No Arabic abstract
Game character customization is one of the core features of many recent Role-Playing Games (RPGs), where players can edit the appearance of their in-game characters with their preferences. This paper studies the problem of automatically creating in-game characters with a single photo. In recent literature on this topic, neural networks are introduced to make game engine differentiable and the self-supervised learning is used to predict facial customization parameters. However, in previous methods, the expression parameters and facial identity parameters are highly coupled with each other, making it difficult to model the intrinsic facial features of the character. Besides, the neural network based renderer used in previous methods is also difficult to be extended to multi-view rendering cases. In this paper, considering the above problems, we propose a novel method named PokerFace-GAN for neutral face game character auto-creation. We first build a differentiable character renderer which is more flexible than the previous methods in multi-view rendering cases. We then take advantage of the adversarial training to effectively disentangle the expression parameters from the identity parameters and thus generate player-preferred neutral face (expression-less) characters. Since all components of our method are differentiable, our method can be easily trained under a multi-task self-supervised learning paradigm. Experiment results show that our method can generate vivid neutral face game characters that are highly similar to the input photos. The effectiveness of our method is verified by comparison results and ablation studies.
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.
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.
Fake face detection is a significant challenge for intelligent systems as generative models become more powerful every single day. As the quality of fake faces increases, the trained models become more and more inefficient to detect the novel fake faces, since the corresponding training data is considered outdated. In this case, robust One-Shot learning methods is more compatible with the requirements of changeable training data. In this paper, we propose a universal One-Shot GAN generated fake face detection method which can be used in significantly different areas of anomaly detection. The proposed method is based on extracting out-of-context objects from faces via scene understanding models. To do so, we use state of the art scene understanding and object detection methods as a pre-processing tool to detect the weird objects in the face. Second, we create a bag of words given all the detected out-of-context objects per all training data. This way, we transform each image into a sparse vector where each feature represents the confidence score related to each detected object in the image. Our experiments show that, we can discriminate fake faces from real ones in terms of out-of-context features. It means that, different sets of objects are detected in fake faces comparing to real ones when we analyze them with scene understanding and object detection models. We prove that, the proposed method can outperform previous methods based on our experiments on Style-GAN generated fake faces.
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.
Nowadays, full face synthesis and partial face manipulation by virtue of the generative adversarial networks (GANs) have raised wide public concerns. In the multi-media forensics area, detecting and ultimately locating the image forgery have become imperative. We investigated the architecture of existing GAN-based face manipulation methods and observed that the imperfection of upsampling methods therewithin could be served as an important asset for GAN-synthesized fake images detection and forgery localization. Based on this basic observation, we have proposed a novel approach to obtain high localization accuracy, at full resolution, on manipulated facial images. To the best of our knowledge, this is the very first attempt to solve the GAN-based fake localization problem with a gray-scale fakeness prediction map that preserves more information of fake regions. To improve the universality of FakeLocator across multifarious facial attributes, we introduce an attention mechanism to guide the training of the model. Experimental results on the CelebA and FFHQ databases with seven different state-of-the-art GAN-based face generation methods show the effectiveness of our method. Compared with the baseline, our method performs two times better on various metrics. Moreover, the proposed method is robust against various real-world facial image degradations such as JPEG compression, low-resolution, noise, and blur.