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arXiv:2403.15227공식 코드 · Papers with Code

LeGO: Leveraging a Surface Deformation Network for Animatable Stylized Face Generation with One Example

Recent advances in 3D face stylization have made significant strides in few to zero-shot settings. However, the degree of stylization achieved by existing methods is often not sufficient for practical applications because they are mostly based on statistical 3D Morphable Models (3DMM) with limited variations. To this end, we propose a method that can produce a highly stylized 3D face model with desired topology. Our methods train a surface deformation network with 3DMM and translate its domain to the target style using a paired exemplar. The network achieves stylization of the 3D face mesh by mimicking the style of the target using a differentiable renderer and directional CLIP losses. Additionally, during the inference process, we utilize a Mesh Agnostic Encoder (MAGE) that takes deformation target, a mesh of diverse topologies as input to the stylization process and encodes its shape into our latent space. The resulting stylized face model can be animated by commonly used 3DMM blend shapes. A set of quantitative and qualitative evaluations demonstrate that our method can produce highly stylized face meshes according to a given style and output them in a desired topology. We also demonstrate example applications of our method including image-based stylized avatar generation, linear interpolation of geometric styles, and facial animation of stylized avatars.

arXiv:2209.07366

3DMM-RF: Convolutional Radiance Fields for 3D Face Modeling

Facial 3D Morphable Models are a main computer vision subject with countless applications and have been highly optimized in the last two decades. The tremendous improvements of deep generative networks have created various possibilities for improving such models and have attracted wide interest. Moreover, the recent advances in neural radiance fields, are revolutionising novel-view synthesis of known scenes. In this work, we present a facial 3D Morphable Model, which exploits both of the above, and can accurately model a subject's identity, pose and expression and render it in arbitrary illumination. This is achieved by utilizing a powerful deep style-based generator to overcome two main weaknesses of neural radiance fields, their rigidity and rendering speed. We introduce a style-based generative network that synthesizes in one pass all and only the required rendering samples of a neural radiance field. We create a vast labelled synthetic dataset of facial renders, and train the network on these data, so that it can accurately model and generalize on facial identity, pose and appearance. Finally, we show that this model can accurately be fit to "in-the-wild" facial images of arbitrary pose and illumination, extract the facial characteristics, and be used to re-render the face in controllable conditions.

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:2203.09824

Cross-Modal Perceptionist: Can Face Geometry be Gleaned from Voices?

This work digs into a root question in human perception: can face geometry be gleaned from one's voices? Previous works that study this question only adopt developments in image synthesis and convert voices into face images to show correlations, but working on the image domain unavoidably involves predicting attributes that voices cannot hint, including facial textures, hairstyles, and backgrounds. We instead investigate the ability to reconstruct 3D faces to concentrate on only geometry, which is much more physiologically grounded. We propose our analysis framework, Cross-Modal Perceptionist, under both supervised and unsupervised learning. First, we construct a dataset, Voxceleb-3D, which extends Voxceleb and includes paired voices and face meshes, making supervised learning possible. Second, we use a knowledge distillation mechanism to study whether face geometry can still be gleaned from voices without paired voices and 3D face data under limited availability of 3D face scans. We break down the core question into four parts and perform visual and numerical analyses as responses to the core question. Our findings echo those in physiology and neuroscience about the correlation between voices and facial structures. The work provides future human-centric cross-modal learning with explainable foundations. See our project page: https://choyingw.github.io/works/Voice2Mesh/index.html

arXiv:2203.04623

Controllable Evaluation and Generation of Physical Adversarial Patch on Face Recognition

Recent studies have revealed the vulnerability of face recognition models against physical adversarial patches, which raises security concerns about the deployed face recognition systems. However, it is still challenging to ensure the reproducibility for most attack algorithms under complex physical conditions, which leads to the lack of a systematic evaluation of the existing methods. It is therefore imperative to develop a framework that can enable a comprehensive evaluation of the vulnerability of face recognition in the physical world. To this end, we propose to simulate the complex transformations of faces in the physical world via 3D-face modeling, which serves as a digital counterpart of physical faces. The generic framework allows us to control different face variations and physical conditions to conduct reproducible evaluations comprehensively. With this digital simulator, we further propose a Face3DAdv method considering the 3D face transformations and realistic physical variations. Extensive experiments validate that Face3DAdv can significantly improve the effectiveness of diverse physically realizable adversarial patches in both simulated and physical environments, against various white-box and black-box face recognition models.

arXiv:2112.01983공식 코드 · Papers with Code

CoNeRF: Controllable Neural Radiance Fields

We extend neural 3D representations to allow for intuitive and interpretable user control beyond novel view rendering (i.e. camera control). We allow the user to annotate which part of the scene one wishes to control with just a small number of mask annotations in the training images. Our key idea is to treat the attributes as latent variables that are regressed by the neural network given the scene encoding. This leads to a few-shot learning framework, where attributes are discovered automatically by the framework, when annotations are not provided. We apply our method to various scenes with different types of controllable attributes (e.g. expression control on human faces, or state control in movement of inanimate objects). Overall, we demonstrate, to the best of our knowledge, for the first time novel view and novel attribute re-rendering of scenes from a single video.

arXiv:2110.09772공식 코드 · Papers with Code

Synergy between 3DMM and 3D Landmarks for Accurate 3D Facial Geometry

This work studies learning from a synergy process of 3D Morphable Models (3DMM) and 3D facial landmarks to predict complete 3D facial geometry, including 3D alignment, face orientation, and 3D face modeling. Our synergy process leverages a representation cycle for 3DMM parameters and 3D landmarks. 3D landmarks can be extracted and refined from face meshes built by 3DMM parameters. We next reverse the representation direction and show that predicting 3DMM parameters from sparse 3D landmarks improves the information flow. Together we create a synergy process that utilizes the relation between 3D landmarks and 3DMM parameters, and they collaboratively contribute to better performance. We extensively validate our contribution on full tasks of facial geometry prediction and show our superior and robust performance on these tasks for various scenarios. Particularly, we adopt only simple and widely-used network operations to attain fast and accurate facial geometry prediction. Codes and data: https://choyingw.github.io/works/SynergyNet/

arXiv:2108.07673

0.8% Nyquist computational ghost imaging via non-experimental deep learning

We present a framework for computational ghost imaging based on deep learning and customized pink noise speckle patterns. The deep neural network in this work, which can learn the sensing model and enhance image reconstruction quality, is trained merely by simulation. To demonstrate the sub-Nyquist level in our work, the conventional computational ghost imaging results, reconstructed imaging results using white noise and pink noise via deep learning are compared under multiple sampling rates at different noise conditions. We show that the proposed scheme can provide high-quality images with a sampling rate of 0.8% even when the object is outside the training dataset, and it is robust to noisy environments. This method is excellent for various applications, particularly those that require a low sampling rate, fast reconstruction efficiency, or experience strong noise interference.

arXiv:2106.07852

Learning to Aggregate and Personalize 3D Face from In-the-Wild Photo Collection

Non-parametric face modeling aims to reconstruct 3D face only from images without shape assumptions. While plausible facial details are predicted, the models tend to over-depend on local color appearance and suffer from ambiguous noise. To address such problem, this paper presents a novel Learning to Aggregate and Personalize (LAP) framework for unsupervised robust 3D face modeling. Instead of using controlled environment, the proposed method implicitly disentangles ID-consistent and scene-specific face from unconstrained photo set. Specifically, to learn ID-consistent face, LAP adaptively aggregates intrinsic face factors of an identity based on a novel curriculum learning approach with relaxed consistency loss. To adapt the face for a personalized scene, we propose a novel attribute-refining network to modify ID-consistent face with target attribute and details. Based on the proposed method, we make unsupervised 3D face modeling benefit from meaningful image facial structure and possibly higher resolutions. Extensive experiments on benchmarks show LAP recovers superior or competitive face shape and texture, compared with state-of-the-art (SOTA) methods with or without prior and supervision.

arXiv:2105.14857

Learning Free-Form Deformation for 3D Face Reconstruction from In-The-Wild Images

The 3D Morphable Model (3DMM), which is a Principal Component Analysis (PCA) based statistical model that represents a 3D face using linear basis functions, has shown promising results for reconstructing 3D faces from single-view in-the-wild images. However, 3DMM has restricted representation power due to the limited number of 3D scans and the global linear basis. To address the limitations of 3DMM, we propose a straightforward learning-based method that reconstructs a 3D face mesh through Free-Form Deformation (FFD) for the first time. FFD is a geometric modeling method that embeds a reference mesh within a parallelepiped grid and deforms the mesh by moving the sparse control points of the grid. As FFD is based on mathematically defined basis functions, it has no limitation in representation power. Thus, we can recover accurate 3D face meshes by estimating appropriate deviation of control points as deformation parameters. Although both 3DMM and FFD are parametric models, it is difficult to predict the effect of the 3DMM parameters on the face shape, while the deformation parameters of FFD are interpretable in terms of their effect on the final shape of the mesh. This practical advantage of FFD allows the resulting mesh and control points to serve as a good starting point for 3D face modeling, in that ordinary users can fine-tune the mesh by using widely available 3D software tools. Experiments on multiple datasets demonstrate how our method successfully estimates the 3D face geometry and facial expressions from 2D face images, achieving comparable performance to the state-of-the-art methods.

arXiv:2104.08403공식 코드 · Papers with Code

Accurate 3D Facial Geometry Prediction by Multi-Task, Multi-Modal, and Multi-Representation Landmark Refinement Network

This work focuses on complete 3D facial geometry prediction, including 3D facial alignment via 3D face modeling and face orientation estimation using the proposed multi-task, multi-modal, and multi-representation landmark refinement network (M$^3$-LRN). Our focus is on the important facial attributes, 3D landmarks, and we fully utilize their embedded information to guide 3D facial geometry learning. We first propose a multi-modal and multi-representation feature aggregation for landmark refinement. Next, we are the first to study 3DMM regression from sparse 3D landmarks and utilize multi-representation advantage to attain better geometry prediction. We attain the state of the art from extensive experiments on all tasks of learning 3D facial geometry. We closely validate contributions of each modality and representation. Our results are robust across cropped faces, underwater scenarios, and extreme poses. Specially we adopt only simple and widely used network operations in M$^3$-LRN and attain a near 20\% improvement on face orientation estimation over the current best performance. See our project page here.

arXiv:2012.04012공식 코드 · Papers with Code

Learning an Animatable Detailed 3D Face Model from In-The-Wild Images

While current monocular 3D face reconstruction methods can recover fine geometric details, they suffer several limitations. Some methods produce faces that cannot be realistically animated because they do not model how wrinkles vary with expression. Other methods are trained on high-quality face scans and do not generalize well to in-the-wild images. We present the first approach that regresses 3D face shape and animatable details that are specific to an individual but change with expression. Our model, DECA (Detailed Expression Capture and Animation), is trained to robustly produce a UV displacement map from a low-dimensional latent representation that consists of person-specific detail parameters and generic expression parameters, while a regressor is trained to predict detail, shape, albedo, expression, pose and illumination parameters from a single image. To enable this, we introduce a novel detail-consistency loss that disentangles person-specific details from expression-dependent wrinkles. This disentanglement allows us to synthesize realistic person-specific wrinkles by controlling expression parameters while keeping person-specific details unchanged. DECA is learned from in-the-wild images with no paired 3D supervision and achieves state-of-the-art shape reconstruction accuracy on two benchmarks. Qualitative results on in-the-wild data demonstrate DECA's robustness and its ability to disentangle identity- and expression-dependent details enabling animation of reconstructed faces. The model and code are publicly available at https://deca.is.tue.mpg.de.

arXiv:2010.01246

3D-Aided Data Augmentation for Robust Face Understanding

Data augmentation has been highly effective in narrowing the data gap and reducing the cost for human annotation, especially for tasks where ground truth labels are difficult and expensive to acquire. In face recognition, large pose and illumination variation of face images has been a key factor for performance degradation. However, human annotation for the various face understanding tasks including face landmark localization, face attributes classification and face recognition under these challenging scenarios are highly costly to acquire. Therefore, it would be desirable to perform data augmentation for these cases. But simple 2D data augmentation techniques on the image domain are not able to satisfy the requirement of these challenging cases. As such, 3D face modeling, in particular, single image 3D face modeling, stands a feasible solution for these challenging conditions beyond 2D based data augmentation. To this end, we propose a method that produces realistic 3D augmented images from multiple viewpoints with different illumination conditions through 3D face modeling, each associated with geometrically accurate face landmarks, attributes and identity information. Experiments demonstrate that the proposed 3D data augmentation method significantly improves the performance and robustness of various face understanding tasks while achieving state-of-arts on multiple benchmarks.

arXiv:2009.09960공식 코드 · Papers with Code

Towards Fast, Accurate and Stable 3D Dense Face Alignment

Existing methods of 3D dense face alignment mainly concentrate on accuracy, thus limiting the scope of their practical applications. In this paper, we propose a novel regression framework named 3DDFA-V2 which makes a balance among speed, accuracy and stability. Firstly, on the basis of a lightweight backbone, we propose a meta-joint optimization strategy to dynamically regress a small set of 3DMM parameters, which greatly enhances speed and accuracy simultaneously. To further improve the stability on videos, we present a virtual synthesis method to transform one still image to a short-video which incorporates in-plane and out-of-plane face moving. On the premise of high accuracy and stability, 3DDFA-V2 runs at over 50fps on a single CPU core and outperforms other state-of-the-art heavy models simultaneously. Experiments on several challenging datasets validate the efficiency of our method. Pre-trained models and code are available at https://github.com/cleardusk/3DDFA_V2.

arXiv:2009.00149공식 코드 · Papers with Code

GIF: Generative Interpretable Faces

Photo-realistic visualization and animation of expressive human faces have been a long standing challenge. 3D face modeling methods provide parametric control but generates unrealistic images, on the other hand, generative 2D models like GANs (Generative Adversarial Networks) output photo-realistic face images, but lack explicit control. Recent methods gain partial control, either by attempting to disentangle different factors in an unsupervised manner, or by adding control post hoc to a pre-trained model. Unconditional GANs, however, may entangle factors that are hard to undo later. We condition our generative model on pre-defined control parameters to encourage disentanglement in the generation process. Specifically, we condition StyleGAN2 on FLAME, a generative 3D face model. While conditioning on FLAME parameters yields unsatisfactory results, we find that conditioning on rendered FLAME geometry and photometric details works well. This gives us a generative 2D face model named GIF (Generative Interpretable Faces) that offers FLAME's parametric control. Here, interpretable refers to the semantic meaning of different parameters. Given FLAME parameters for shape, pose, expressions, parameters for appearance, lighting, and an additional style vector, GIF outputs photo-realistic face images. We perform an AMT based perceptual study to quantitatively and qualitatively evaluate how well GIF follows its conditioning. The code, data, and trained model are publicly available for research purposes at http://gif.is.tue.mpg.de.

arXiv:2007.06755

JNR: Joint-based Neural Rig Representation for Compact 3D Face Modeling

In this paper, we introduce a novel approach to learn a 3D face model using a joint-based face rig and a neural skinning network. Thanks to the joint-based representation, our model enjoys some significant advantages over prior blendshape-based models. First, it is very compact such that we are orders of magnitude smaller while still keeping strong modeling capacity. Second, because each joint has its semantic meaning, interactive facial geometry editing is made easier and more intuitive. Third, through skinning, our model supports adding mouth interior and eyes, as well as accessories (hair, eye glasses, etc.) in a simpler, more accurate and principled way. We argue that because the human face is highly structured and topologically consistent, it does not need to be learned entirely from data. Instead we can leverage prior knowledge in the form of a human-designed 3D face rig to reduce the data dependency, and learn a compact yet strong face model from only a small dataset (less than one hundred 3D scans). To further improve the modeling capacity, we train a skinning weight generator through adversarial learning. Experiments on fitting high-quality 3D scans (both neutral and expressive), noisy depth images, and RGB images demonstrate that its modeling capacity is on-par with state-of-the-art face models, such as FLAME and Facewarehouse, even though the model is 10 to 20 times smaller. This suggests broad value in both graphics and vision applications on mobile and edge devices.

arXiv:2003.08124공식 코드 · Papers with Code

Rotate-and-Render: Unsupervised Photorealistic Face Rotation from Single-View Images

Though face rotation has achieved rapid progress in recent years, the lack of high-quality paired training data remains a great hurdle for existing methods. The current generative models heavily rely on datasets with multi-view images of the same person. Thus, their generated results are restricted by the scale and domain of the data source. To overcome these challenges, we propose a novel unsupervised framework that can synthesize photo-realistic rotated faces using only single-view image collections in the wild. Our key insight is that rotating faces in the 3D space back and forth, and re-rendering them to the 2D plane can serve as a strong self-supervision. We leverage the recent advances in 3D face modeling and high-resolution GAN to constitute our building blocks. Since the 3D rotation-and-render on faces can be applied to arbitrary angles without losing details, our approach is extremely suitable for in-the-wild scenarios (i.e. no paired data are available), where existing methods fall short. Extensive experiments demonstrate that our approach has superior synthesis quality as well as identity preservation over the state-of-the-art methods, across a wide range of poses and domains. Furthermore, we validate that our rotate-and-render framework naturally can act as an effective data augmentation engine for boosting modern face recognition systems even on strong baseline models.

arXiv:1902.04943공식 코드 · Papers with Code

3D Face Modeling From Diverse Raw Scan Data

Traditional 3D face models learn a latent representation of faces using linear subspaces from limited scans of a single database. The main roadblock of building a large-scale face model from diverse 3D databases lies in the lack of dense correspondence among raw scans. To address these problems, this paper proposes an innovative framework to jointly learn a nonlinear face model from a diverse set of raw 3D scan databases and establish dense point-to-point correspondence among their scans. Specifically, by treating input scans as unorganized point clouds, we explore the use of PointNet architectures for converting point clouds to identity and expression feature representations, from which the decoder networks recover their 3D face shapes. Further, we propose a weakly supervised learning approach that does not require correspondence label for the scans. We demonstrate the superior dense correspondence and representation power of our proposed method, and its contribution to single-image 3D face reconstruction.

arXiv:1808.05323

3D Face From X: Learning Face Shape from Diverse Sources

We present a novel method to jointly learn a 3D face parametric model and 3D face reconstruction from diverse sources. Previous methods usually learn 3D face modeling from one kind of source, such as scanned data or in-the-wild images. Although 3D scanned data contain accurate geometric information of face shapes, the capture system is expensive and such datasets usually contain a small number of subjects. On the other hand, in-the-wild face images are easily obtained and there are a large number of facial images. However, facial images do not contain explicit geometric information. In this paper, we propose a method to learn a unified face model from diverse sources. Besides scanned face data and face images, we also utilize a large number of RGB-D images captured with an iPhone X to bridge the gap between the two sources. Experimental results demonstrate that with training data from more sources, we can learn a more powerful face model.

arXiv:1807.10267공식 코드 · Papers with Code

Generating 3D faces using Convolutional Mesh Autoencoders

Learned 3D representations of human faces are useful for computer vision problems such as 3D face tracking and reconstruction from images, as well as graphics applications such as character generation and animation. Traditional models learn a latent representation of a face using linear subspaces or higher-order tensor generalizations. Due to this linearity, they can not capture extreme deformations and non-linear expressions. To address this, we introduce a versatile model that learns a non-linear representation of a face using spectral convolutions on a mesh surface. We introduce mesh sampling operations that enable a hierarchical mesh representation that captures non-linear variations in shape and expression at multiple scales within the model. In a variational setting, our model samples diverse realistic 3D faces from a multivariate Gaussian distribution. Our training data consists of 20,466 meshes of extreme expressions captured over 12 different subjects. Despite limited training data, our trained model outperforms state-of-the-art face models with 50% lower reconstruction error, while using 75% fewer parameters. We also show that, replacing the expression space of an existing state-of-the-art face model with our autoencoder, achieves a lower reconstruction error. Our data, model and code are available at http://github.com/anuragranj/coma