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arXiv:2210.06465공식 코드 · Papers with Code

AniFaceGAN: Animatable 3D-Aware Face Image Generation for Video Avatars

Although 2D generative models have made great progress in face image generation and animation, they often suffer from undesirable artifacts such as 3D inconsistency when rendering images from different camera viewpoints. This prevents them from synthesizing video animations indistinguishable from real ones. Recently, 3D-aware GANs extend 2D GANs for explicit disentanglement of camera pose by leveraging 3D scene representations. These methods can well preserve the 3D consistency of the generated images across different views, yet they cannot achieve fine-grained control over other attributes, among which facial expression control is arguably the most useful and desirable for face animation. In this paper, we propose an animatable 3D-aware GAN for multiview consistent face animation generation. The key idea is to decompose the 3D representation of the 3D-aware GAN into a template field and a deformation field, where the former represents different identities with a canonical expression, and the latter characterizes expression variations of each identity. To achieve meaningful control over facial expressions via deformation, we propose a 3D-level imitative learning scheme between the generator and a parametric 3D face model during adversarial training of the 3D-aware GAN. This helps our method achieve high-quality animatable face image generation with strong visual 3D consistency, even though trained with only unstructured 2D images. Extensive experiments demonstrate our superior performance over prior works. Project page: https://yuewuhkust.github.io/AniFaceGAN

arXiv:2210.02391

Geometry Driven Progressive Warping for One-Shot Face Animation

Face animation aims at creating photo-realistic portrait videos with animated poses and expressions. A common practice is to generate displacement fields that are used to warp pixels and features from source to target. However, prior attempts often produce sub-optimal displacements. In this work, we present a geometry driven model and propose two geometric patterns as guidance: 3D face rendered displacement maps and posed neural codes. The model can optionally use one of the patterns as guidance for displacement estimation. To model displacements at locations not covered by the face model (e.g., hair), we resort to source image features for contextual information and propose a progressive warping module that alternates between feature warping and displacement estimation at increasing resolutions. We show that the proposed model can synthesize portrait videos with high fidelity and achieve the new state-of-the-art results on the VoxCeleb1 and VoxCeleb2 datasets for both cross identity and same identity reconstruction.

arXiv:2210.02018공식 코드 · Papers with Code

InterFace:Adjustable Angular Margin Inter-class Loss for Deep Face Recognition

In the field of face recognition, it is always a hot research topic to improve the loss solution to make the face features extracted by the network have greater discriminative power. Research works in recent years has improved the discriminative power of the face model by normalizing softmax to the cosine space step by step and then adding a fixed penalty margin to reduce the intra-class distance to increase the inter-class distance. Although a great deal of previous work has been done to optimize the boundary penalty to improve the discriminative power of the model, adding a fixed margin penalty to the depth feature and the corresponding weight is not consistent with the pattern of data in the real scenario. To address this issue, in this paper, we propose a novel loss function, InterFace, releasing the constraint of adding a margin penalty only between the depth feature and the corresponding weight to push the separability of classes by adding corresponding margin penalties between the depth features and all weights. To illustrate the advantages of InterFace over a fixed penalty margin, we explained geometrically and comparisons on a set of mainstream benchmarks. From a wider perspective, our InterFace has advanced the state-of-the-art face recognition performance on five out of thirteen mainstream benchmarks. All training codes, pre-trained models, and training logs, are publicly released \footnote{$https://github.com/iamsangmeng/InterFace$}.

arXiv:2209.12616공식 코드 · Papers with Code

T-NER: An All-Round Python Library for Transformer-based Named Entity Recognition

Language model (LM) pretraining has led to consistent improvements in many NLP downstream tasks, including named entity recognition (NER). In this paper, we present T-NER (Transformer-based Named Entity Recognition), a Python library for NER LM finetuning. In addition to its practical utility, T-NER facilitates the study and investigation of the cross-domain and cross-lingual generalization ability of LMs finetuned on NER. Our library also provides a web app where users can get model predictions interactively for arbitrary text, which facilitates qualitative model evaluation for non-expert programmers. We show the potential of the library by compiling nine public NER datasets into a unified format and evaluating the cross-domain and cross-lingual performance across the datasets. The results from our initial experiments show that in-domain performance is generally competitive across datasets. However, cross-domain generalization is challenging even with a large pretrained LM, which has nevertheless capacity to learn domain-specific features if fine-tuned on a combined dataset. To facilitate future research, we also release all our LM checkpoints via the Hugging Face model hub.

arXiv:2209.05434공식 코드 · Papers with Code

3DFaceShop: Explicitly Controllable 3D-Aware Portrait Generation

In contrast to the traditional avatar creation pipeline which is a costly process, contemporary generative approaches directly learn the data distribution from photographs. While plenty of works extend unconditional generative models and achieve some levels of controllability, it is still challenging to ensure multi-view consistency, especially in large poses. In this work, we propose a network that generates 3D-aware portraits while being controllable according to semantic parameters regarding pose, identity, expression and illumination. Our network uses neural scene representation to model 3D-aware portraits, whose generation is guided by a parametric face model that supports explicit control. While the latent disentanglement can be further enhanced by contrasting images with partially different attributes, there still exists noticeable inconsistency in non-face areas, e.g., hair and background, when animating expressions. Wesolve this by proposing a volume blending strategy in which we form a composite output by blending dynamic and static areas, with two parts segmented from the jointly learned semantic field. Our method outperforms prior arts in extensive experiments, producing realistic portraits with vivid expression in natural lighting when viewed from free viewpoints. It also demonstrates generalization ability to real images as well as out-of-domain data, showing great promise in real applications.

arXiv:2208.14263공식 코드 · Papers with Code

Controllable 3D Generative Adversarial Face Model via Disentangling Shape and Appearance

3D face modeling has been an active area of research in computer vision and computer graphics, fueling applications ranging from facial expression transfer in virtual avatars to synthetic data generation. Existing 3D deep learning generative models (e.g., VAE, GANs) allow generating compact face representations (both shape and texture) that can model non-linearities in the shape and appearance space (e.g., scatter effects, specularities, etc.). However, they lack the capability to control the generation of subtle expressions. This paper proposes a new 3D face generative model that can decouple identity and expression and provides granular control over expressions. In particular, we propose using a pair of supervised auto-encoder and generative adversarial networks to produce high-quality 3D faces, both in terms of appearance and shape. Experimental results in the generation of 3D faces learned with holistic expression labels, or Action Unit labels, show how we can decouple identity and expression; gaining fine-control over expressions while preserving identity.

arXiv:2208.12550공식 코드 · Papers with Code

Training and Tuning Generative Neural Radiance Fields for Attribute-Conditional 3D-Aware Face Generation

Generative Neural Radiance Fields (GNeRF)-based 3D-aware GANs have showcased remarkable prowess in crafting high-fidelity images while upholding robust 3D consistency, particularly face generation. However, specific existing models prioritize view consistency over disentanglement, leading to constrained semantic or attribute control during the generation process. While many methods have explored incorporating semantic masks or leveraging 3D Morphable Models (3DMM) priors to imbue models with semantic control, these methods often demand training from scratch, entailing significant computational overhead. In this paper, we propose a novel approach: a conditional GNeRF model that integrates specific attribute labels as input, thus amplifying the controllability and disentanglement capabilities of 3D-aware generative models. Our approach builds upon a pre-trained 3D-aware face model, and we introduce a Training as Init and Optimizing for Tuning (TRIOT) method to train a conditional normalized flow module to enable the facial attribute editing, then optimize the latent vector to improve attribute-editing precision further. Our extensive experiments substantiate the efficacy of our model, showcasing its ability to generate high-quality edits with enhanced view consistency while safeguarding non-target regions. The code for our model is publicly available at https://github.com/zhangqianhui/TT-GNeRF.

arXiv:2207.14425공식 코드 · Papers with Code

3D Cartoon Face Generation with Controllable Expressions from a Single GAN Image

In this paper, we investigate an open research task of generating 3D cartoon face shapes from single 2D GAN generated human faces and without 3D supervision, where we can also manipulate the facial expressions of the 3D shapes. To this end, we discover the semantic meanings of StyleGAN latent space, such that we are able to produce face images of various expressions, poses, and lighting conditions by controlling the latent codes. Specifically, we first finetune the pretrained StyleGAN face model on the cartoon datasets. By feeding the same latent codes to face and cartoon generation models, we aim to realize the translation from 2D human face images to cartoon styled avatars. We then discover semantic directions of the GAN latent space, in an attempt to change the facial expressions while preserving the original identity. As we do not have any 3D annotations for cartoon faces, we manipulate the latent codes to generate images with different poses and lighting conditions, such that we can reconstruct the 3D cartoon face shapes. We validate the efficacy of our method on three cartoon datasets qualitatively and quantitatively.

arXiv:2207.11033

GesSure- A Robust Face-Authentication enabled Dynamic Gesture Recognition GUI Application

Using physical interactive devices like mouse and keyboards hinders naturalistic human-machine interaction and increases the probability of surface contact during a pandemic. Existing gesture-recognition systems do not possess user authentication, making them unreliable. Static gestures in current gesture-recognition technology introduce long adaptation periods and reduce user compatibility. Our technology places a strong emphasis on user recognition and safety. We use meaningful and relevant gestures for task operation, resulting in a better user experience. This paper aims to design a robust, face-verification-enabled gesture recognition system that utilizes a graphical user interface and primarily focuses on security through user recognition and authorization. The face model uses MTCNN and FaceNet to verify the user, and our LSTM-CNN architecture for gesture recognition, achieving an accuracy of 95% with five classes of gestures. The prototype developed through our research has successfully executed context-dependent tasks like save, print, control video-player operations and exit, and context-free operating system tasks like sleep, shut-down, and unlock intuitively. Our application and dataset are available as open source.

arXiv:2207.10541

Unveiling the Latent Space Geometry of Push-Forward Generative Models

Many deep generative models are defined as a push-forward of a Gaussian measure by a continuous generator, such as Generative Adversarial Networks (GANs) or Variational Auto-Encoders (VAEs). This work explores the latent space of such deep generative models. A key issue with these models is their tendency to output samples outside of the support of the target distribution when learning disconnected distributions. We investigate the relationship between the performance of these models and the geometry of their latent space. Building on recent developments in geometric measure theory, we prove a sufficient condition for optimality in the case where the dimension of the latent space is larger than the number of modes. Through experiments on GANs, we demonstrate the validity of our theoretical results and gain new insights into the latent space geometry of these models. Additionally, we propose a truncation method that enforces a simplicial cluster structure in the latent space and improves the performance of GANs.

arXiv:2207.00974

NARRATE: A Normal Assisted Free-View Portrait Stylizer

In this work, we propose NARRATE, a novel pipeline that enables simultaneously editing portrait lighting and perspective in a photorealistic manner. As a hybrid neural-physical face model, NARRATE leverages complementary benefits of geometry-aware generative approaches and normal-assisted physical face models. In a nutshell, NARRATE first inverts the input portrait to a coarse geometry and employs neural rendering to generate images resembling the input, as well as producing convincing pose changes. However, inversion step introduces mismatch, bringing low-quality images with less facial details. As such, we further estimate portrait normal to enhance the coarse geometry, creating a high-fidelity physical face model. In particular, we fuse the neural and physical renderings to compensate for the imperfect inversion, resulting in both realistic and view-consistent novel perspective images. In relighting stage, previous works focus on single view portrait relighting but ignoring consistency between different perspectives as well, leading unstable and inconsistent lighting effects for view changes. We extend Total Relighting to fix this problem by unifying its multi-view input normal maps with the physical face model. NARRATE conducts relighting with consistent normal maps, imposing cross-view constraints and exhibiting stable and coherent illumination effects. We experimentally demonstrate that NARRATE achieves more photorealistic, reliable results over prior works. We further bridge NARRATE with animation and style transfer tools, supporting pose change, light change, facial animation, and style transfer, either separately or in combination, all at a photographic quality. We showcase vivid free-view facial animations as well as 3D-aware relightable stylization, which help facilitate various AR/VR applications like virtual cinematography, 3D video conferencing, and post-production.

arXiv:2206.06481

RigNeRF: Fully Controllable Neural 3D Portraits

Volumetric neural rendering methods, such as neural radiance fields (NeRFs), have enabled photo-realistic novel view synthesis. However, in their standard form, NeRFs do not support the editing of objects, such as a human head, within a scene. In this work, we propose RigNeRF, a system that goes beyond just novel view synthesis and enables full control of head pose and facial expressions learned from a single portrait video. We model changes in head pose and facial expressions using a deformation field that is guided by a 3D morphable face model (3DMM). The 3DMM effectively acts as a prior for RigNeRF that learns to predict only residuals to the 3DMM deformations and allows us to render novel (rigid) poses and (non-rigid) expressions that were not present in the input sequence. Using only a smartphone-captured short video of a subject for training, we demonstrate the effectiveness of our method on free view synthesis of a portrait scene with explicit head pose and expression controls. The project page can be found here: http://shahrukhathar.github.io/2022/06/06/RigNeRF.html

arXiv:2205.00916

A Novel Speech-Driven Lip-Sync Model with CNN and LSTM

Generating synchronized and natural lip movement with speech is one of the most important tasks in creating realistic virtual characters. In this paper, we present a combined deep neural network of one-dimensional convolutions and LSTM to generate vertex displacement of a 3D template face model from variable-length speech input. The motion of the lower part of the face, which is represented by the vertex movement of 3D lip shapes, is consistent with the input speech. In order to enhance the robustness of the network to different sound signals, we adapt a trained speech recognition model to extract speech feature, and a velocity loss term is adopted to reduce the jitter of generated facial animation. We recorded a series of videos of a Chinese adult speaking Mandarin and created a new speech-animation dataset to compensate the lack of such public data. Qualitative and quantitative evaluations indicate that our model is able to generate smooth and natural lip movements synchronized with speech.

arXiv:2204.10549

JIFF: Jointly-aligned Implicit Face Function for High Quality Single View Clothed Human Reconstruction

This paper addresses the problem of single view 3D human reconstruction. Recent implicit function based methods have shown impressive results, but they fail to recover fine face details in their reconstructions. This largely degrades user experience in applications like 3D telepresence. In this paper, we focus on improving the quality of face in the reconstruction and propose a novel Jointly-aligned Implicit Face Function (JIFF) that combines the merits of the implicit function based approach and model based approach. We employ a 3D morphable face model as our shape prior and compute space-aligned 3D features that capture detailed face geometry information. Such space-aligned 3D features are combined with pixel-aligned 2D features to jointly predict an implicit face function for high quality face reconstruction. We further extend our pipeline and introduce a coarse-to-fine architecture to predict high quality texture for our detailed face model. Extensive evaluations have been carried out on public datasets and our proposed JIFF has demonstrates superior performance (both quantitatively and qualitatively) over existing state-of-the-arts.

arXiv:2204.03842공식 코드 · Papers with Code

From 2D Images to 3D Model:Weakly Supervised Multi-View Face Reconstruction with Deep Fusion

While weakly supervised multi-view face reconstruction (MVR) is garnering increased attention, one critical issue still remains open: how to effectively interact and fuse multiple image information to reconstruct high-precision 3D models. In this regard, we propose a novel pipeline called Deep Fusion MVR (DF-MVR) to explore the feature correspondences between multi-view images and reconstruct high-precision 3D faces. Specifically, we present a novel multi-view feature fusion backbone that utilizes face masks to align features from multiple encoders and integrates one multi-layer attention mechanism to enhance feature interaction and fusion, resulting in one unified facial representation. Additionally, we develop one concise face mask mechanism that facilitates multi-view feature fusion and facial reconstruction by identifying common areas and guiding the network's focus on critical facial features (e.g., eyes, brows, nose, and mouth). Experiments on Pixel-Face and Bosphorus datasets indicate the superiority of our model. Without 3D annotation, DF-MVR achieves 5.2% and 3.0% RMSE improvement over the existing weakly supervised MVRs respectively on Pixel-Face and Bosphorus dataset. Code will be available publicly at https://github.com/weiguangzhao/DF_MVR.

arXiv:2204.02810

Expression-preserving face frontalization improves visually assisted speech processing

Face frontalization consists of synthesizing a frontally-viewed face from an arbitrarily-viewed one. The main contribution of this paper is a frontalization methodology that preserves non-rigid facial deformations in order to boost the performance of visually assisted speech communication. The method alternates between the estimation of (i)~the rigid transformation (scale, rotation, and translation) and (ii)~the non-rigid deformation between an arbitrarily-viewed face and a face model. The method has two important merits: it can deal with non-Gaussian errors in the data and it incorporates a dynamical face deformation model. For that purpose, we use the generalized Student t-distribution in combination with a linear dynamic system in order to account for both rigid head motions and time-varying facial deformations caused by speech production. We propose to use the zero-mean normalized cross-correlation (ZNCC) score to evaluate the ability of the method to preserve facial expressions. The method is thoroughly evaluated and compared with several state of the art methods, either based on traditional geometric models or on deep learning. Moreover, we show that the method, when incorporated into deep learning pipelines, namely lip reading and speech enhancement, improves word recognition and speech intelligibilty scores by a considerable margin. Supplemental material is accessible at https://team.inria.fr/robotlearn/research/facefrontalization/

arXiv:2204.02776

3D face reconstruction with dense landmarks

Landmarks often play a key role in face analysis, but many aspects of identity or expression cannot be represented by sparse landmarks alone. Thus, in order to reconstruct faces more accurately, landmarks are often combined with additional signals like depth images or techniques like differentiable rendering. Can we keep things simple by just using more landmarks? In answer, we present the first method that accurately predicts 10x as many landmarks as usual, covering the whole head, including the eyes and teeth. This is accomplished using synthetic training data, which guarantees perfect landmark annotations. By fitting a morphable model to these dense landmarks, we achieve state-of-the-art results for monocular 3D face reconstruction in the wild. We show that dense landmarks are an ideal signal for integrating face shape information across frames by demonstrating accurate and expressive facial performance capture in both monocular and multi-view scenarios. This approach is also highly efficient: we can predict dense landmarks and fit our 3D face model at over 150FPS on a single CPU thread. Please see our website: https://microsoft.github.io/DenseLandmarks/.

arXiv:2203.14510공식 코드 · Papers with Code

ImFace: A Nonlinear 3D Morphable Face Model with Implicit Neural Representations

Precise representations of 3D faces are beneficial to various computer vision and graphics applications. Due to the data discretization and model linearity, however, it remains challenging to capture accurate identity and expression clues in current studies. This paper presents a novel 3D morphable face model, namely ImFace, to learn a nonlinear and continuous space with implicit neural representations. It builds two explicitly disentangled deformation fields to model complex shapes associated with identities and expressions, respectively, and designs an improved learning strategy to extend embeddings of expressions to allow more diverse changes. We further introduce a Neural Blend-Field to learn sophisticated details by adaptively blending a series of local fields. In addition to ImFace, an effective preprocessing pipeline is proposed to address the issue of watertight input requirement in implicit representations, enabling them to work with common facial surfaces for the first time. Extensive experiments are performed to demonstrate the superiority of ImFace.

arXiv:2203.14057공식 코드 · Papers with Code

FaceVerse: a Fine-grained and Detail-controllable 3D Face Morphable Model from a Hybrid Dataset

We present FaceVerse, a fine-grained 3D Neural Face Model, which is built from hybrid East Asian face datasets containing 60K fused RGB-D images and 2K high-fidelity 3D head scan models. A novel coarse-to-fine structure is proposed to take better advantage of our hybrid dataset. In the coarse module, we generate a base parametric model from large-scale RGB-D images, which is able to predict accurate rough 3D face models in different genders, ages, etc. Then in the fine module, a conditional StyleGAN architecture trained with high-fidelity scan models is introduced to enrich elaborate facial geometric and texture details. Note that different from previous methods, our base and detailed modules are both changeable, which enables an innovative application of adjusting both the basic attributes and the facial details of 3D face models. Furthermore, we propose a single-image fitting framework based on differentiable rendering. Rich experiments show that our method outperforms the state-of-the-art methods.

arXiv:2203.07881

LiP-Flow: Learning Inference-time Priors for Codec Avatars via Normalizing Flows in Latent Space

Neural face avatars that are trained from multi-view data captured in camera domes can produce photo-realistic 3D reconstructions. However, at inference time, they must be driven by limited inputs such as partial views recorded by headset-mounted cameras or a front-facing camera, and sparse facial landmarks. To mitigate this asymmetry, we introduce a prior model that is conditioned on the runtime inputs and tie this prior space to the 3D face model via a normalizing flow in the latent space. Our proposed model, LiP-Flow, consists of two encoders that learn representations from the rich training-time and impoverished inference-time observations. A normalizing flow bridges the two representation spaces and transforms latent samples from one domain to another, allowing us to define a latent likelihood objective. We trained our model end-to-end to maximize the similarity of both representation spaces and the reconstruction quality, making the 3D face model aware of the limited driving signals. We conduct extensive evaluations where the latent codes are optimized to reconstruct 3D avatars from partial or sparse observations. We show that our approach leads to an expressive and effective prior, capturing facial dynamics and subtle expressions better.