1.5CVSep 21, 2023
Vulnerability of 3D Face Recognition Systems to Morphing AttacksSanjeet Vardam, Luuk Spreeuwers
In recent years face recognition systems have been brought to the mainstream due to development in hardware and software. Consistent efforts are being made to make them better and more secure. This has also brought developments in 3D face recognition systems at a rapid pace. These 3DFR systems are expected to overcome certain vulnerabilities of 2DFR systems. One such problem that the domain of 2DFR systems face is face image morphing. A substantial amount of research is being done for generation of high quality face morphs along with detection of attacks from these morphs. Comparatively the understanding of vulnerability of 3DFR systems against 3D face morphs is less. But at the same time an expectation is set from 3DFR systems to be more robust against such attacks. This paper attempts to research and gain more information on this matter. The paper describes a couple of methods that can be used to generate 3D face morphs. The face morphs that are generated using this method are then compared to the contributing faces to obtain similarity scores. The highest MMPMR is obtained around 40% with RMMR of 41.76% when 3DFRS are attacked with look-a-like morphs.
1.5CVSep 26, 2023
3D printed realistic finger vein phantomsLuuk Spreeuwers, Rasmus van der Grift, Pesigrihastamadya Normakristagaluh
Finger vein pattern recognition is an emerging biometric with a good resistance to presentation attacks and low error rates. One problem is that it is hard to obtain ground truth finger vein patterns from live fingers. In this paper we propose an advanced method to create finger vein phantoms using 3D printing where we mimic the optical properties of the various tissues inside the fingers, like bone, veins and soft tissues using different printing materials and parameters. We demonstrate that we are able to create finger phantoms that result in realistic finger vein images and precisely known vein patterns. These phantoms can be used to develop and evaluate finger vein extraction and recognition methods. In addition, we show that the finger vein phantoms can be used to spoof a finger vein recognition system. This paper is based on the Master's thesis of Rasmus van der Grift.
Language-Based Augmentation to Address Shortcut Learning in Object Goal NavigationDennis Hoftijzer, Gertjan Burghouts, Luuk Spreeuwers
Deep Reinforcement Learning (DRL) has shown great potential in enabling robots to find certain objects (e.g., `find a fridge') in environments like homes or schools. This task is known as Object-Goal Navigation (ObjectNav). DRL methods are predominantly trained and evaluated using environment simulators. Although DRL has shown impressive results, the simulators may be biased or limited. This creates a risk of shortcut learning, i.e., learning a policy tailored to specific visual details of training environments. We aim to deepen our understanding of shortcut learning in ObjectNav, its implications and propose a solution. We design an experiment for inserting a shortcut bias in the appearance of training environments. As a proof-of-concept, we associate room types to specific wall colors (e.g., bedrooms with green walls), and observe poor generalization of a state-of-the-art (SOTA) ObjectNav method to environments where this is not the case (e.g., bedrooms with blue walls). We find that shortcut learning is the root cause: the agent learns to navigate to target objects, by simply searching for the associated wall color of the target object's room. To solve this, we propose Language-Based (L-B) augmentation. Our key insight is that we can leverage the multimodal feature space of a Vision-Language Model (VLM) to augment visual representations directly at the feature-level, requiring no changes to the simulator, and only an addition of one layer to the model. Where the SOTA ObjectNav method's success rate drops 69%, our proposal has only a drop of 23%.
A Layer-Based Sequential Framework for Scene Generation with GANsMehmet Ozgur Turkoglu, William Thong, Luuk Spreeuwers et al.
The visual world we sense, interpret and interact everyday is a complex composition of interleaved physical entities. Therefore, it is a very challenging task to generate vivid scenes of similar complexity using computers. In this work, we present a scene generation framework based on Generative Adversarial Networks (GANs) to sequentially compose a scene, breaking down the underlying problem into smaller ones. Different than the existing approaches, our framework offers an explicit control over the elements of a scene through separate background and foreground generators. Starting with an initially generated background, foreground objects then populate the scene one-by-one in a sequential manner. Via quantitative and qualitative experiments on a subset of the MS-COCO dataset, we show that our proposed framework produces not only more diverse images but also copes better with affine transformations and occlusion artifacts of foreground objects than its counterparts.