790 research outputs found
Neural Face Editing with Intrinsic Image Disentangling
Traditional face editing methods often require a number of sophisticated and
task specific algorithms to be applied one after the other --- a process that
is tedious, fragile, and computationally intensive. In this paper, we propose
an end-to-end generative adversarial network that infers a face-specific
disentangled representation of intrinsic face properties, including shape (i.e.
normals), albedo, and lighting, and an alpha matte. We show that this network
can be trained on "in-the-wild" images by incorporating an in-network
physically-based image formation module and appropriate loss functions. Our
disentangling latent representation allows for semantically relevant edits,
where one aspect of facial appearance can be manipulated while keeping
orthogonal properties fixed, and we demonstrate its use for a number of facial
editing applications.Comment: CVPR 2017 ora
What Is Around The Camera?
How much does a single image reveal about the environment it was taken in? In
this paper, we investigate how much of that information can be retrieved from a
foreground object, combined with the background (i.e. the visible part of the
environment). Assuming it is not perfectly diffuse, the foreground object acts
as a complexly shaped and far-from-perfect mirror. An additional challenge is
that its appearance confounds the light coming from the environment with the
unknown materials it is made of. We propose a learning-based approach to
predict the environment from multiple reflectance maps that are computed from
approximate surface normals. The proposed method allows us to jointly model the
statistics of environments and material properties. We train our system from
synthesized training data, but demonstrate its applicability to real-world
data. Interestingly, our analysis shows that the information obtained from
objects made out of multiple materials often is complementary and leads to
better performance.Comment: Accepted to ICCV. Project:
http://homes.esat.kuleuven.be/~sgeorgou/multinatillum
PhotoApp: Photorealistic Appearance Editing of Head Portraits
Photorealistic editing of portraits is a challenging task as humans are very
sensitive to inconsistencies in faces. We present an approach for high-quality
intuitive editing of the camera viewpoint and scene illumination in a portrait
image. This requires our method to capture and control the full reflectance
field of the person in the image. Most editing approaches rely on supervised
learning using training data captured with setups such as light and camera
stages. Such datasets are expensive to acquire, not readily available and do
not capture all the rich variations of in-the-wild portrait images. In
addition, most supervised approaches only focus on relighting, and do not allow
camera viewpoint editing. Thus, they only capture and control a subset of the
reflectance field. Recently, portrait editing has been demonstrated by
operating in the generative model space of StyleGAN. While such approaches do
not require direct supervision, there is a significant loss of quality when
compared to the supervised approaches. In this paper, we present a method which
learns from limited supervised training data. The training images only include
people in a fixed neutral expression with eyes closed, without much hair or
background variations. Each person is captured under 150 one-light-at-a-time
conditions and under 8 camera poses. Instead of training directly in the image
space, we design a supervised problem which learns transformations in the
latent space of StyleGAN. This combines the best of supervised learning and
generative adversarial modeling. We show that the StyleGAN prior allows for
generalisation to different expressions, hairstyles and backgrounds. This
produces high-quality photorealistic results for in-the-wild images and
significantly outperforms existing methods. Our approach can edit the
illumination and pose simultaneously, and runs at interactive rates.Comment: http://gvv.mpi-inf.mpg.de/projects/PhotoApp
Lightweight Face Relighting
In this paper we present a method to relight human faces in real time, using consumer-grade graphics cards even with limited 3D capabilities. We show how to render faces using a combination of a simple, hardware-accelerated parametric model simulating skin shading and a detail texture map, and provide robust procedures to estimate all the necessary parameters for a given face. Our model strikes a balance between the difficulty of realistic face rendering (given the very specific reflectance properties of skin) and the goal of real-time rendering with limited hardware capabilities. This is accomplished by automatically generating an optimal set of parameters for a simple rendering model. We offer a discussion of the issues in face rendering to discern the pros and cons of various rendering models and to generalize our approach to most of the current hardware constraints. We provide results demonstrating the usability of our approach and the improvements we introduce both in the performance and in the visual quality of the resulting faces
PhotoApp: Photorealistic Appearance Editing of Head Portraits
Photorealistic editing of head portraits is a challenging task as humans are very sensitive to inconsistencies in faces. We present an approach for high-quality intuitive editing of the camera viewpoint and scene illumination (parameterised with an environment map) in a portrait image. This requires our method to capture and control the full reflectance field of the person in the image. Most editing approaches rely on supervised learning using training data captured with setups such as light and camera stages. Such datasets are expensive to acquire, not readily available and do not capture all the rich variations of in-the-wild portrait images. In addition, most supervised approaches only focus on relighting, and do not allow camera viewpoint editing. Thus, they only capture and control a subset of the reflectance field. Recently, portrait editing has been demonstrated by operating in the generative model space of StyleGAN. While such approaches do not require direct supervision, there is a significant loss of quality when compared to the supervised approaches. In this paper, we present a method which learns from limited supervised training data. The training images only include people in a fixed neutral expression with eyes closed, without much hair or background variations. Each person is captured under 150 one-light-at-a-time conditions and under 8 camera poses. Instead of training directly in the image space, we design a supervised problem which learns transformations in the latent space of StyleGAN. This combines the best of supervised learning and generative adversarial modeling. We show that the StyleGAN prior allows for generalisation to different expressions, hairstyles and backgrounds. This produces high-quality photorealistic results for in-the-wild images and significantly outperforms existing methods. Our approach can edit the illumination and pose simultaneously, and runs at interactive rates
NARRATE: A Normal Assisted Free-View Portrait Stylizer
In this work, we propose NARRATE, a novel pipeline that enables
simultaneously editing portrait lighting and perspective in a photorealistic
manner. As a hybrid neural-physical face model, NARRATE leverages complementary
benefits of geometry-aware generative approaches and normal-assisted physical
face models. In a nutshell, NARRATE first inverts the input portrait to a
coarse geometry and employs neural rendering to generate images resembling the
input, as well as producing convincing pose changes. However, inversion step
introduces mismatch, bringing low-quality images with less facial details. As
such, we further estimate portrait normal to enhance the coarse geometry,
creating a high-fidelity physical face model. In particular, we fuse the neural
and physical renderings to compensate for the imperfect inversion, resulting in
both realistic and view-consistent novel perspective images. In relighting
stage, previous works focus on single view portrait relighting but ignoring
consistency between different perspectives as well, leading unstable and
inconsistent lighting effects for view changes. We extend Total Relighting to
fix this problem by unifying its multi-view input normal maps with the physical
face model. NARRATE conducts relighting with consistent normal maps, imposing
cross-view constraints and exhibiting stable and coherent illumination effects.
We experimentally demonstrate that NARRATE achieves more photorealistic,
reliable results over prior works. We further bridge NARRATE with animation and
style transfer tools, supporting pose change, light change, facial animation,
and style transfer, either separately or in combination, all at a photographic
quality. We showcase vivid free-view facial animations as well as 3D-aware
relightable stylization, which help facilitate various AR/VR applications like
virtual cinematography, 3D video conferencing, and post-production.Comment: 14 pages,13 figures https://youtu.be/mP4FV3evmy
Relightable Neural Human Assets from Multi-view Gradient Illuminations
Human modeling and relighting are two fundamental problems in computer vision
and graphics, where high-quality datasets can largely facilitate related
research. However, most existing human datasets only provide multi-view human
images captured under the same illumination. Although valuable for modeling
tasks, they are not readily used in relighting problems. To promote research in
both fields, in this paper, we present UltraStage, a new 3D human dataset that
contains more than 2,000 high-quality human assets captured under both
multi-view and multi-illumination settings. Specifically, for each example, we
provide 32 surrounding views illuminated with one white light and two gradient
illuminations. In addition to regular multi-view images, gradient illuminations
help recover detailed surface normal and spatially-varying material maps,
enabling various relighting applications. Inspired by recent advances in neural
representation, we further interpret each example into a neural human asset
which allows novel view synthesis under arbitrary lighting conditions. We show
our neural human assets can achieve extremely high capture performance and are
capable of representing fine details such as facial wrinkles and cloth folds.
We also validate UltraStage in single image relighting tasks, training neural
networks with virtual relighted data from neural assets and demonstrating
realistic rendering improvements over prior arts. UltraStage will be publicly
available to the community to stimulate significant future developments in
various human modeling and rendering tasks. The dataset is available at
https://miaoing.github.io/RNHA.Comment: Project page: https://miaoing.github.io/RNH
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