-crate.github.io/SELFI3-D/milestone.html</a
>
</p>
</div>
<br />
<h2>Different Reconstruction Methods</h2>
<h2>Preliminary Results</h2>
Our preliminary results explored four different 3D reconstruction
techniques: COLMAP, NKSR, FaceScape and DUSt3R.
<h3>COLMAP</h3>
<p>
COLMAP is a traditional reconstruction method that relies on solving a
joint-optimization problem in order to solve for the structure of a
scene as well the extrinisc parameters of a set of cameras. We attempted
to use COLMAP to take multiple input views and reconstruct a point cloud
which we could then use to generate a mesh. However, the point cloud
ended up being too sparse in this case resulting in poor mesh
reconstruction in the next step.
</p>
<h3>NKSR</h3>
<p>
NKSR is a 3-D mesh construction technique that recovers a 3-D surface
from an input point cloud. NKSR is known for its ability to generalize,
handle noise effectively, and minimize training requirements which is
why it can still produce high quality outputs from a sparse,
high-quality or noise point cloud.
</p>
<h3>Texture Mapping</h3>
<p>
We attempted to use texture mapping in order to color the vertices the
mesh we generated from NKSR. We constructed a KD-tree to efficiently
look up mesh vertices' neighbors in the point cloud and colored the
corresponding vertex with the distance weighted color of its three
nearest neighbors.
</p>
<h3>FaceScape</h3>
<p>
There were several intial difficulties with Python dependencies.
Additionally, the model generated a mask that was looked generic and did
not align closely with the subject's facial features.
</p>
<td style="text-align: center">
<img src="facescape.jpeg" width="400px" />
<figcaption>
The mask is overlayed on the right image. The mask was generated
from first fitting the FaceScape model with 2-D facial landmarks
from the input picture. Then, the resulting mesh was normalized and
positioned in a straight on view. Finally, the depth map is
overlayed onto the original image.
</figcaption>
</td>
<h3>DUSt3R</h3>
<p>
DUSt3R (Dense and Unconstrained Stereo 3-D Reconstruction) is a
cutting-edge method for 3-D scene reconsturction. Unlike traditional
approaches that require known camera cameras and poses, DUSt3R
reconstructs dense 3-D geometry directly from uncalibratd image pairs.
Its key novelties include direct regression of dense 3D point maps from
image pair and its transformer based architecture. Additionally, it also
produces depth and confidence mapping for each of the input images.
These innovations make DUSt3R state-of-the-art by enabling fast,
end-to-end and versatile 3-D reconstruction from arbitrary image
collections.
</p>
<td style="text-align: center">
<img src="dust3r.png" width="400px" />
</td>
<p>
As a result of its accurate results, we decided to move forward with
using DUSt3R.
</p>
<h2>Progress Relative to our Plan and Timeline</h2>
<p>
We are currently on track with our agreed-upon timeline. We have
currently surveyed the current State-Of-The-Art reconstruction models,
as well as tested them and selected which one best suits our purposes.
The current step we are on is working on the initial texture mapping
steps and planning our code design for implementing two rounds of custom
texture mapping. We will then move on to test our pipeline on several
different subjects as well as attack some of our stretch goals, such as
rigging the mesh for realistic face movements or creating a fluid
texture map to give the illusion of a moving tattoo.
</p>
</div>
</body>
</html>