Related papers: Accurate Face Rig Approximation with Deep Differen…
Template-free animatable head avatars can achieve high visual fidelity by learning expression-dependent facial deformation directly from a subject's capture, avoiding parametric face templates and hand-designed blendshape spaces. However,…
In high-end visual effects pipelines, a customized (and expensive) light stage system is (typically) used to scan an actor in order to acquire both geometry and texture for various expressions. Aiming towards democratization, we propose a…
Motion mimicking is a foundational task in physics-based character animation. However, most existing motion mimicking methods are built upon reinforcement learning (RL) and suffer from heavy reward engineering, high variance, and slow…
Applying data-driven approaches to non-rigid 3D reconstruction has been difficult, which we believe can be attributed to the lack of a large-scale training corpus. Unfortunately, this method fails for important cases such as highly…
Recent progress in human shape learning, shows that neural implicit models are effective in generating 3D human surfaces from limited number of views, and even from a single RGB image. However, existing monocular approaches still struggle…
In this paper, we present an advanced approach to solving the inverse rig problem in blendshape animation, using high-quality corrective blendshapes. Our algorithm introduces novel enhancements in three key areas: ensuring high data…
Deformable image registration is fundamental to longitudinal and population analysis. Geometric alignment of the infant brain MR images is challenging, owing to rapid changes in image appearance in association with brain development. In…
3D face reconstruction from a single image is a classical and challenging problem, with wide applications in many areas. Inspired by recent works in face animation from RGB-D or monocular video inputs, we develop a novel method for…
In recent years, face super-resolution (FSR) methods have achieved remarkable progress, generally maintaining high image fidelity and identity (ID) consistency under standard settings. However, in extreme degradation scenarios (e.g., scale…
The creation of high-fidelity computer-generated (CG) characters used in film and gaming requires intensive manual labor and a comprehensive set of facial assets to be captured with complex hardware, resulting in high cost and long…
In this paper, we present a solution for arbitrary 3D character deformation by investigating rotation angle of decomposition and preserving the mesh topology structure. In computer graphics, skeleton extraction and skeleton-driven animation…
In this paper, we consider retargeting a tracked facial performance to either another person or to a virtual character in a game or virtual reality (VR) environment. We remove the difficulties associated with identifying and retargeting the…
Face reconstruction and tracking is a building block of numerous applications in AR/VR, human-machine interaction, as well as medical applications. Most of these applications rely on a metrically correct prediction of the shape, especially,…
We present an image-based rig inversion framework that leverages two modalities: RGB appearance and RGB-encoded normal maps. Each modality is processed by an independent Hiera transformer backbone, and the extracted features are fused to…
3D scene reconstruction from 2D images has been a long-standing task. Instead of estimating per-frame depth maps and fusing them in 3D, recent research leverages the neural implicit surface as a unified representation for 3D reconstruction.…
Recently, deep learning-based 3D face reconstruction methods have demonstrated promising advancements in terms of quality and efficiency. Nevertheless, these techniques face challenges in effectively handling occluded scenes and fail to…
Deep learning has been widely used for solving image reconstruction tasks but its deployability has been held back due to the shortage of high-quality training data. Unsupervised learning methods, such as the deep image prior (DIP),…
With the increasing demands of applications in virtual reality such as 3D films, virtual Human-Machine Interactions and virtual agents, the analysis of 3D human face analysis is considered to be more and more important as a fundamental step…
Skinning and rigging are fundamental components in animation, articulated object reconstruction, motion transfer, and 4D generation. Existing approaches predominantly rely on Linear Blend Skinning (LBS), due to its simplicity and…
In this paper, we propose a framework for disentangling the appearance and geometry representations in the face recognition task. To provide supervision for this aim, we generate geometrically identical faces by incorporating spatial…