SMD files require lists of corresponding points and image files.
// Text file describing data to build model // Note that comments can appear almost anywhere // Define the base model name and directory into which it will be put model_dir: /bim/data/BMVC02/RawGrey_90/ model_name: isbe // Define the base name of the parts file // The file face_front.parts will be loaded from the model directory parts_file: face_front // Define the base name of the triangles file // The file face_front.tri will be loaded from the model directory tri_file: face_front // Directory containing images image_dir: /home/data/Faces/images/ // Directory containing points points_dir: /home/data/Faces/points/ // shape_aligner can be None, align_cog_2d, align_similar_2d, align_affine_2d,... shape_aligner: align_similar_2d // Define how to choose the number of modes to retain for the // shape, texture and combined appearance models // The number will be chosen to explain proportion of the variance, // constrained by min and max shape_modes: { min: 0 max: 999 prop: 0.90 } tex_modes: { min: 0 max: 999 prop: 0.90 } combined_modes: { min: 0 max: 999 prop: 0.999 } // Define how the vector models will be limited to plausible values // Valid limiters are mdpm_box_limits or mdpm_prob_limits. // The default is mdpm_box_limits with sd_limit set to 3.0 // However the example given here is believed to be much better. params_limiter: mdpm_prob_limits { acceptance_prob: 0.99 } // Number of pixels to represent with highest resolution texture model n_pixels: 5000 // Define whether to treat images as colour (RGB) or a greyscale (Grey) // Also defines whether the model is to be colour or greyscale colour: Grey // Alternatives: Grey,RGB,... // Texture Sampler can be vapm_triangle_sampler<vxl_byte>, vapm_tri_grad_sampler<float>, vapm_profile_set_sampler, etc. tex_sampler: vapm_profile_set_sampler { profile_sampler: vsml_profile_sampler_2d<vxl_byte> prof_hi: 2 prof_lo: -2 width: 1 step_size: 1.0 use_gradient: 0 } // Define the normalisation to be applied when building and using the texture model. // tex_aligner can be None, align_linear_1d, ... tex_aligner: align_linear_1d // shape_wts define how to compute relative scaling of shape & tex. // shape_wts can be `EqualVar', `EqualEffect',... shape_wts: EqualVar // Image Pyramid Builder can be gauss_byte, gauss_float, grad_float ... pyr_builder: gauss_byte // Define the maximum number of image pyramid levels to build max_im_pyr_levels: 5 // Define the model resolution levels to build // Level 0 containspixels // Level 1 is half the size in each dimension // Level 2 is half again etc min_level: 0 max_level: 2 // Details of points : images training_set: { zoel/zoel090o00.pts : zoel/zoel090o00.jpg zaig/zaig090o00.pts : zaig/zaig090o00.jpg warm/warm090o00.pts : warm/warm090o00.jpg tonl/tonl090o00.pts : tonl/tonl090o00.jpg timc/timc090o00.pts : timc/timc090o00.jpg }