68,417 research outputs found
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
EgoFace: Egocentric Face Performance Capture and Videorealistic Reenactment
Face performance capture and reenactment techniques use multiple cameras and sensors, positioned at a distance from the face or mounted on heavy wearable devices. This limits their applications in mobile and outdoor environments. We present EgoFace, a radically new lightweight setup for face performance capture and front-view videorealistic reenactment using a single egocentric RGB camera. Our lightweight setup allows operations in uncontrolled environments, and lends itself to telepresence applications such as video-conferencing from dynamic environments. The input image is projected into a low dimensional latent space of the facial expression parameters. Through careful adversarial training of the parameter-space synthetic rendering, a videorealistic animation is produced. Our problem is challenging as the human visual system is sensitive to the smallest face irregularities that could occur in the final results. This sensitivity is even stronger for video results. Our solution is trained in a pre-processing stage, through a supervised manner without manual annotations. EgoFace captures a wide variety of facial expressions, including mouth movements and asymmetrical expressions. It works under varying illuminations, background, movements, handles people from different ethnicities and can operate in real time
Learning Shape Priors for Single-View 3D Completion and Reconstruction
The problem of single-view 3D shape completion or reconstruction is
challenging, because among the many possible shapes that explain an
observation, most are implausible and do not correspond to natural objects.
Recent research in the field has tackled this problem by exploiting the
expressiveness of deep convolutional networks. In fact, there is another level
of ambiguity that is often overlooked: among plausible shapes, there are still
multiple shapes that fit the 2D image equally well; i.e., the ground truth
shape is non-deterministic given a single-view input. Existing fully supervised
approaches fail to address this issue, and often produce blurry mean shapes
with smooth surfaces but no fine details.
In this paper, we propose ShapeHD, pushing the limit of single-view shape
completion and reconstruction by integrating deep generative models with
adversarially learned shape priors. The learned priors serve as a regularizer,
penalizing the model only if its output is unrealistic, not if it deviates from
the ground truth. Our design thus overcomes both levels of ambiguity
aforementioned. Experiments demonstrate that ShapeHD outperforms state of the
art by a large margin in both shape completion and shape reconstruction on
multiple real datasets.Comment: ECCV 2018. The first two authors contributed equally to this work.
Project page: http://shapehd.csail.mit.edu
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