No Arabic abstract
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.
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.
Face recognition is one of the most studied research topics in the community. In recent years, the research on face recognition has shifted to using 3D facial surfaces, as more discriminating features can be represented by the 3D geometric information. This survey focuses on reviewing the 3D face recognition techniques developed in the past ten years which are generally categorized into conventional methods and deep learning methods. The categorized techniques are evaluated using detailed descriptions of the representative works. The advantages and disadvantages of the techniques are summarized in terms of accuracy, complexity and robustness to face variation (expression, pose and occlusions, etc). The main contribution of this survey is that it comprehensively covers both conventional methods and deep learning methods on 3D face recognition. In addition, a review of available 3D face databases is provided, along with the discussion of future research challenges and directions.
3D face reconstruction and face alignment are two fundamental and highly related topics in computer vision. Recently, some works start to use deep learning models to estimate the 3DMM coefficients to reconstruct 3D face geometry. However, the performance is restricted due to the limitation of the pre-defined face templates. To address this problem, some end-to-end methods, which can completely bypass the calculation of 3DMM coefficients, are proposed and attract much attention. In this report, we introduce and analyse three state-of-the-art methods in 3D face reconstruction and face alignment. Some potential improvement on PRN are proposed to further enhance its accuracy and speed.
Recently, many methods have been proposed for face reconstruction from multiple images, most of which involve fundamental principles of Shape from Shading and Structure from motion. However, a majority of the methods just generate discrete surface model of face. In this paper, B-spline Shape from Motion and Shading (BsSfMS) is proposed to reconstruct continuous B-spline surface for multi-view face images, according to an assumption that shading and motion information in the images contain 1st- and 0th-order derivative of B-spline face respectively. Face surface is expressed as a B-spline surface that can be reconstructed by optimizing B-spline control points. Therefore, normals and 3D feature points computed from shading and motion of images respectively are used as the 1st- and 0th- order derivative information, to be jointly applied in optimizing the B-spline face. Additionally, an IMLS (iterative multi-least-square) algorithm is proposed to handle the difficult control point optimization. Furthermore, synthetic samples and LFW dataset are introduced and conducted to verify the proposed approach, and the experimental results demonstrate the effectiveness with different poses, illuminations, expressions etc., even with wild images.
We present a learning-based technique for estimating high dynamic range (HDR), omnidirectional illumination from a single low dynamic range (LDR) portrait image captured under arbitrary indoor or outdoor lighting conditions. We train our model using portrait photos paired with their ground truth environmental illumination. We generate a rich set of such photos by using a light stage to record the reflectance field and alpha matte of 70 diverse subjects in various expressions. We then relight the subjects using image-based relighting with a database of one million HDR lighting environments, compositing the relit subjects onto paired high-resolution background imagery recorded during the lighting acquisition. We train the lighting estimation model using rendering-based loss functions and add a multi-scale adversarial loss to estimate plausible high frequency lighting detail. We show that our technique outperforms the state-of-the-art technique for portrait-based lighting estimation, and we also show that our method reliably handles the inherent ambiguity between overall lighting strength and surface albedo, recovering a similar scale of illumination for subjects with diverse skin tones. We demonstrate that our method allows virtual objects and digital characters to be added to a portrait photograph with consistent illumination. Our lighting inference runs in real-time on a smartphone, enabling realistic rendering and compositing of virtual objects into live video for augmented reality applications.