39,379 research outputs found

    Virtual Rephotography: Novel View Prediction Error for 3D Reconstruction

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    The ultimate goal of many image-based modeling systems is to render photo-realistic novel views of a scene without visible artifacts. Existing evaluation metrics and benchmarks focus mainly on the geometric accuracy of the reconstructed model, which is, however, a poor predictor of visual accuracy. Furthermore, using only geometric accuracy by itself does not allow evaluating systems that either lack a geometric scene representation or utilize coarse proxy geometry. Examples include light field or image-based rendering systems. We propose a unified evaluation approach based on novel view prediction error that is able to analyze the visual quality of any method that can render novel views from input images. One of the key advantages of this approach is that it does not require ground truth geometry. This dramatically simplifies the creation of test datasets and benchmarks. It also allows us to evaluate the quality of an unknown scene during the acquisition and reconstruction process, which is useful for acquisition planning. We evaluate our approach on a range of methods including standard geometry-plus-texture pipelines as well as image-based rendering techniques, compare it to existing geometry-based benchmarks, and demonstrate its utility for a range of use cases.Comment: 10 pages, 12 figures, paper was submitted to ACM Transactions on Graphics for revie

    Unsupervised Training for 3D Morphable Model Regression

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    We present a method for training a regression network from image pixels to 3D morphable model coordinates using only unlabeled photographs. The training loss is based on features from a facial recognition network, computed on-the-fly by rendering the predicted faces with a differentiable renderer. To make training from features feasible and avoid network fooling effects, we introduce three objectives: a batch distribution loss that encourages the output distribution to match the distribution of the morphable model, a loopback loss that ensures the network can correctly reinterpret its own output, and a multi-view identity loss that compares the features of the predicted 3D face and the input photograph from multiple viewing angles. We train a regression network using these objectives, a set of unlabeled photographs, and the morphable model itself, and demonstrate state-of-the-art results.Comment: CVPR 2018 version with supplemental material (http://openaccess.thecvf.com/content_cvpr_2018/html/Genova_Unsupervised_Training_for_CVPR_2018_paper.html

    UV-GAN: Adversarial Facial UV Map Completion for Pose-invariant Face Recognition

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    Recently proposed robust 3D face alignment methods establish either dense or sparse correspondence between a 3D face model and a 2D facial image. The use of these methods presents new challenges as well as opportunities for facial texture analysis. In particular, by sampling the image using the fitted model, a facial UV can be created. Unfortunately, due to self-occlusion, such a UV map is always incomplete. In this paper, we propose a framework for training Deep Convolutional Neural Network (DCNN) to complete the facial UV map extracted from in-the-wild images. To this end, we first gather complete UV maps by fitting a 3D Morphable Model (3DMM) to various multiview image and video datasets, as well as leveraging on a new 3D dataset with over 3,000 identities. Second, we devise a meticulously designed architecture that combines local and global adversarial DCNNs to learn an identity-preserving facial UV completion model. We demonstrate that by attaching the completed UV to the fitted mesh and generating instances of arbitrary poses, we can increase pose variations for training deep face recognition/verification models, and minimise pose discrepancy during testing, which lead to better performance. Experiments on both controlled and in-the-wild UV datasets prove the effectiveness of our adversarial UV completion model. We achieve state-of-the-art verification accuracy, 94.05%94.05\%, under the CFP frontal-profile protocol only by combining pose augmentation during training and pose discrepancy reduction during testing. We will release the first in-the-wild UV dataset (we refer as WildUV) that comprises of complete facial UV maps from 1,892 identities for research purposes

    On Rendering Synthetic Images for Training an Object Detector

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    We propose a novel approach to synthesizing images that are effective for training object detectors. Starting from a small set of real images, our algorithm estimates the rendering parameters required to synthesize similar images given a coarse 3D model of the target object. These parameters can then be reused to generate an unlimited number of training images of the object of interest in arbitrary 3D poses, which can then be used to increase classification performances. A key insight of our approach is that the synthetically generated images should be similar to real images, not in terms of image quality, but rather in terms of features used during the detector training. We show in the context of drone, plane, and car detection that using such synthetically generated images yields significantly better performances than simply perturbing real images or even synthesizing images in such way that they look very realistic, as is often done when only limited amounts of training data are available

    Towards High-Fidelity 3D Face Reconstruction from In-the-Wild Images Using Graph Convolutional Networks

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    3D Morphable Model (3DMM) based methods have achieved great success in recovering 3D face shapes from single-view images. However, the facial textures recovered by such methods lack the fidelity as exhibited in the input images. Recent work demonstrates high-quality facial texture recovering with generative networks trained from a large-scale database of high-resolution UV maps of face textures, which is hard to prepare and not publicly available. In this paper, we introduce a method to reconstruct 3D facial shapes with high-fidelity textures from single-view images in-the-wild, without the need to capture a large-scale face texture database. The main idea is to refine the initial texture generated by a 3DMM based method with facial details from the input image. To this end, we propose to use graph convolutional networks to reconstruct the detailed colors for the mesh vertices instead of reconstructing the UV map. Experiments show that our method can generate high-quality results and outperforms state-of-the-art methods in both qualitative and quantitative comparisons.Comment: Accepted to CVPR 2020. The source code is available at https://github.com/FuxiCV/3D-Face-GCN
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