BlendFields: Few-Shot Example-Driven Facial Modeling
Generating faithful visualizations of human faces requires capturing both
coarse and fine-level details of the face geometry and appearance. Existing
methods are either data-driven, requiring an extensive corpus of data not
publicly accessible to the research community, or fail to capture fine details
because they rely on geometric face models that cannot represent fine-grained
details in texture with a mesh discretization and linear deformation designed
to model only a coarse face geometry. We introduce a method that bridges this
gap by drawing inspiration from traditional computer graphics techniques.
Unseen expressions are modeled by blending appearance from a sparse set of
extreme poses. This blending is performed by measuring local volumetric changes
in those expressions and locally reproducing their appearance whenever a
similar expression is performed at test time. We show that our method
generalizes to unseen expressions, adding fine-grained effects on top of smooth
volumetric deformations of a face, and demonstrate how it generalizes beyond
faces.
6461ab88846a6c8c830508c9
Kacper Kania
6461ab88846a6c8c830508ca
Stephan J. Garbin
6461ab88846a6c8c830508cb
Andrea Tagliasacchi
admin_assigned
2023-05-16T15:56:34.101Z
6310c97fa23f0327bce7f93d
/avatars/999c12348ce57d71f15337f50a6b2685.svg
Andrea
user
taiya
6461ab88846a6c8c830508cc
Virginia Estellers
6461ab88846a6c8c830508cd
Kwang Moo Yi
claimed_verified
2023-07-05T18:56:58.345Z
64a591af9b8ae9ccccfdd3e7
/avatars/c6cd43d814956261639fe594bc4aa181.svg
Kwang Moo Yi
user
kmyi
6461ab88846a6c8c830508ce
Julien Valentin
6461ab88846a6c8c830508cf
Tomasz Trzciński
6461ab88846a6c8c830508d0
Marek Kowalski
BlendFields: Few-Shot Example-Driven Facial Modeling
Generating faithful visualizations of human faces requires capturing both
coarse and fine-level details of the face geometry and appearance. Existing
methods are either data-driven, requiring an extensive corpus of data not
publicly accessible to the research community, or fail to capture fine details
because they rely on geometric face models that cannot represent fine-grained
details in texture with a mesh discretization and linear deformation designed
to model only a coarse face geometry. We introduce a method that bridges this
gap by drawing inspiration from traditional computer graphics techniques.
Unseen expressions are modeled by blending appearance from a sparse set of
extreme poses. This blending is performed by measuring local volumetric changes
in those expressions and locally reproducing their appearance whenever a
similar expression is performed at test time. We show that our method
generalizes to unseen expressions, adding fine-grained effects on top of smooth
volumetric deformations of a face, and demonstrate how it generalizes beyond
faces.
A novel method blends appearance from a limited set of extreme poses to capture fine details in face geometry and appearance, using local volumetric changes to generalize to unseen expressions.
geometric face models mesh discretization linear deformation computer graphics techniques extreme poses local volumetric changes unseen expressions fine-grained details