No Arabic abstract
Can faces acquired by low-cost depth sensors be useful to catch some characteristic details of the face? Typically the answer is no. However, new deep architectures can generate RGB images from data acquired in a different modality, such as depth data. In this paper, we propose a new textit{Deterministic Conditional GAN}, trained on annotated RGB-D face datasets, effective for a face-to-face translation from depth to RGB. Although the network cannot reconstruct the exact somatic features for unknown individual faces, it is capable to reconstruct plausible faces; their appearance is accurate enough to be used in many pattern recognition tasks. In fact, we test the network capability to hallucinate with some textit{Perceptual Probes}, as for instance face aspect classification or landmark detection. Depth face can be used in spite of the correspondent RGB images, that often are not available due to difficult luminance conditions. Experimental results are very promising and are as far as better than previously proposed approaches: this domain translation can constitute a new way to exploit depth data in new future applications.
The multi-domain image-to-image translation is a challenging task where the goal is to translate an image into multiple different domains. The target-only characteristics are desired for translated images, while the source-only characteristics should be erased. However, recent methods often suffer from retaining the characteristics of the source domain, which are incompatible with the target domain. To address this issue, we propose a method called Untraceable GAN, which has a novel source classifier to differentiate which domain an image is translated from, and determines whether the translated image still retains the characteristics of the source domain. Furthermore, we take the prototype of the target domain as the guidance for the translator to effectively synthesize the target-only characteristics. The translator is learned to synthesize the target-only characteristics and make the source domain untraceable for the discriminator, so that the source-only characteristics are erased. Finally, extensive experiments on three face editing tasks, including face aging, makeup, and expression editing, show that the proposed UGAN can produce superior results over the state-of-the-art models. The source code will be released.
Character customization system is an important component in Role-Playing Games (RPGs), where players are allowed to edit the facial appearance of their in-game characters with their own preferences rather than using default templates. This paper proposes a method for automatically creating in-game characters of players according to an input face photo. We formulate the above artistic creation process under a facial similarity measurement and parameter searching paradigm by solving an optimization problem over a large set of physically meaningful facial parameters. To effectively minimize the distance between the created face and the real one, two loss functions, i.e. a discriminative loss and a facial content loss, are specifically designed. As the rendering process of a game engine is not differentiable, a generative network is further introduced as an imitator to imitate the physical behavior of the game engine so that the proposed method can be implemented under a neural style transfer framework and the parameters can be optimized by gradient descent. Experimental results demonstrate that our method achieves a high degree of generation similarity between the input face photo and the created in-game character in terms of both global appearance and local details. Our method has been deployed in a new game last year and has now been used by players over 1 million times.
Depth cameras allow to set up reliable solutions for people monitoring and behavior understanding, especially when unstable or poor illumination conditions make unusable common RGB sensors. Therefore, we propose a complete framework for the estimation of the head and shoulder pose based on depth images only. A head detection and localization module is also included, in order to develop a complete end-to-end system. The core element of the framework is a Convolutional Neural Network, called POSEidon+, that receives as input three types of images and provides the 3D angles of the pose as output. Moreover, a Face-from-Depth component based on a Deterministic Conditional GAN model is able to hallucinate a face from the corresponding depth image. We empirically demonstrate that this positively impacts the system performances. We test the proposed framework on two public datasets, namely Biwi Kinect Head Pose and ICT-3DHP, and on Pandora, a new challenging dataset mainly inspired by the automotive setup. Experimental results show that our method overcomes several recent state-of-art works based on both intensity and depth input data, running in real-time at more than 30 frames per second.
Recovering badly damaged face images is a useful yet challenging task, especially in extreme cases where the masked or damaged region is very large. One of the major challenges is the ability of the system to generalize on faces outside the training dataset. We propose to tackle this extreme inpainting task with a conditional Generative Adversarial Network (GAN) that utilizes structural information, such as edges, as a prior condition. Edge information can be obtained from the partially masked image and a structurally similar image or a hand drawing. In our proposed conditional GAN, we pass the conditional input in every layer of the encoder while maintaining consistency in the distributions between the learned weights and the incoming conditional input. We demonstrate the effectiveness of our method with badly damaged face examples.
With the rapid development of Role-Playing Games (RPGs), players are now allowed to edit the facial appearance of their in-game characters with their preferences rather than using default templates. This paper proposes a game character auto-creation framework that generates in-game characters according to a players input face photo. Different from the previous methods that are designed based on neural style transfer or monocular 3D face reconstruction, we re-formulate the character auto-creation process in a different point of view: by predicting a large set of physically meaningful facial parameters under a self-supervised learning paradigm. Instead of updating facial parameters iteratively at the input end of the renderer as suggested by previous methods, which are time-consuming, we introduce a facial parameter translator so that the creation can be done efficiently through a single forward propagation from the face embeddings to parameters, with a considerable 1000x computational speedup. Despite its high efficiency, the interactivity is preserved in our method where users are allowed to optionally fine-tune the facial parameters on our creation according to their needs. Our approach also shows better robustness than previous methods, especially for those photos with head-pose variance. Comparison results and ablation analysis on seven public face verification datasets suggest the effectiveness of our method.