No Arabic abstract
Facial expression retargeting from humans to virtual characters is a useful technique in computer graphics and animation. Traditional methods use markers or blendshapes to construct a mapping between the human and avatar faces. However, these approaches require a tedious 3D modeling process, and the performance relies on the modelers experience. In this paper, we propose a brand-new solution to this cross-domain expression transfer problem via nonlinear expression embedding and expression domain translation. We first build low-dimensional latent spaces for the human and avatar facial expressions with variational autoencoder. Then we construct correspondences between the two latent spaces guided by geometric and perceptual constraints. Specifically, we design geometric correspondences to reflect geometric matching and utilize a triplet data structure to express users perceptual preference of avatar expressions. A user-friendly method is proposed to automatically generate triplets for a system allowing users to easily and efficiently annotate the correspondences. Using both geometric and perceptual correspondences, we trained a network for expression domain translation from human to avatar. Extensive experimental results and user studies demonstrate that even nonprofessional users can apply our method to generate high-quality facial expression retargeting results with less time and effort.
We present dynamic neural radiance fields for modeling the appearance and dynamics of a human face. Digitally modeling and reconstructing a talking human is a key building-block for a variety of applications. Especially, for telepresence applications in AR or VR, a faithful reproduction of the appearance including novel viewpoints or head-poses is required. In contrast to state-of-the-art approaches that model the geometry and material properties explicitly, or are purely image-based, we introduce an implicit representation of the head based on scene representation networks. To handle the dynamics of the face, we combine our scene representation network with a low-dimensional morphable model which provides explicit control over pose and expressions. We use volumetric rendering to generate images from this hybrid representation and demonstrate that such a dynamic neural scene representation can be learned from monocular input data only, without the need of a specialized capture setup. In our experiments, we show that this learned volumetric representation allows for photo-realistic image generation that surpasses the quality of state-of-the-art video-based reenactment methods.
Face images are subject to many different factors of variation, especially in unconstrained in-the-wild scenarios. For most tasks involving such images, e.g. expression recognition from video streams, having enough labeled data is prohibitively expensive. One common strategy to tackle such a problem is to learn disentangled representations for the different factors of variation of the observed data using adversarial learning. In this paper, we use a formulation of the adversarial loss to learn disentangled representations for face images. The used model facilitates learning on single-task datasets and improves the state-of-the-art in expression recognition with an accuracy of60.53%on the AffectNetdataset, without using any additional data.
One of the most common problems encountered in human-computer interaction is automatic facial expression recognition. Although it is easy for human observer to recognize facial expressions, automatic recognition remains difficult for machines. One of the methods that machines can recognize facial expression is analyzing the changes in face during facial expression presentation. In this paper, optical flow algorithm was used to extract deformation or motion vectors created in the face because of facial expressions. Then, these extracted motion vectors are used to be analyzed. Their positions and directions were exploited for automatic facial expression recognition using different data mining techniques. It means that by employing motion vector features used as our data, facial expressions were recognized. Some of the most state-of-the-art classification algorithms such as C5.0, CRT, QUEST, CHAID, Deep Learning (DL), SVM and Discriminant algorithms were used to classify the extracted motion vectors. Using 10-fold cross validation, their performances were calculated. To compare their performance more precisely, the test was repeated 50 times. Meanwhile, the deformation of face was also analyzed in this research. For example, what exactly happened in each part of face when a person showed fear? Experimental results on Extended Cohen-Kanade (CK+) facial expression dataset demonstrated that the best methods were DL, SVM and C5.0, with the accuracy of 95.3%, 92.8% and 90.2% respectively.
This paper introduces a motion retargeting method that preserves self-contacts and prevents interpenetration. Self-contacts, such as when hands touch each other or the torso or the head, are important attributes of human body language and dynamics, yet existing methods do not model or preserve these contacts. Likewise, interpenetration, such as a hand passing into the torso, are a typical artifact of motion estimation methods. The input to our method is a human motion sequence and a target skeleton and character geometry. The method identifies self-contacts and ground contacts in the input motion, and optimizes the motion to apply to the output skeleton, while preserving these contacts and reducing interpenetration. We introduce a novel geometry-conditioned recurrent network with an encoder-space optimization strategy that achieves efficient retargeting while satisfying contact constraints. In experiments, our results quantitatively outperform previous methods and we conduct a user study where our retargeted motions are rated as higher-quality than those produced by recent works. We also show our method generalizes to motion estimated from human videos where we improve over previous works that produce noticeable interpenetration.
Human eyes concentrate different facial regions during distinct cognitive activities. We study utilising facial visual saliency maps to classify different facial expressions into different emotions. Our results show that our novel method of merely using facial saliency maps can achieve a descent accuracy of 65%, much higher than the chance level of $1/7$. Furthermore, our approach is of semi-supervision, i.e., our facial saliency maps are generated from a general saliency prediction algorithm that is not explicitly designed for face images. We also discovered that the classification accuracies of each emotional class using saliency maps demonstrate a strong positive correlation with the accuracies produced by face images. Our work implies that humans may look at different facial areas in order to perceive different emotions.