Related papers: Accurate Face Rig Approximation with Deep Differen…
Animating a newly designed character using motion capture (mocap) data is a long standing problem in computer animation. A key consideration is the skeletal structure that should correspond to the available mocap data, and the shape…
This paper presents a method for riggable 3D face reconstruction from monocular images, which jointly estimates a personalized face rig and per-image parameters including expressions, poses, and illuminations. To achieve this goal, we…
The softmax-based loss functions and its variants (e.g., cosface, sphereface, and arcface) significantly improve the face recognition performance in wild unconstrained scenes. A common practice of these algorithms is to perform…
Readily editable mesh blendshapes have been widely used in animation pipelines, while recent advancements in neural geometry and appearance representations have enabled high-quality inverse rendering. Building upon these observations, we…
We present a novel non-rigid reconstruction method using a moving RGB-D camera. Current approaches use only non-rigid part of the scene and completely ignore the rigid background. Non-rigid parts often lack sufficient geometric and…
We present a minimalistic but effective neural network that computes dense facial correspondences in highly unconstrained RGB images. Our network learns a per-pixel flow and a matchability mask between 2D input photographs of a person and…
We introduce Neural Deformation Graphs for globally-consistent deformation tracking and 3D reconstruction of non-rigid objects. Specifically, we implicitly model a deformation graph via a deep neural network. This neural deformation graph…
Research in manipulation of deformable objects is typically conducted on a limited range of scenarios, because handling each scenario on hardware takes significant effort. Realistic simulators with support for various types of deformations…
Robotic grinding is widely used for shaping workpieces in manufacturing, but it remains difficult to automate this process efficiently. In particular, efficiently grinding workpieces of different shapes and material hardness is challenging…
Generative models have enabled the creation of highly realistic facial-synthetic images, raising significant concerns due to their potential for misuse. Despite rapid advancements in the field of deepfake detection, developing efficient…
Temporally consistent surface reconstruction of dynamic 3D objects from unstructured point cloud data remains challenging, especially for very long sequences. Existing methods either optimize deformations incrementally, risking drift and…
Recently, deep learning based 3D face reconstruction methods have shown promising results in both quality and efficiency.However, training deep neural networks typically requires a large volume of data, whereas face images with ground-truth…
Learning a dense 3D model with fine-scale details from a single facial image is highly challenging and ill-posed. To address this problem, many approaches fit smooth geometries through facial prior while learning details as additional…
Robust face reconstruction from monocular image in general lighting conditions is challenging. Methods combining deep neural network encoders with differentiable rendering have opened up the path for very fast monocular reconstruction of…
Character rigging is a process of endowing a character with a set of custom manipulators and controls making it easy to animate by the animators. These controls consist of simple joints, handles, or even separate character selection…
For the past decades, face recognition (FR) has been actively studied in computer vision and pattern recognition society. Recently, due to the advances in deep learning, the FR technology shows high performance for most of the benchmark…
3D reconstruction of deformable (or non-rigid) scenes from a set of monocular 2D image observations is a long-standing and actively researched area of computer vision and graphics. It is an ill-posed inverse problem, since -- without…
We introduce a deep appearance model for rendering the human face. Inspired by Active Appearance Models, we develop a data-driven rendering pipeline that learns a joint representation of facial geometry and appearance from a multiview…
Generating realistic intermediate shapes between non-rigidly deformed shapes is a challenging task in computer vision, especially with unstructured data (e.g., point clouds) where temporal consistency across frames is lacking, and…
Close-up facial images captured at short distances often suffer from perspective distortion, resulting in exaggerated facial features and unnatural/unattractive appearances. We propose a simple yet effective method for correcting…