783 research outputs found

    3D Face Tracking and Texture Fusion in the Wild

    Full text link
    We present a fully automatic approach to real-time 3D face reconstruction from monocular in-the-wild videos. With the use of a cascaded-regressor based face tracking and a 3D Morphable Face Model shape fitting, we obtain a semi-dense 3D face shape. We further use the texture information from multiple frames to build a holistic 3D face representation from the video frames. Our system is able to capture facial expressions and does not require any person-specific training. We demonstrate the robustness of our approach on the challenging 300 Videos in the Wild (300-VW) dataset. Our real-time fitting framework is available as an open source library at http://4dface.org

    FML: Face Model Learning from Videos

    Full text link
    Monocular image-based 3D reconstruction of faces is a long-standing problem in computer vision. Since image data is a 2D projection of a 3D face, the resulting depth ambiguity makes the problem ill-posed. Most existing methods rely on data-driven priors that are built from limited 3D face scans. In contrast, we propose multi-frame video-based self-supervised training of a deep network that (i) learns a face identity model both in shape and appearance while (ii) jointly learning to reconstruct 3D faces. Our face model is learned using only corpora of in-the-wild video clips collected from the Internet. This virtually endless source of training data enables learning of a highly general 3D face model. In order to achieve this, we propose a novel multi-frame consistency loss that ensures consistent shape and appearance across multiple frames of a subject's face, thus minimizing depth ambiguity. At test time we can use an arbitrary number of frames, so that we can perform both monocular as well as multi-frame reconstruction.Comment: CVPR 2019 (Oral). Video: https://www.youtube.com/watch?v=SG2BwxCw0lQ, Project Page: https://gvv.mpi-inf.mpg.de/projects/FML19

    Combining Dense Nonrigid Structure from Motion and 3D Morphable Models for Monocular 4D Face Reconstruction

    Get PDF
    This is the author accepted manuscript. The final version is available from ACM via the DOI in this record Monocular 4D face reconstruction is a challenging problem, especially in the case that the input video is captured under unconstrained conditions, i.e. "in the wild". The majority of the state-of-the-art approaches build upon 3D Morphable Modelling (3DMM), which has been proven to be more robust than model-free approaches such as Shape from Shading (SfS) or Structure from Motion (SfM). While offering visually plausible shape reconstruction results that resemble real faces, 3DMMs adhere to the model space learned from exemplar faces during the training phase, often yielding facial reconstructions that are excessively smooth and look too similar even across captured faces with completely different facial characteristics. This is due to the fact that 3DMMs are typically used as hard constraints on the reconstructed 3D shape. To overcome these limitations, in this paper we propose to combine 3DMMs with Dense Nonrigid Structure from Motion (DNSM), which is much less robust but has the potential of reconstructing fine details and capturing the subject-specific facial characteristics of every input. We effectively combine the best of both worlds by introducing a novel dense variational framework, which we solve efficiently by designing a convex optimisation strategy. In contrast to previous methods, we incorporate 3DMM as a soft constraint, penalizing both departure of reconstructed faces from the 3DMM subspace and variation of the identity component of the 3DMM over different frames of the input video. As demonstrated in qualitative and quantitative experiments, our method is robust, accurately estimates the 3D facial shape over time and outperforms other state-of-the-art methods of 4D face reconstruction

    XNect: Real-time Multi-Person 3D Motion Capture with a Single RGB Camera

    Full text link
    We present a real-time approach for multi-person 3D motion capture at over 30 fps using a single RGB camera. It operates successfully in generic scenes which may contain occlusions by objects and by other people. Our method operates in subsequent stages. The first stage is a convolutional neural network (CNN) that estimates 2D and 3D pose features along with identity assignments for all visible joints of all individuals.We contribute a new architecture for this CNN, called SelecSLS Net, that uses novel selective long and short range skip connections to improve the information flow allowing for a drastically faster network without compromising accuracy. In the second stage, a fully connected neural network turns the possibly partial (on account of occlusion) 2Dpose and 3Dpose features for each subject into a complete 3Dpose estimate per individual. The third stage applies space-time skeletal model fitting to the predicted 2D and 3D pose per subject to further reconcile the 2D and 3D pose, and enforce temporal coherence. Our method returns the full skeletal pose in joint angles for each subject. This is a further key distinction from previous work that do not produce joint angle results of a coherent skeleton in real time for multi-person scenes. The proposed system runs on consumer hardware at a previously unseen speed of more than 30 fps given 512x320 images as input while achieving state-of-the-art accuracy, which we will demonstrate on a range of challenging real-world scenes.Comment: To appear in ACM Transactions on Graphics (SIGGRAPH) 202

    XNect: Real-time Multi-person 3D Human Pose Estimation with a Single RGB Camera

    No full text
    We present a real-time approach for multi-person 3D motion capture at over 30 fps using a single RGB camera. It operates in generic scenes and is robust to difficult occlusions both by other people and objects. Our method operates in subsequent stages. The first stage is a convolutional neural network (CNN) that estimates 2D and 3D pose features along with identity assignments for all visible joints of all individuals. We contribute a new architecture for this CNN, called SelecSLS Net, that uses novel selective long and short range skip connections to improve the information flow allowing for a drastically faster network without compromising accuracy. In the second stage, a fully-connected neural network turns the possibly partial (on account of occlusion) 2D pose and 3D pose features for each subject into a complete 3D pose estimate per individual. The third stage applies space-time skeletal model fitting to the predicted 2D and 3D pose per subject to further reconcile the 2D and 3D pose, and enforce temporal coherence. Our method returns the full skeletal pose in joint angles for each subject. This is a further key distinction from previous work that neither extracted global body positions nor joint angle results of a coherent skeleton in real time for multi-person scenes. The proposed system runs on consumer hardware at a previously unseen speed of more than 30 fps given 512x320 images as input while achieving state-of-the-art accuracy, which we will demonstrate on a range of challenging real-world scenes
    • …
    corecore