Related papers: ICface: Interpretable and Controllable Face Reenac…
The face reenactment is a popular facial animation method where the person's identity is taken from the source image and the facial motion from the driving image. Recent works have demonstrated high quality results by combining the facial…
Digital humans and, especially, 3D facial avatars have raised a lot of attention in the past years, as they are the backbone of several applications like immersive telepresence in AR or VR. Despite the progress, facial avatars reconstructed…
Although 2D generative models have made great progress in face image generation and animation, they often suffer from undesirable artifacts such as 3D inconsistency when rendering images from different camera viewpoints. This prevents them…
Millions of images of human faces are captured every single day; but these photographs portray the likeness of an individual with a fixed pose, expression, and appearance. Portrait image animation enables the post-capture adjustment of…
Facial composites are graphical representations of an eyewitness's memory of a face. Many digital systems are available for the creation of such composites but are either unable to reproduce features unless previously designed or do not…
Previous animatable 3D-aware GANs for human generation have primarily focused on either the human head or full body. However, head-only videos are relatively uncommon in real life, and full body generation typically does not deal with…
The paper proposes a novel generative adversarial network for one-shot face reenactment, which can animate a single face image to a different pose-and-expression (provided by a driving image) while keeping its original appearance. The core…
Synthesizing visual content that meets users' needs often requires flexible and precise controllability of the pose, shape, expression, and layout of the generated objects. Existing approaches gain controllability of generative adversarial…
Manipulating human facial images between two domains is an important and interesting problem. Most of the existing methods address this issue by applying two generators or one generator with extra conditional inputs. In this paper, we…
The transfer of facial expressions from people to 3D face models is a classic computer graphics problem. In this paper, we present a novel, learning-based approach to transferring facial expressions and head movements from images and videos…
For the last decades, the concern of producing convincing facial animation has garnered great interest, that has only been accelerating with the recent explosion of 3D content in both entertainment and professional activities. The use of…
Although Generative Adversarial Networks (GANs) have made significant progress in face synthesis, there lacks enough understanding of what GANs have learned in the latent representation to map a random code to a photo-realistic image. In…
The objective of this paper is a neural network model that controls the pose and expression of a given face, using another face or modality (e.g. audio). This model can then be used for lightweight, sophisticated video and image editing. We…
This paper describes a simple technique to analyze Generative Adversarial Networks (GANs) and create interpretable controls for image synthesis, such as change of viewpoint, aging, lighting, and time of day. We identify important latent…
To detect bias in face recognition networks, it can be useful to probe a network under test using samples in which only specific attributes vary in some controlled way. However, capturing a sufficiently large dataset with specific control…
This paper is on face/head reenactment where the goal is to transfer the facial pose (3D head orientation and expression) of a target face to a source face. Previous methods focus on learning embedding networks for identity and pose…
We present a simple and intuitive approach for interactive control of physically simulated characters. Our work builds upon generative adversarial networks (GAN) and reinforcement learning, and introduces an imitation learning framework…
We present a framework for training GANs with explicit control over generated images. We are able to control the generated image by settings exact attributes such as age, pose, expression, etc. Most approaches for editing GAN-generated…
In recent years, the role of image generative models in facial reenactment has been steadily increasing. Such models are usually subject-agnostic and trained on domain-wide datasets. The appearance of the reenacted individual is learned…
We are interested in learning visual representations which allow for 3D manipulations of visual objects based on a single 2D image. We cast this into an image-to-image transformation task, and propose Iterative Generative Adversarial…