51 research outputs found
Automatic Face Reenactment
We propose an image-based, facial reenactment system that replaces the face of an actor in an existing target video with the face of a user from a source video, while preserving the original target performance. Our system is fully automatic and does not require a database of source expressions. Instead, it is able to produce convincing reenactment results from a short source video captured with an off-the-shelf camera, such as a webcam, where the user performs arbitrary facial gestures. Our reenactment pipeline is conceived as part image retrieval and part face transfer: The image retrieval is based on temporal clustering of target frames and a novel image matching metric that combines appearance and motion to select candidate frames from the source video, while the face transfer uses a 2D warping strategy that preserves the user's identity. Our system excels in simplicity as it does not rely on a 3D face model, it is robust under head motion and does not require the source and target performance to be similar. We show convincing reenactment results for videos that we recorded ourselves and for low-quality footage taken from the Internet
2D-to-3D facial expression transfer
© 20xx IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.Automatically changing the expression and physical features of a face from an input image is a topic that has been traditionally tackled in a 2D domain. In this paper, we bring this problem to 3D and propose a framework that given an input RGB video of a human face under a neutral expression, initially computes his/her 3D shape and then performs a transfer to a new and potentially non-observed expression. For this purpose, we parameterize the rest shape --obtained from standard factorization approaches over the input video-- using a triangular mesh which is further clustered into larger macro-segments. The expression transfer problem is then posed as a direct mapping between this shape and a source shape, such as the blend shapes of an off-the-shelf 3D dataset of human facial expressions. The mapping is resolved to be geometrically consistent between 3D models by requiring points in specific regions to map on semantic equivalent regions. We validate the approach on several synthetic and real examples of input faces that largely differ from the source shapes, yielding very realistic expression transfers even in cases with topology changes, such as a synthetic video sequence of a single-eyed cyclops.Peer ReviewedPostprint (author's final draft
HeadOn: Real-time Reenactment of Human Portrait Videos
We propose HeadOn, the first real-time source-to-target reenactment approach
for complete human portrait videos that enables transfer of torso and head
motion, face expression, and eye gaze. Given a short RGB-D video of the target
actor, we automatically construct a personalized geometry proxy that embeds a
parametric head, eye, and kinematic torso model. A novel real-time reenactment
algorithm employs this proxy to photo-realistically map the captured motion
from the source actor to the target actor. On top of the coarse geometric
proxy, we propose a video-based rendering technique that composites the
modified target portrait video via view- and pose-dependent texturing, and
creates photo-realistic imagery of the target actor under novel torso and head
poses, facial expressions, and gaze directions. To this end, we propose a
robust tracking of the face and torso of the source actor. We extensively
evaluate our approach and show significant improvements in enabling much
greater flexibility in creating realistic reenacted output videos.Comment: Video: https://www.youtube.com/watch?v=7Dg49wv2c_g Presented at
Siggraph'1
Audio-Driven Dubbing for User Generated Contents via Style-Aware Semi-Parametric Synthesis
Existing automated dubbing methods are usually designed for Professionally
Generated Content (PGC) production, which requires massive training data and
training time to learn a person-specific audio-video mapping. In this paper, we
investigate an audio-driven dubbing method that is more feasible for User
Generated Content (UGC) production. There are two unique challenges to design a
method for UGC: 1) the appearances of speakers are diverse and arbitrary as the
method needs to generalize across users; 2) the available video data of one
speaker are very limited. In order to tackle the above challenges, we first
introduce a new Style Translation Network to integrate the speaking style of
the target and the speaking content of the source via a cross-modal AdaIN
module. It enables our model to quickly adapt to a new speaker. Then, we
further develop a semi-parametric video renderer, which takes full advantage of
the limited training data of the unseen speaker via a video-level
retrieve-warp-refine pipeline. Finally, we propose a temporal regularization
for the semi-parametric renderer, generating more continuous videos. Extensive
experiments show that our method generates videos that accurately preserve
various speaking styles, yet with considerably lower amount of training data
and training time in comparison to existing methods. Besides, our method
achieves a faster testing speed than most recent methods.Comment: TCSVT 202
CNN-based Real-time Dense Face Reconstruction with Inverse-rendered Photo-realistic Face Images
With the powerfulness of convolution neural networks (CNN), CNN based face
reconstruction has recently shown promising performance in reconstructing
detailed face shape from 2D face images. The success of CNN-based methods
relies on a large number of labeled data. The state-of-the-art synthesizes such
data using a coarse morphable face model, which however has difficulty to
generate detailed photo-realistic images of faces (with wrinkles). This paper
presents a novel face data generation method. Specifically, we render a large
number of photo-realistic face images with different attributes based on
inverse rendering. Furthermore, we construct a fine-detailed face image dataset
by transferring different scales of details from one image to another. We also
construct a large number of video-type adjacent frame pairs by simulating the
distribution of real video data. With these nicely constructed datasets, we
propose a coarse-to-fine learning framework consisting of three convolutional
networks. The networks are trained for real-time detailed 3D face
reconstruction from monocular video as well as from a single image. Extensive
experimental results demonstrate that our framework can produce high-quality
reconstruction but with much less computation time compared to the
state-of-the-art. Moreover, our method is robust to pose, expression and
lighting due to the diversity of data.Comment: Accepted by IEEE Transactions on Pattern Analysis and Machine
Intelligence, 201
- …