Hao Li 0015

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78ranked-venue papers
8as first author
17since 2021 · last 2026
0000-0002-4019-3420ORCID · conflict

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 71 · 8 first-author · 15 since 2021Artificial intelligence and machine learning · 41 · 11 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 since 2021
YearPublicationVenuePosition
2026 Learned Universal Interoperable Virtual Try-ON
abstract
To enable large-scale reuse of real-world 3D assets-where garments and characters rarely share skeletons, templates, or dense correspondences-we present a fully automated virtual try-on system that dresses complex, multi-layer garments onto diverse, arbitrarily posed humanoids. Our key idea is to use SMPL as an intermediate proxy and decompose clothing-to-body transfer into two correspondence tasks with distinct challenges: (1) clothing-to-SMPL (partial-to-complete alignment) and (2) body-to-SMPL (large pose/shape variation and stylization). We address clothing-to-SMPL using a geometry-driven correspondence model, and introduce a diffusion-based body-to-SMPL correspondence approach that leverages multi-view consistent appearance features together with a pretrained 2D foundation model. Using these correspondences, we register SMPL/SMPL+D (Displacement) to the garment and target body and then perform simulator-driven fitting by transferring the garment along a smooth SMPL→SMPL+D transition, producing physically plausible draping on the target. Our system handles complex garment topology (including non-manifold meshes) and generalizes to a wide range of humanoid characters (e.g., humans, robots, cartoons, and creatures) while remaining computationally practical. Upon draping, our system also supports fast customization of clothing size. We show that our system can produce high-quality 3D clothing fittings without any human labor, even when 2D clothing sewing patterns are not available. Our project page is: https://cao-cong0.github.io/LUIVITON-Learned-Universal-Interoperable-VIrtual-Try-ON/.
Xianhang Cheng, Yujian Zheng, Zhenhui Lin, Meriem Chkir, Hao Li 0015
ACM Trans. Graph.8
2026 InverseDraping: Recovering Sewing Patterns From 3D Garment Surfaces via BoxMesh Bridging
abstract
Recovering sewing patterns from draped 3D garments is a challenging problem in human digitization research. Unlike draping from designed sewing pattern with mature physical simulation engines, the inverse process requires mapping complex garment surfaces back to parametric 2D patterns, which existing methods still struggle with. To this end, we propose a two-stage methodology that recovers sewing patterns from 3D garments via an intermediate representation, BoxMesh, which inherently encodes garment-level geometry and panel-level details in 3D space. In Stage I, a geometry-oriented auto-regressive model predicts BoxMesh from the input 3D garment. In Stage II, a semantic-aware auto-regressive model parses BoxMesh into parametric sewing patterns. This decomposition separately tackles geometric inversion and numerical reasoning, enabling more accurate recovery. Experiments have demonstrated that our method not only achieves state-of-the-art performance on the GarmentCodeData benchmark but also can be applied effectively to real scans and single-view images.
Leyang Jin 0001, Zirong Jin, Zisheng Ye 0002, Haokai Pang, Xiaoguang Han 0001, Yujian Zheng, Hao Li 0015
IEEE Trans. Vis. Comput. Graph.7
2025 DiffPortrait360: Consistent Portrait Diffusion for 360 View Synthesis
abstract
Generating high-quality 360-degree views of human heads from single-view images is essential for enabling accessible immersive telepresence applications and scalable personalized content creation. While cutting-edge methods for full head generation are limited to modeling realistic human heads, the latest diffusion-based approaches for style-omniscient head synthesis can produce only frontal views and struggle with view consistency, preventing their conversion into true 3D models for rendering from arbitrary angles. We introduce a novel approach that generates fully consistent 360-degree head views, accommodating human, stylized, and anthropomorphic forms, including accessories like glasses and hats. Our method builds on the DiffPor-trait3D framework, incorporating a custom ControlNet for back-of-head detail generation and a dual appearance module to ensure global front-back consistency. By training on continuous view sequences and integrating a back reference image, our approach achieves robust, locally continuous view synthesis. Our model can be used to produce high-quality neural radiance fields (NeRFs) for real-time, free-viewpoint rendering, outperforming state-of-the-art methods in object synthesis and 360-degree head generation for very challenging input portraits.
Yuming Gu, Yujian Zheng, Heyuan Li, Adilbek Karmanov, Hao Li 0015
CVPR7
2025 Strands2Cards: Automatic Generation of Hair Cards from Strands
abstract
We present a method for automatically converting strand-based hair models into an efficient mesh-based representation, known as hair cards, for real-time rendering. Our method takes strands as inputs and outputs polygon strips with semi-transparent texture, preserving the appearance of the original strand-based hairstyle. To achieve this, we first cluster strands into groups, referred to as wisps, and generate hairstyle-preserving texture maps for each wisp by skinning-based alignment of the strands into a normalized pose in UV space. These textures can further be shared among similar wisps to better utilize the limited texture resolution. Next, polygon strips are fitted to the clustered strands via tailored differentiable rendering that can optimize transparent cluster-colored coverage masks. The proposed method successfully handles a wide range of hair models and outperforms existing approaches in representing volumetric hairstyles such as curly and wavy ones. Furthermore, our strip optimization can efficiently convert a full-hair model with more than 100 thousand strands within 20 seconds. Our method was extensively tested on both a hair database and many complex real-world hairstyles acquired using state-of-the-art hair capture methods.
Kenji Tojo, Liwen Hu 0001, Nobuyuki Umetani, Hao Li 0015
SIGGRAPH Asia4
2024 VOODOO 3D: Volumetric Portrait Disentanglement for One-Shot 3D Head Reenactment
abstract
We present a 3D-aware one-shot head reenactment method based on a fully volumetric neural disentanglement framework for source appearance and driver expressions. Our method is real-time and produces high-fidelity and view-consistent output, suitable for 3D teleconferencing systems based on holographic displays. Existing cutting-edge 3D-aware reenactment methods often use neural radiance fields or 3D meshes to produce view-consistent appearance encoding, but, at the same time, they rely on linear face models, such as 3DMM, to achieve its disentanglement with facial expressions. As a result, their reenactment results often exhibit identity leakage from the driver or have unnatural expressions. To address these problems, we propose a neural self-supervised disentanglement approach that lifts both the source image and driver video frame into a shared 3D volumetric representation based on tri-planes. This representation can then be freely manipu-lated with expression tri-planes extracted from the driving images and rendered from an arbitrary view using neural radiance fields. We achieve this disentanglement via self-supervised learning on a large in-the-wild video dataset. We further introduce a highly effective fine-tuning approach to improve the generalizability of the 3D lifting using the same real-world data. We demonstrate state-of-the-art performance on a wide range of datasets, and also showcase high-quality 3D-aware head reenactment on highly challenging and diverse subjects, including non-frontal head poses and complex expressions for both source and driver.
Egor Zakharov, Long-Nhat Ho, Anh Tuan Tran 0001, Liwen Hu 0001, Hao Li 0015
CVPR6
2024 VOODOO XP: Expressive One-Shot Head Reenactment for VR Telepresence
abstract
We introduce VOODOO XP: a 3D-aware one-shot head reenactment method that can generate highly expressive facial expressions driven by an input video from a single 2D portrait. Our approach is real-time, view-consistent, and can be instantly used without calibration or fine-tuning. We demonstrate our solution in a monocular video setting and an end-to-end VR telepresence system for two-way communication. Compared to 2D head reenactment methods, 3D-aware approaches aim to preserve the identity of the subject and ensure view-consistent facial geometry for novel camera poses, which makes them suitable for immersive applications. While various facial disentanglement techniques have been introduced, cutting-edge 3D-aware neural reenactment techniques still lack expressiveness and fail to reproduce complex and fine-scale facial expressions. We present a novel cross-reenactment architecture that directly transfers the driver's facial expressions to transformer blocks of the input source's 3D lifting module. We show that highly effective disentanglement is possible using a new multi-stage self-supervision approach. It relies on a coarse-to-fine training strategy, which is combined with explicit face neutralization and 3D lifted frontalization during its initial training stage. We further integrate our novel head reenactment solution into an accessible high-fidelity VR telepresence system, where any person can instantly build a personalized neural head avatar from any photo and bring it to life using the headset. Furthermore, our proposed method demonstrates state-of-the-art expressiveness and likeness preservation on diverse subjects and capture conditions.
Egor Zakharov, Long-Nhat Ho, Adilbek Karmanov, Ariana Bermudez Venegas, McLean Goldwhite, Aviral Agarwal, Liwen Hu 0001, Anh Tuan Tran 0001, Hao Li 0015
ACM Trans. Graph.10
2023 XMem++: Production-level Video Segmentation From Few Annotated Frames
abstract
Despite advancements in user-guided video segmentation, extracting complex objects consistently for highly complex scenes is still a labor-intensive task, especially for production. It is not uncommon that a majority of frames need to be annotated. We introduce a novel semi-supervised video object segmentation (SSVOS) model, XMem++, that improves existing memory-based models, with a permanent memory module. Most existing methods focus on single frame annotations, while our approach can effectively handle multiple user-selected frames with varying appearances of the same object or region. Our method can extract highly consistent results while keeping the required number of frame annotations low. We further introduce an iterative and attention-based frame suggestion mechanism, which computes the next best frame for annotation. Our method is real-time and does not require retraining after each user input. We also introduce a new dataset, PUMaVOS, which covers new challenging use cases not found in previous benchmarks. We demonstrate SOTA performance on challenging (partial and multi-class) segmentation scenarios as well as long videos, while ensuring significantly fewer frame annotations than any existing method. Project page: https://max810.github.io/xmem2-project-page/
Maksym Bekuzarov, Ariana Bermudez, Joon-Young Lee, Hao Li 0015
ICCV4
2023 Watch Those Words: Video Falsification Detection Using Word-Conditioned Facial Motion
abstract
In today’s era of digital misinformation, we are increasingly faced with new threats posed by video falsification techniques. Such falsifications range from cheapfakes (e.g., lookalikes or audio dubbing) to deepfakes (e.g., sophisticated AI media synthesis methods), which are becoming perceptually indistinguishable from real videos. To tackle this challenge, we propose a multi-modal semantic forensic approach to discover clues that go beyond detecting discrepancies in visual quality, thereby handling both simpler cheapfakes and visually persuasive deepfakes. In this work, our goal is to verify that the purported person seen in the video is indeed themselves by detecting anomalous facial movements corresponding to the spoken words. We leverage the idea of attribution to learn person-specific biometric patterns that distinguish a given speaker from others. We use interpretable Action Units (AUs) to capture a person’s face and head movement as opposed to deep CNN features, and we are the first to use word-conditioned facial motion analysis. We further demonstrate our method’s effectiveness on a range of fakes not seen in training including those without video manipulation, that were not addressed in prior work.
Shruti Agarwal, Liwen Hu 0001, Evonne Ng, Trevor Darrell, Hao Li 0015, Anna Rohrbach
WACV5
2022 Learning to Listen: Modeling Non-Deterministic Dyadic Facial Motion
abstract
We present a framework for modeling interactional communication in dyadic conversations: given multimodal inputs of a speaker, we autoregressively output multiple possibilities of corresponding listener motion. We combine the motion and speech audio of the speaker using a motion-audio cross attention transformer. Furthermore, we enable non-deterministic prediction by learning a discrete latent representation of realistic listener motion with a novel motion-encoding VQ-VAE. Our method organically captures the multimodal and non-deterministic nature of nonverbal dyadic interactions. Moreover, it produces realistic 3D listener facial motion synchronous with the speaker (see video). We demonstrate that our method outperforms baselines qualitatively and quantitatively via a rich suite of experiments. To facilitate this line of research, we introduce a novel and large in-the-wild dataset of dyadic conversations. Code, data, and videos available at https://evonneng.github.io/learning2listen/
Evonne Ng, Hanbyul Joo, Liwen Hu 0001, Hao Li 0015, Trevor Darrell, Angjoo Kanazawa, Shiry Ginosar
CVPR4
2022 Preface to the Special Issue on Human Pose, Motion, Activities and Shape in 3D
Manuel J. Marín-Jiménez, Javier Romero 0002, Hao Li 0015, Grégory Rogez
Int. J. Comput. Vis.3
2022 A General Differentiable Mesh Renderer for Image-Based 3D Reasoning
abstract
Rendering bridges the gap between 2D vision and 3D scenes by simulating the physical process of image formation. By inverting such renderer, one can think of a learning approach to infer 3D information from 2D images. However, standard graphics renderers involve a fundamental step called rasterization, which prevents rendering to be differentiable. Unlike the state-of-the-art differentiable renderers (Kato et al. 2018 and Loper 2018), which only approximate the rendering gradient in the backpropagation, we propose a natually differentiable rendering framework that is able to (1) directly render colorized mesh using differentiable functions and (2) back-propagate efficient supervisions to mesh vertices and their attributes from various forms of image representations. The key to our framework is a novel formulation that views rendering as an aggregation function that fuses the probabilistic contributions of all mesh triangles with respect to the rendered pixels. Such formulation enables our framework to flow gradients to the occluded and distant vertices, which cannot be achieved by the previous state-of-the-arts. We show that by using the proposed renderer, one can achieve significant improvement in 3D unsupervised single-view reconstruction both qualitatively and quantitatively. Experiments also demonstrate that our approach can handle the challenging tasks in image-based shape fitting, which remain nontrivial to existing differentiable renders.
Shichen Liu, Tianye Li, Weikai Chen 0001, Hao Li 0015
IEEE Trans. Pattern Anal. Mach. Intell.4
2021 Task-Generic Hierarchical Human Motion Prior using VAEs
abstract
A deep generative model that describes human motions can benefit a wide range of fundamental computer vision and graphics tasks, such as providing robustness to video-based human pose estimation, predicting complete body movements for motion capture systems during occlusions, and assisting key frame animation with plausible movements. In this paper, we present a method for learning complex human motions independent of specific tasks using a combined global and local latent space to facilitate coarse and fine-grained modeling. Specifically, we propose a hierarchical motion variational autoencoder (HM-VAE) that consists of a 2-level hierarchical latent space. While the global latent space captures the overall global body motion, the local latent space enables to capture the refined poses of the different body parts. We demonstrate the effectiveness of our hierarchical motion variational autoencoder in a variety of tasks including video-based human pose estimation, motion completion from partial observations, and motion synthesis from sparse key-frames. Even though, our model has not been trained for any of these tasks specifically, it provides superior performance than task-specific alternatives. Our general-purpose human motion prior model can fix corrupted human body animations and generate complete movements from incomplete observations.
Jiaman Li, Ruben Villegas, Duygu Ceylan, Jimei Yang, Zhengfei Kuang, Hao Li 0015
3DV6
2021 Equivariant Point Network for 3D Point Cloud Analysis
abstract
Features that are equivariant to a larger group of symmetries have been shown to be more discriminative and powerful in recent studies [4], [40], [5]. However, higher-order equivariant features often come with an exponentially-growing computational cost. Furthermore, it remains relatively less explored how rotation-equivariant features can be leveraged to tackle 3D shape alignment tasks. While many past approaches have been based on either non-equivariant or invariant descriptors to align 3D shapes, we argue that such tasks may benefit greatly from an equivariant framework. In this paper, we propose an effective and practical SE(3) (3D translation and rotation) equivariant network for point cloud analysis that addresses both problems. First, we present SE(3) separable point convolution, a novel framework that breaks down the 6D convolution into two separable convolutional operators alternatively performed in the 3D Euclidean and SO(3) spaces respectively. This significantly reduces the computational cost without compromising the performance. Second, we introduce an attention layer to effectively harness the expressiveness of the equivariant features. While jointly trained with the network, the attention layer implicitly derives the intrinsic local frame in the feature space and generates attention vectors that can be integrated with different alignment tasks. We evaluate our approach through extensive studies and visual interpretations. The empirical results demonstrate that our proposed model outperforms strong baselines in a variety of benchmarks. Code is available at https://github.com/nintendops/EPN_PointCloud.
Haiwei Chen, Shichen Liu, Weikai Chen 0001, Hao Li 0015, Randall W. Hill Jr.
CVPR4
2021 Normalized Avatar Synthesis Using StyleGAN and Perceptual Refinement
abstract
We introduce a highly robust GAN-based framework for digitizing a normalized 3D avatar of a person from a single unconstrained photo. While the input image can be of a smiling person or taken in extreme lighting conditions, our method can reliably produce a high-quality textured model of a person’s face in neutral expression and skin textures under diffuse lighting condition. Cutting-edge 3D face reconstruction methods use non-linear morphable face models combined with GAN-based decoders to capture the likeness and details of a person but fail to produce neutral head models with unshaded albedo textures which is critical for creating relightable and animation-friendly avatars for integration in virtual environments. The key challenges for existing methods to work is the lack of training and ground truth data containing normalized 3D faces. We propose a two-stage approach to address this problem. First, we adopt a highly robust normalized 3D face generator by embedding a non-linear morphable face model into a StyleGAN2 network. This allows us to generate detailed but normalized facial assets. This inference is then followed by a perceptual refinement step that uses the generated assets as regularization to cope with the limited available training samples of normalized faces. We further introduce a Normalized Face Dataset, which consists of a combination photogrammetry scans, carefully selected photographs, and generated fake people with neutral expressions in diffuse lighting conditions. While our prepared dataset contains two orders of magnitude less subjects than cutting edge GAN-based 3D facial reconstruction methods, we show that it is possible to produce high-quality normalized face models for very challenging unconstrained input images, and demonstrate superior performance to the current state-of-the-art.
Huiwen Luo, Koki Nagano, Han-Wei Kung, Qingguo Xu, Zejian Wang, Lingyu Wei, Liwen Hu 0001, Hao Li 0015
CVPR8
2021 Topologically Consistent Multi-View Face Inference Using Volumetric Sampling
abstract
High-fidelity face digitization solutions often combine multi-view stereo (MVS) techniques for 3D reconstruction and a non-rigid registration step to establish dense correspondence across identities and expressions. A common problem is the need for manual clean-up after the MVS step, as 3D scans are typically affected by noise and outliers and contain hairy surface regions that need to be cleaned up by artists. Furthermore, mesh registration tends to fail for extreme facial expressions. Most learning-based methods use an underlying 3D morphable model (3DMM) to ensure robustness, but this limits the output accuracy for extreme facial expressions. In addition, the global bottleneck of regression architectures cannot produce meshes that tightly fit the ground truth surfaces. We propose ToFu, Topological consistent Face from multi-view, a geometry inference framework that can produce topologically consistent meshes across facial identities and expressions using a volumetric representation instead of an explicit underlying 3DMM. Our novel progressive mesh generation network embeds the topological structure of the face in a feature volume, sampled from geometry-aware local features. A coarse-to-fine architecture facilitates dense and accurate facial mesh predictions in a consistent mesh topology. ToFu further captures displacement maps for pore-level geometric details and facilitates high-quality rendering in the form of albedo and specular reflectance maps. These high-quality assets are readily usable by production studios for avatar creation, animation and physically-based skin rendering. We demonstrate state-of-the-art geometric and correspondence accuracy, while only taking 0.385 seconds to compute a mesh with 10K vertices, which is three orders of magnitude faster than traditional techniques. The code and the model are available for research purposes at https://tianyeli.github.io/tofu.
Tianye Li, Shichen Liu, Timo Bolkart, Hao Li 0015
ICCV5
2021 DisUnknown: Distilling Unknown Factors for Disentanglement Learning
abstract
Disentangling data into interpretable and independent factors is critical for controllable generation tasks. With the availability of labeled data, supervision can help enforce the separation of specific factors as expected. However, it is often expensive or even impossible to label every single factor to achieve fully-supervised disentanglement. In this paper, we adopt a general setting where all factors that are hard to label or identify are encapsulated as a single unknown factor. Under this setting, we propose a flexible weakly-supervised multi-factor disentanglement framework DisUnknown, which Distills Unknown factors for enabling multi-conditional generation regarding both labeled and unknown factors. Specifically, a two-stage training approach is adopted to first disentangle the unknown factor with an effective and robust training method, and then train the final generator with the proper disentanglement of all labeled factors utilizing the unknown distillation. To demonstrate the generalization capacity and scalability of our method, we evaluate it on multiple benchmark datasets qualitatively and quantitatively and further apply it to various real-world applications on complicated datasets.
Sitao Xiang, Yuming Gu, Pengda Xiang, Menglei Chai, Hao Li 0015, Mingming He
ICCV5
2021 PlenOctrees for Real-time Rendering of Neural Radiance Fields
abstract
We introduce a method to render Neural Radiance Fields (NeRFs) in real time using PlenOctrees, an octree-based 3D representation which supports view-dependent effects. Our method can render 800×800 images at more than 150 FPS, which is over 3000 times faster than conventional NeRFs. We do so without sacrificing quality while preserving the ability of NeRFs to perform free-viewpoint rendering of scenes with arbitrary geometry and view-dependent effects. Real-time performance is achieved by pre-tabulating the NeRF into a PlenOctree. In order to preserve view-dependent effects such as specularities, we factorize the appearance via closed-form spherical basis functions. Specifically, we show that it is possible to train NeRFs to predict a spherical harmonic representation of radiance, removing the viewing direction as an input to the neural network. Furthermore, we show that PlenOctrees can be directly optimized to further minimize the reconstruction loss, which leads to equal or better quality compared to competing methods. Moreover, this octree optimization step can be used to reduce the training time, as we no longer need to wait for the NeRF training to converge fully. Our real-time neural rendering approach may potentially enable new applications such as 6-DOF industrial and product visualizations, as well as next generation AR/VR systems. PlenOctrees are amenable to in-browser rendering as well; please visit the project page for the interactive online demo, as well as video and code: https://alexyu.net/plenoctrees.
Alex Yu, Ruilong Li, Matthew Tancik, Hao Li 0015, Ren Ng, Angjoo Kanazawa
ICCV4
2020 ARCH: Animatable Reconstruction of Clothed Humans
abstract
In this paper, we propose ARCH (Animatable Reconstruction of Clothed Humans), a novel end-to-end framework for accurate reconstruction of animation-ready 3D clothed humans from a monocular image. Existing approaches to digitize 3D humans struggle to handle pose variations and recover details. Also, they do not produce models that are animation ready. In contrast, ARCH is a learned pose-aware model that produces detailed 3D rigged full-body human avatars from a single unconstrained RGB image. A Semantic Space and a Semantic Deformation Field are created using a parametric 3D body estimator. They allow the transformation of 2D/3D clothed humans into a canonical space, reducing ambiguities in geometry caused by pose variations and occlusions in training data. Detailed surface geometry and appearance are learned using an implicit function representation with spatial local features. Furthermore, we propose additional per-pixel supervision on the 3D reconstruction using opacity-aware differentiable rendering. Our experiments indicate that ARCH increases the fidelity of the reconstructed humans. We obtain more than 50% lower reconstruction errors for standard metrics compared to state-of-the-art methods on public datasets. We also show numerous qualitative examples of animated, high-quality reconstructed avatars unseen in the literature so far.
Zeng Huang, Yuanlu Xu, Christoph Lassner, Hao Li 0015, Tony Tung
CVPR4
2020 Learning Formation of Physically-Based Face Attributes
abstract
Based on a combined data set of 4000 high resolution facial scans, we introduce a non-linear morphable face model, capable of producing multifarious face geometry of pore-level resolution, coupled with material attributes for use in physically-based rendering. We aim to maximize the variety of the participant’s face identities, while increasing the robustness of correspondence between unique components, including middle-frequency geometry, albedo maps, specular intensity maps and high-frequency displacement details. Our deep learning based generative model learns to correlate albedo and geometry, which ensures the anatomical correctness of the generated assets. We demonstrate potential use of our generative model for novel identity generation, model fitting, interpolation, animation, high fidelity data visualization, and low-to-high resolution data domain transferring. We hope the release of this generative model will encourage further cooperation between all graphics, vision, and data focused professionals, while demonstrating the cumulative value of every individual’s complete biometric profile.
Ruilong Li, Karl Bladin, Chinmay Chinara, Owen Ingraham, Pengda Xiang, Xinglei Ren, Pratusha Prasad, Bipin Kishore, Jun Xing, Hao Li 0015
CVPR11
2020 Intuitive, Interactive Beard and Hair Synthesis With Generative Models
abstract
We present an interactive approach to synthesizing realistic variations in facial hair in images, ranging from subtle edits to existing hair to the addition of complex and challenging hair in images of clean-shaven subjects. To circumvent the tedious and computationally expensive tasks of modeling, rendering and compositing the 3D geometry of the target hairstyle using the traditional graphics pipeline, we employ a neural network pipeline that synthesizes realistic and detailed images of facial hair directly in the target image in under one second. The synthesis is controlled by simple and sparse guide strokes from the user defining the general structural and color properties of the target hairstyle. We qualitatively and quantitatively evaluate our chosen method compared to several alternative approaches. We show compelling interactive editing results with a prototype user interface that allows novice users to progressively refine the generated image to match their desired hairstyle, and demonstrate that our approach also allows for flexible and high-fidelity scalp hair synthesis.
Kyle Olszewski, Duygu Ceylan, Jun Xing, Jose Echevarria, Weikai Chen 0001, Hao Li 0015
CVPR7
2020 Monocular Real-Time Volumetric Performance Capture
Ruilong Li, Yuliang Xiu, Shunsuke Saito, Zeng Huang, Kyle Olszewski, Hao Li 0015
ECCV (23)6
2020 Fully Convolutional Mesh Autoencoder using Efficient Spatially Varying Kernels
abstract
Learning latent representations of registered meshes is useful for many 3D tasks. Techniques have recently shifted to neural mesh autoencoders. Although they demonstrate higher precision than traditional methods, they remain unable to capture fine-grained deformations. Furthermore, these methods can only be applied to a template-specific surface mesh, and is not applicable to more general meshes, like tetrahedrons and non-manifold meshes. While more general graph convolution methods can be employed, they lack performance in reconstruction precision and require higher memory usage. In this paper, we propose a non-template-specific fully convolutional mesh autoencoder for arbitrary registered mesh data. It is enabled by our novel convolution and (un)pooling operators learned with globally shared weights and locally varying coefficients which can efficiently capture the spatially varying contents presented by irregular mesh connections. Our model outperforms state-of-the-art methods on reconstruction accuracy. In addition, the latent codes of our network are fully localized thanks to the fully convolutional structure, and thus have much higher interpolation capability than many traditional 3D mesh generation models.
Yi Zhou 0023, Chenglei Wu, Zimo Li, Chen Cao 0001, Yuting Ye, Jason M. Saragih, Hao Li 0015, Yaser Sheikh
NeurIPS7
2020 DoubleFusion: Real-Time Capture of Human Performances with Inner Body Shapes from a Single Depth Sensor
abstract
We propose DoubleFusion, a new real-time system that combines volumetric non-rigid reconstruction with data-driven template fitting to simultaneously reconstruct detailed surface geometry, large non-rigid motion and the optimized human body shape from a single depth camera. One of the key contributions of this method is a double-layer representation consisting of a complete parametric body model inside, and a gradually fused detailed surface outside. A pre-defined node graph on the body parameterizes the non-rigid deformations near the body, and a free-form dynamically changing graph parameterizes the outer surface layer far from the body, which allows more general reconstruction. We further propose a joint motion tracking method based on the double-layer representation to enable robust and fast motion tracking performance. Moreover, the inner parametric body is optimized online and forced to fit inside the outer surface layer as well as the live depth input. Overall, our method enables increasingly denoised, detailed and complete surface reconstructions, fast motion tracking performance and plausible inner body shape reconstruction in real-time. Experiments and comparisons show improved fast motion tracking and loop closure performance on more challenging scenarios. Two extended applications including body measurement and shape retargeting show the potential of our system in terms of practical use.
Tao Yu 0007, Jianhui Zhao 0002, Zerong Zheng, Qionghai Dai, Hao Li 0015, Gerard Pons-Moll, Yebin Liu
IEEE Trans. Pattern Anal. Mach. Intell.6
2020 Dynamic facial asset and rig generation from a single scan
abstract
The creation of high-fidelity computer-generated (CG) characters for films and games is tied with intensive manual labor, which involves the creation of comprehensive facial assets that are often captured using complex hardware. To simplify and accelerate this digitization process, we propose a framework for the automatic generation of high-quality dynamic facial models, including rigs which can be readily deployed for artists to polish. Our framework takes a single scan as input to generate a set of personalized blendshapes, dynamic textures, as well as secondary facial components ( e.g. , teeth and eyeballs). Based on a facial database with over 4, 000 scans with pore-level details, varying expressions and identities, we adopt a self-supervised neural network to learn personalized blendshapes from a set of template expressions. We also model the joint distribution between identities and expressions, enabling the inference of a full set of personalized blendshapes with dynamic appearances from a single neutral input scan. Our generated personalized face rig assets are seamlessly compatible with professional production pipelines for facial animation and rendering. We demonstrate a highly robust and effective framework on a wide range of subjects, and showcase high-fidelity facial animations with automatically generated personalized dynamic textures.
Jiaman Li, Zhengfei Kuang, Mingming He, Karl Bladin, Hao Li 0015
ACM Trans. Graph.6
2019 SiCloPe: Silhouette-Based Clothed People
abstract
We introduce a new silhouette-based representation for modeling clothed human bodies using deep generative models. Our method can reconstruct a complete and textured 3D model of a person wearing clothes from a single input picture. Inspired by the visual hull algorithm, our implicit representation uses 2D silhouettes and 3D joints of a body pose to describe the immense shape complexity and variations of clothed people. Given a segmented 2D silhouette of a person and its inferred 3D joints from the input picture, we first synthesize consistent silhouettes from novel view points around the subject. The synthesized silhouettes which are the most consistent with the input segmentation are fed into a deep visual hull algorithm for robust 3D shape prediction. We then infer the texture of the subject's back view using the frontal image and segmentation mask as input to a conditional generative adversarial network. Our experiments demonstrate that our silhouette-based model is an effective representation and the appearance of the back view can be predicted reliably using an image-to-image translation network. While classic methods based on parametric models often fail for single-view images of subjects with challenging clothing, our approach can still produce successful results, which are comparable to those obtained from multi-view input.
Ryota Natsume, Shunsuke Saito, Zeng Huang, Weikai Chen 0001, Chongyang Ma, Hao Li 0015, Shigeo Morishima
CVPR6
2019 On the Continuity of Rotation Representations in Neural Networks
abstract
In neural networks, it is often desirable to work with various representations of the same space. For example, 3D rotations can be represented with quaternions or Euler angles. In this paper, we advance a definition of a continuous representation, which can be helpful for training deep neural networks. We relate this to topological concepts such as homeomorphism and embedding. We then investigate what are continuous and discontinuous representations for 2D, 3D, and n-dimensional rotations. We demonstrate that for 3D rotations, all representations are discontinuous in the real Euclidean spaces of four or fewer dimensions. Thus, widely used representations such as quaternions and Euler angles are discontinuous and difficult for neural networks to learn. We show that the 3D rotations have continuous representations in 5D and 6D, which are more suitable for learning. We also present continuous representations for the general case of the n-dimensional rotation group SO(n). While our main focus is on rotations, we also show that our constructions apply to other groups such as the orthogonal group and similarity transforms. We finally present empirical results, which show that our continuous rotation representations outperform discontinuous ones for several practical problems in graphics and vision, including a simple autoencoder sanity test, a rotation estimator for 3D point clouds, and an inverse kinematics solver for 3D human poses.
Yi Zhou 0023, Connelly Barnes, Jingwan Lu, Jimei Yang, Hao Li 0015
CVPR5
2019 Soft Rasterizer: A Differentiable Renderer for Image-Based 3D Reasoning
abstract
Rendering bridges the gap between 2D vision and 3D scenes by simulating the physical process of image formation. By inverting such renderer, one can think of a learning approach to infer 3D information from 2D images. However, standard graphics renderers involve a fundamental discretization step called rasterization, which prevents the rendering process to be differentiable, hence able to be learned. Unlike the state-of-the-art differentiable renderers, which only approximate the rendering gradient in the back propagation, we propose a truly differentiable rendering framework that is able to (1) directly render colorized mesh using differentiable functions and (2) back-propagate efficient supervision signals to mesh vertices and their attributes from various forms of image representations, including silhouette, shading and color images. The key to our framework is a novel formulation that views rendering as an aggregation function that fuses the probabilistic contributions of all mesh triangles with respect to the rendered pixels. Such formulation enables our framework to flow gradients to the occluded and far-range vertices, which cannot be achieved by the previous state-of-the-arts. We show that by using the proposed renderer, one can achieve significant improvement in 3D unsupervised single-view reconstruction both qualitatively and quantitatively. Experiments also demonstrate that our approach is able to handle the challenging tasks in image-based shape fitting, which remain nontrivial to existing differentiable renderers. Code is available at https://github.com/ShichenLiu/SoftRas.
Shichen Liu, Weikai Chen 0001, Tianye Li, Hao Li 0015
ICCV4
2019 Transformable Bottleneck Networks
abstract
We propose a novel approach to performing fine-grained 3D manipulation of image content via a convolutional neural network, which we call the Transformable Bottleneck Network (TBN). It applies given spatial transformations directly to a volumetric bottleneck within our encoder-bottleneck-decoder architecture. Multi-view supervision encourages the network to learn to spatially disentangle the feature space within the bottleneck. The resulting spatial structure can be manipulated with arbitrary spatial transformations. We demonstrate the efficacy of TBNs for novel view synthesis, achieving state-of-the-art results on a challenging benchmark. We demonstrate that the bottlenecks produced by networks trained for this task contain meaningful spatial structure that allows us to intuitively perform a variety of image manipulations in 3D, well beyond the rigid transformations seen during training. These manipulations include non-uniform scaling, non-rigid warping, and combining content from different images. Finally, we extract explicit 3D structure from the bottleneck, performing impressive 3D reconstruction from a single input image.
Kyle Olszewski, Sergey Tulyakov, Oliver J. Woodford, Hao Li 0015, Linjie Luo
ICCV4
2019 PIFu: Pixel-Aligned Implicit Function for High-Resolution Clothed Human Digitization
abstract
We introduce Pixel-aligned Implicit Function (PIFu), an implicit representation that locally aligns pixels of 2D images with the global context of their corresponding 3D object. Using PIFu, we propose an end-to-end deep learning method for digitizing highly detailed clothed humans that can infer both 3D surface and texture from a single image, and optionally, multiple input images. Highly intricate shapes, such as hairstyles, clothing, as well as their variations and deformations can be digitized in a unified way. Compared to existing representations used for 3D deep learning, PIFu produces high-resolution surfaces including largely unseen regions such as the back of a person. In particular, it is memory efficient unlike the voxel representation, can handle arbitrary topology, and the resulting surface is spatially aligned with the input image. Furthermore, while previous techniques are designed to process either a single image or multiple views, PIFu extends naturally to arbitrary number of views. We demonstrate high-resolution and robust reconstructions on real world images from the DeepFashion dataset, which contains a variety of challenging clothing types. Our method achieves state-of-the-art performance on a public benchmark and outperforms the prior work for clothed human digitization from a single image.
Shunsuke Saito, Zeng Huang, Ryota Natsume, Shigeo Morishima, Hao Li 0015, Angjoo Kanazawa
ICCV5
2019 Learning Perspective Undistortion of Portraits
abstract
Near-range portrait photographs often contain perspective distortion artifacts that bias human perception and challenge both facial recognition and reconstruction techniques. We present the first deep learning based approach to remove such artifacts from unconstrained portraits. In contrast to the previous state-of-the-art approach [23], our method handles even portraits with extreme perspective distortion, as we avoid the inaccurate and error-prone step of first fitting a 3D face model. Instead, we predict a distortion correction flow map that encodes a per-pixel displacement that removes distortion artifacts when applied to the input image. Our method also automatically infers missing facial features, i.e. occluded ears caused by strong perspective distortion, with coherent details. We demonstrate that our approach significantly outperforms the previous state-of-the-art [23] both qualitatively and quantitatively, particularly for portraits with extreme perspective distortion or facial expressions. We further show that our technique benefits a number of fundamental tasks, significantly improving the accuracy of both face recognition and 3D reconstruction and enables a novel camera calibration technique from a single portrait. Moreover, we also build the first perspective portrait database with a large diversity in identities, expression and poses.
Zeng Huang, Tianye Li, Weikai Chen 0001, Chloe LeGendre, Xinglei Ren, Ari Shapiro, Hao Li 0015
ICCV8
2019 Learning to Infer Implicit Surfaces without 3D Supervision
abstract
Recent advances in 3D deep learning have shown that it is possible to train highly effective deep models for 3D shape generation, directly from 2D images. This is particularly interesting since the availability of 3D models is still limited compared to the massive amount of accessible 2D images, which is invaluable for training. The representation of 3D surfaces itself is a key factor for the quality and resolution of the 3D output. While explicit representations, such as point clouds and voxels, can span a wide range of shape variations, their resolutions are often limited. Mesh-based representations are more efficient but are limited by their ability to handle varying topologies. Implicit surfaces, however, can robustly handle complex shapes, topologies, and also provide flexible resolution control. We address the fundamental problem of learning implicit surfaces for shape inference without the need of 3D supervision. Despite their advantages, it remains nontrivial to (1) formulate a differentiable connection between implicit surfaces and their 2D renderings, which is needed for image-based supervision; and (2) ensure precise geometric properties and control, such as local smoothness. In particular, sampling implicit surfaces densely is also known to be a computationally demanding and very slow operation. To this end, we propose a novel ray-based field probing technique for efficient image-to-field supervision, as well as a general geometric regularizer for implicit surfaces, which provides natural shape priors in unconstrained regions. We demonstrate the effectiveness of our framework on the task of single-view image-based 3D shape digitization and show how we outperform state-of-the-art techniques both quantitatively and qualitatively.
Shichen Liu, Shunsuke Saito, Weikai Chen 0001, Hao Li 0015
NeurIPS4
2019 HairBrush for Immersive Data-Driven Hair Modeling
abstract
While hair is an essential component of virtual humans, it is also one of the most challenging digital assets to create. Existing automatic techniques lack the generality and flexibility to create rich hair variations, while manual authoring interfaces often require considerable artistic skills and efforts, especially for intricate 3D hair structures that can be difficult to navigate. We propose an interactive hair modeling system that can help create complex hairstyles in minutes or hours that would otherwise take much longer with existing tools. Modelers, including novice users, can focus on the overall hairstyles and local hair deformations, as our system intelligently suggests the desired hair parts. Our method combines the flexibility of manual authoring and the convenience of data-driven automation. Since hair contains intricate 3D structures such as buns, knots, and strands, they are inherently challenging to create using traditional 2D interfaces. Our system provides a new 3D hair authoring interface for immersive interaction in virtual reality (VR). Users can draw high-level guide strips, from which our system predicts the most plausible hairstyles via a deep neural network trained from a professionally curated dataset. Each hairstyle in our dataset is composed of multiple variations, serving as blend-shapes to fit the user drawings via global blending and local deformation. The fitted hair models are visualized as interactive suggestions that the user can select, modify, or ignore. We conducted a user study to confirm that our system can significantly reduce manual labor while improve the output quality for modeling a variety of head and facial hairstyles that are challenging to create via existing techniques.
Jun Xing, Koki Nagano, Weikai Chen 0001, Li-Yi Wei, Jingwan Lu, Hao Li 0015
UIST9
2019 Deep face normalization
abstract
From angling smiles to duck faces, all kinds of facial expressions can be seen in selfies, portraits, and Internet pictures. These photos are taken from various camera types, and under a vast range of angles and lighting conditions. We present a deep learning framework that can fully normalize unconstrained face images, i.e., remove perspective distortions, relight to an evenly lit environment, and predict a frontal and neutral face. Our method can produce a high resolution image while preserving important facial details and the likeness of the subject, along with the original background. We divide this ill-posed problem into three consecutive normalization steps, each using a different generative adversarial network that acts as an image generator. Perspective distortion removal is performed using a dense flow field predictor. A uniformly illuminated face is obtained using a lighting translation network, and the facial expression is neutralized using a generalized facial expression synthesis framework combined with a regression network based on deep features for facial recognition. We introduce new data representations for conditional inference, as well as training methods for supervised learning to ensure that different expressions of the same person can yield to not only a plausible but also a similar neutral face. We demonstrate our results on a wide range of challenging images collected in the wild. Key applications of our method range from robust image-based 3D avatar creation, portrait manipulation, to facial enhancement and reconstruction tasks for crime investigation. We also found through an extensive user study, that our normalization results can be hardly distinguished from ground truth ones if the person is not familiar.
Koki Nagano, Huiwen Luo, Zejian Wang, Jaewoo Seo, Jun Xing, Liwen Hu 0001, Lingyu Wei, Hao Li 0015
ACM Trans. Graph.8
2018 Mesoscopic Facial Geometry Inference Using Deep Neural Networks
abstract
We present a learning-based approach for synthesizing facial geometry at medium and fine scales from diffusely-lit facial texture maps. When applied to an image sequence, the synthesized detail is temporally coherent. Unlike current state-of-the-art methods [17, 5], which assume "dark is deep", our model is trained with measured facial detail collected using polarized gradient illumination in a Light Stage [20]. This enables us to produce plausible facial detail across the entire face, including where previous approaches may incorrectly interpret dark features as concavities such as at moles, hair stubble, and occluded pores. Instead of directly inferring 3D geometry, we propose to encode fine details in high-resolution displacement maps which are learned through a hybrid network adopting the state-of-the-art image-to-image translation network [29] and super resolution network [43]. To effectively capture geometric detail at both mid- and high frequencies, we factorize the learning into two separate sub-networks, enabling the full range of facial detail to be modeled. Results from our learning-based approach compare favorably with a high-quality active facial scanhening technique, and require only a single passive lighting condition without a complex scanning setup.
Loc Huynh, Weikai Chen 0001, Shunsuke Saito, Jun Xing, Koki Nagano, Val Jones 0002, Paul E. Debevec, Hao Li 0015
CVPR8
2018 DoubleFusion: Real-Time Capture of Human Performances With Inner Body Shapes From a Single Depth Sensor
abstract
We propose DoubleFusion, a new real-time system that combines volumetric dynamic reconstruction with data-driven template fitting to simultaneously reconstruct detailed geometry, non-rigid motion and the inner human body shape from a single depth camera. One of the key contributions of this method is a double layer representation consisting of a complete parametric body shape inside, and a gradually fused outer surface layer. A pre-defined node graph on the body surface parameterizes the non-rigid deformations near the body, and a free-form dynamically changing graph parameterizes the outer surface layer far from the body, which allows more general reconstruction. We further propose a joint motion tracking method based on the double layer representation to enable robust and fast motion tracking performance. Moreover, the inner body shape is optimized online and forced to fit inside the outer surface layer. Overall, our method enables increasingly denoised, detailed and complete surface reconstructions, fast motion tracking performance and plausible inner body shape reconstruction in real-time. In particular, experiments show improved fast motion tracking and loop closure performance on more challenging scenarios.
Tao Yu 0007, Zerong Zheng, Jianhui Zhao 0002, Qionghai Dai, Hao Li 0015, Gerard Pons-Moll, Yebin Liu
CVPR6
2018 Deep Volumetric Video From Very Sparse Multi-view Performance Capture
Zeng Huang, Tianye Li, Weikai Chen 0001, Jun Xing, Chloe LeGendre, Linjie Luo, Chongyang Ma, Hao Li 0015
ECCV (16)9
2018 Contextual-Based Image Inpainting: Infer, Match, and Translate
Yuhang Song 0003, Chao Yang 0011, Zhe Lin 0001, Xiaofeng Liu 0001, Qin Huang 0006, Hao Li 0015, C.-C. Jay Kuo
ECCV (2)6
2018 Real-Time Hair Rendering Using Sequential Adversarial Networks
Lingyu Wei, Liwen Hu 0001, Vladimir G. Kim, Ersin Yumer, Hao Li 0015
ECCV (4)5
2018 HybridFusion: Real-Time Performance Capture Using a Single Depth Sensor and Sparse IMUs
Zerong Zheng, Tao Yu 0007, Hao Li 0015, Qionghai Dai, Lu Fang 0001, Yebin Liu
ECCV (9)3
2018 HairNet: Single-View Hair Reconstruction Using Convolutional Neural Networks
Yi Zhou 0023, Liwen Hu 0001, Jun Xing, Weikai Chen 0001, Han-Wei Kung, Xin Tong 0001, Hao Li 0015
ECCV (11)7
2018 Auto-Conditioned Recurrent Networks for Extended Complex Human Motion Synthesis
Yi Zhou 0023, Zimo Li, Shuangjiu Xiao, Chong He, Zeng Huang, Hao Li 0015
ICLR (Poster)6
2018 paGAN: real-time avatars using dynamic textures
abstract
With the rising interest in personalized VR and gaming experiences comes the need to create high quality 3D avatars that are both low-cost and variegated. Due to this, building dynamic avatars from a single unconstrained input image is becoming a popular application. While previous techniques that attempt this require multiple input images or rely on transferring dynamic facial appearance from a source actor, we are able to do so using only one 2D input image without any form of transfer from a source image. We achieve this using a new conditional Generative Adversarial Network design that allows fine-scale manipulation of any facial input image into a new expression while preserving its identity. Our photoreal avatar GAN (paGAN) can also synthesize the unseen mouth interior and control the eye-gaze direction of the output, as well as produce the final image from a novel viewpoint. The method is even capable of generating fully-controllable temporally stable video sequences, despite not using temporal information during training. After training, we can use our network to produce dynamic image-based avatars that are controllable on mobile devices in real time. To do this, we compute a fixed set of output images that correspond to key blendshapes, from which we extract textures in UV space. Using a subject's expression blendshapes at run-time, we can linearly blend these key textures together to achieve the desired appearance. Furthermore, we can use the mouth interior and eye textures produced by our network to synthesize on-the-fly avatar animations for those regions. Our work produces state-of-the-art quality image and video synthesis, and is the first to our knowledge that is able to generate a dynamically textured avatar with a mouth interior, all from a single image.
Koki Nagano, Jaewoo Seo, Jun Xing, Lingyu Wei, Zimo Li, Shunsuke Saito, Aviral Agarwal, Jens Fursund, Hao Li 0015
ACM Trans. Graph.9
2018 3D hair synthesis using volumetric variational autoencoders
abstract
Recent advances in single-view 3D hair digitization have made the creation of high-quality CG characters scalable and accessible to end-users, enabling new forms of personalized VR and gaming experiences. To handle the complexity and variety of hair structures, most cutting-edge techniques rely on the successful retrieval of a particular hair model from a comprehensive hair database. Not only are the aforementioned data-driven methods storage intensive, but they are also prone to failure for highly unconstrained input images, complicated hairstyles, and failed face detection. Instead of using a large collection of 3D hair models directly, we propose to represent the manifold of 3D hairstyles implicitly through a compact latent space of a volumetric variational autoencoder (VAE). This deep neural network is trained with volumetric orientation field representations of 3D hair models and can synthesize new hairstyles from a compressed code. To enable end-to-end 3D hair inference, we train an additional embedding network to predict the code in the VAE latent space from any input image. Strand-level hairstyles can then be generated from the predicted volumetric representation. Our fully automatic framework does not require any ad-hoc face fitting, intermediate classification and segmentation, or hairstyle database retrieval. Our hair synthesis approach is significantly more robust and can handle a much wider variation of hairstyles than state-of-the-art data-driven hair modeling techniques with challenging inputs, including photos that are low-resolution, overexposured, or contain extreme head poses. The storage requirements are minimal and a 3D hair model can be produced from an image in a second. Our evaluations also show that successful reconstructions are possible from highly stylized cartoon images, non-human subjects, and pictures taken from behind a person. Our approach is particularly well suited for continuous and plausible hair interpolation between very different hairstyles.
Shunsuke Saito, Liwen Hu 0001, Chongyang Ma, Hikaru Ibayashi, Linjie Luo, Hao Li 0015
ACM Trans. Graph.6
2018 High-fidelity facial reflectance and geometry inference from an unconstrained image
abstract
We present a deep learning-based technique to infer high-quality facial reflectance and geometry given a single unconstrained image of the subject, which may contain partial occlusions and arbitrary illumination conditions. The reconstructed high-resolution textures, which are generated in only a few seconds, include high-resolution skin surface reflectance maps, representing both the diffuse and specular albedo, and medium- and high-frequency displacement maps, thereby allowing us to render compelling digital avatars under novel lighting conditions. To extract this data, we train our deep neural networks with a high-quality skin reflectance and geometry database created with a state-of-the-art multi-view photometric stereo system using polarized gradient illumination. Given the raw facial texture map extracted from the input image, our neural networks synthesize complete reflectance and displacement maps, as well as complete missing regions caused by occlusions. The completed textures exhibit consistent quality throughout the face due to our network architecture, which propagates texture features from the visible region, resulting in high-fidelity details that are consistent with those seen in visible regions. We describe how this highly underconstrained problem is made tractable by dividing the full inference into smaller tasks, which are addressed by dedicated neural networks. We demonstrate the effectiveness of our network design with robust texture completion from images of faces that are largely occluded. With the inferred reflectance and geometry data, we demonstrate the rendering of high-fidelity 3D avatars from a variety of subjects captured under different lighting conditions. In addition, we perform evaluations demonstrating that our method can infer plausible facial reflectance and geometric details comparable to those obtained from high-end capture devices, and outperform alternative approaches that require only a single unconstrained input image.
Shugo Yamaguchi, Shunsuke Saito, Koki Nagano, Weikai Chen 0001, Kyle Olszewski, Shigeo Morishima, Hao Li 0015
ACM Trans. Graph.8
2017 Photorealistic Facial Texture Inference Using Deep Neural Networks
abstract
We present a data-driven inference method that can synthesize a photorealistic texture map of a complete 3D face model given a partial 2D view of a person in the wild. After an initial estimation of shape and low-frequency albedo, we compute a high-frequency partial texture map, without the shading component, of the visible face area. To extract the fine appearance details from this incomplete input, we introduce a multi-scale detail analysis technique based on mid-layer feature correlations extracted from a deep convolutional neural network. We demonstrate that fitting a convex combination of feature correlations from a high-resolution face database can yield a semantically plausible facial detail description of the entire face. A complete and photorealistic texture map can then be synthesized by iteratively optimizing for the reconstructed feature correlations. Using these high-resolution textures and a commercial rendering framework, we can produce high-fidelity 3D renderings that are visually comparable to those obtained with state-of-the-art multi-view face capture systems. We demonstrate successful face reconstructions from a wide range of low resolution input images, including those of historical figures. In addition to extensive evaluations, we validate the realism of our results using a crowdsourced user study.
Shunsuke Saito, Lingyu Wei, Liwen Hu 0001, Koki Nagano, Hao Li 0015
CVPR5
2017 High-Resolution Image Inpainting Using Multi-scale Neural Patch Synthesis
Chao Yang 0011, Xin Lu 0006, Zhe Lin 0001, Eli Shechtman, Oliver Wang, Hao Li 0015
CVPR6
2017 Realistic Dynamic Facial Textures from a Single Image Using GANs
abstract
We present a novel method to realistically puppeteer and animate a face from a single RGB image using a source video sequence. We begin by fitting a multilinear PCA model to obtain the 3D geometry and a single texture of the target face. In order for the animation to be realistic, however, we need dynamic per-frame textures that capture subtle wrinkles and deformations corresponding to the animated facial expressions. This problem is highly underconstrained, as dynamic textures cannot be obtained directly from a single image. Furthermore, if the target face has a closed mouth, it is not possible to obtain actual images of the mouth interior. To address this issue, we train a Deep Generative Network that can infer realistic per-frame texture deformations, including the mouth interior, of the target identity using the per-frame source textures and the single target texture. By retargeting the PCA expression geometry from the source, as well as using the newly inferred texture, we can both animate the face and perform video face replacement on the source video using the target appearance.
Kyle Olszewski, Zimo Li, Chao Yang 0011, Yi Zhou 0023, Ronald Yu, Zeng Huang, Sitao Xiang, Shunsuke Saito, Pushmeet Kohli, Hao Li 0015
ICCV10
2017 Learning Dense Facial Correspondences in Unconstrained Images
abstract
We present a minimalists 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 the projection of a textured 3D face model. To train such a network, we generate a massive dataset of synthetic faces with dense labels using renderings of a morphable face model with variations in pose, expressions, lighting, and occlusions. We found that a training refinement using real photographs is required to drastically improve the ability to handle real images. When combined with a facial detection and 3D face fitting step, we show that our approach outperforms the state-of-the-art face alignment methods in terms of accuracy and speed. By directly estimating dense correspondences, we do not rely on the full visibility of sparse facial landmarks and are not limited to the model space of regression-based approaches. We also assess our method on video frames and demonstrate successful per-frame processing under extreme pose variations, occlusions, and lighting conditions. Compared to existing 3D facial tracking techniques, our fitting does not rely on previous frames or frontal facial initialization and is robust to imperfect face detections.
Ronald Yu, Shunsuke Saito, Duygu Ceylan, Hao Li 0015
ICCV5
2017 Learning Detail Transfer based on Geometric Features
abstract
The visual richness of computer graphics applications is frequently limited by the difficulty of obtaining high-quality, detailed 3D models. This paper proposes a method for realistically transferring details (specifically, displacement maps) from existing high-quality 3D models to simple shapes that may be created with easy-to-learn modeling tools. Our key insight is to use metric learning to find a combination of geometric features that successfully predicts detail-map similarities on the source mesh; we use the learned feature combination to drive the detail transfer. The latter uses a variant of multi-resolution non-parametric texture synthesis, augmented by a high-frequency detail transfer step in texture space. We demonstrate that our technique can successfully transfer details among a variety of shapes including furniture and clothing.
Sema Berkiten, Maciej Halber, Justin Solomon 0001, Chongyang Ma, Hao Li 0015, Szymon Rusinkiewicz
Comput. Graph. Forum5
2017 Multi-View Stereo on Consistent Face Topology
abstract
We present a multi-view stereo reconstruction technique that directly produces a complete high-fidelity head model with consistent facial mesh topology. While existing techniques decouple shape estimation and facial tracking, our framework jointly optimizes for stereo constraints and consistent mesh parameterization. Our method is therefore free from drift and fully parallelizable for dynamic facial performance capture. We produce highly detailed facial geometries with artist-quality UV parameterization, including secondary elements such as eyeballs, mouth pockets, nostrils, and the back of the head. Our approach consists of deforming a common template model to match multi-view input images of the subject, while satisfying cross-view, cross-subject, and cross-pose consistencies using a combination of 2D landmark detection, optical flow, and surface and volumetric Laplacian regularization. Since the flow is never computed between frames, our method is trivially parallelized by processing each frame independently. Accurate rigid head pose is extracted using a PCA-based dimension reduction and denoising scheme. We demonstrate high-fidelity performance capture results with challenging head motion and complex facial expressions around eye and mouth regions. While the quality of our results is on par with the current state-of-the-art, our approach can be fully parallelized, does not suffer from drift, and produces face models with production-quality mesh topologies.
Graham Fyffe, Koki Nagano, Loc Huynh, Shunsuke Saito, Jay Busch, Val Jones 0002, Hao Li 0015, Paul E. Debevec
Comput. Graph. Forum7
2017 Simulation-Ready Hair Capture
abstract
Physical simulation has long been the approach of choice for generating realistic hair animations in CG. A constant drawback of simulation, however, is the necessity to manually set the physical parameters of the simulation model in order to get the desired dynamic behavior. To alleviate this, researchers have begun to explore methods for reconstructing hair from the real world and even to estimate the corresponding simulation parameters through the process of inversion. So far, however, these methods have had limited applicability, because dynamic hair capture can only be played back without the ability to edit, and solving for simulation parameters can only be accomplished for static hairstyles, ignoring the dynamic behavior. We present the first method for capturing dynamic hair and automatically determining the physical properties for simulating the observed hairstyle in motion. Since our dynamic inversion is agnostic to the simulation model, the proposed method applies to virtually any hair simulation technique, which we demonstrate using two state-of-the-art hair simulation models. The output of our method is a fully simulation-ready hairstyle, consisting of both the static hair geometry as well as its physical properties. The hairstyle can be easily edited by adding additional external forces, changing the head motion, or re-simulating in completely different environments, all while remaining faithful to the captured hairstyle.
Liwen Hu 0001, Derek Bradley, Hao Li 0015, Thabo Beeler
Comput. Graph. Forum3
2017 Avatar digitization from a single image for real-time rendering
abstract
We present a fully automatic framework that digitizes a complete 3D head with hair from a single unconstrained image. Our system offers a practical and consumer-friendly end-to-end solution for avatar personalization in gaming and social VR applications. The reconstructed models include secondary components (eyes, teeth, tongue, and gums) and provide animation-friendly blendshapes and joint-based rigs. While the generated face is a high-quality textured mesh, we propose a versatile and efficient polygonal strips (polystrips) representation for the hair. Polystrips are suitable for an extremely wide range of hairstyles and textures and are compatible with existing game engines for real-time rendering. In addition to integrating state-of-the-art advances in facial shape modeling and appearance inference, we propose a novel single-view hair generation pipeline, based on 3D-model and texture retrieval, shape refinement, and polystrip patching optimization. The performance of our hairstyle retrieval is enhanced using a deep convolutional neural network for semantic hair attribute classification. Our generated models are visually comparable to state-of-the-art game characters designed by professional artists. For real-time settings, we demonstrate the flexibility of polystrips in handling hairstyle variations, as opposed to conventional strand-based representations. We further show the effectiveness of our approach on a large number of images taken in the wild, and how compelling avatars can be easily created by anyone.
Liwen Hu 0001, Shunsuke Saito, Lingyu Wei, Koki Nagano, Jaewoo Seo, Jens Fursund, Iman Sadeghi, Carrie Sun, Hao Li 0015
ACM Trans. Graph.10
2017 Learning a model of facial shape and expression from 4D scans
abstract
The field of 3D face modeling has a large gap between high-end and low-end methods. At the high end, the best facial animation is indistinguishable from real humans, but this comes at the cost of extensive manual labor. At the low end, face capture from consumer depth sensors relies on 3D face models that are not expressive enough to capture the variability in natural facial shape and expression. We seek a middle ground by learning a facial model from thousands of accurately aligned 3D scans. Our FLAME model (Faces Learned with an Articulated Model and Expressions) is designed to work with existing graphics software and be easy to fit to data. FLAME uses a linear shape space trained from 3800 scans of human heads. FLAME combines this linear shape space with an articulated jaw, neck, and eyeballs, pose-dependent corrective blendshapes, and additional global expression blendshapes. The pose and expression dependent articulations are learned from 4D face sequences in the D3DFACS dataset along with additional 4D sequences. We accurately register a template mesh to the scan sequences and make the D3DFACS registrations available for research purposes. In total the model is trained from over 33, 000 scans. FLAME is low-dimensional but more expressive than the FaceWarehouse model and the Basel Face Model. We compare FLAME to these models by fitting them to static 3D scans and 4D sequences using the same optimization method. FLAME is significantly more accurate and is available for research purposes (http://flame.is.tue.mpg.de).
Tianye Li, Timo Bolkart, Michael J. Black, Hao Li 0015, Javier Romero 0002
ACM Trans. Graph.4
2016 Rapid Photorealistic Blendshape Modeling from RGB-D Sensors
abstract
Creating and animating realistic 3D human faces is an important element of virtual reality, video games, and other areas that involve interactive 3D graphics. In this paper, we propose a system to generate photorealistic 3D blendshape-based face models automatically using only a single consumer RGB-D sensor. The capture and processing requires no artistic expertise to operate, takes 15 seconds to capture and generate a single facial expression, and approximately 1 minute of processing time per expression to transform it into a blendshape model. Our main contributions include a complete end-to-end pipeline for capturing and generating photorealistic blendshape models automatically and a registration method that solves dense correspondences between two face scans by utilizing facial landmarks detection and optical flows. We demonstrate the effectiveness of the proposed method by capturing different human subjects with a variety of sensors and puppeteering their 3D faces with real-time facial performance retargeting. The rapid nature of our method allows for just-in-time construction of a digital face. To that end, we also integrated our pipeline with a virtual reality facial performance capture system that allows dynamic embodiment of the generated faces despite partial occlusion of the user's real face by the head-mounted display.
Dan Casas, Andrew W. Feng, Oleg Alexander, Graham Fyffe, Paul E. Debevec, Ryosuke Ichikari, Hao Li 0015, Kyle Olszewski, Evan A. Suma, Ari Shapiro
CASA7
2016 Dense Human Body Correspondences Using Convolutional Networks
abstract
We propose a deep learning approach for finding dense correspondences between 3D scans of people. Our method requires only partial geometric information in the form of two depth maps or partial reconstructed surfaces, works for humans in arbitrary poses and wearing any clothing, does not require the two people to be scanned from similar view-points, and runs in real time. We use a deep convolutional neural network to train a feature descriptor on depth map pixels, but crucially, rather than training the network to solve the shape correspondence problem directly, we train it to solve a body region classification problem, modified to increase the smoothness of the learned descriptors near region boundaries. This approach ensures that nearby points on the human body are nearby in feature space, and vice versa, rendering the feature descriptor suitable for computing dense correspondences between the scans. We validate our method on real and synthetic data for both clothed and unclothed humans, and show that our correspondences are more robust than is possible with state-of-the-art unsupervised methods, and more accurate than those found using methods that require full watertight 3D geometry.
Lingyu Wei, Qixing Huang, Duygu Ceylan, Etienne Vouga, Hao Li 0015
CVPR5
2016 Real-Time Facial Segmentation and Performance Capture from RGB Input
Shunsuke Saito, Tianye Li, Hao Li 0015
ECCV (8)3
2016 Capturing Dynamic Textured Surfaces of Moving Targets
Ruizhe Wang 0002, Lingyu Wei, Etienne Vouga, Qixing Huang, Duygu Ceylan, Gérard G. Medioni, Hao Li 0015
ECCV (7)7
2016 Mobility Fitting using 4D RANSAC
abstract
Abstract Capturing the dynamics of articulated models is becoming increasingly important. Dynamics, better than geometry, encode the functional information of articulated objects such as humans, robots and mechanics. Acquired dynamic data is noisy, sparse, and temporarily incoherent. The latter property is especially prominent for analysis of dynamics. Thus, processing scanned dynamic data is typically an ill‐posed problem. We present an algorithm that robustly computes the joints representing the dynamics of a scanned articulated object. Our key idea is to by‐pass the reconstruction of the underlying surface geometry and directly solve for motion joints. To cope with the often‐times extremely incoherent scans, we propose a space‐time fitting‐and‐voting approach in the spirit of RANSAC. We assume a restricted set of articulated motions defined by a set of joints which we fit to the 4D dynamic data and measure their fitting quality. Thus, we repeatedly select random subsets and fit with joints, searching for an optimal candidate set of mobility parameters. Without having to reconstruct surfaces as intermediate means, our approach gains the advantage of being robust and efficient. Results demonstrate the ability to reconstruct dynamics of various articulated objects consisting of a wide range of complex and compound motions.
Hao Li 0015, Guowei Wan, Honghua Li, Andrei Sharf, Kai Xu 0004, Baoquan Chen
Comput. Graph. Forum1
2016 High-fidelity facial and speech animation for VR HMDs
abstract
Significant challenges currently prohibit expressive interaction in virtual reality (VR). Occlusions introduced by head-mounted displays (HMDs) make existing facial tracking techniques intractable, and even state-of-the-art techniques used for real-time facial tracking in unconstrained environments fail to capture subtle details of the user's facial expressions that are essential for compelling speech animation. We introduce a novel system for HMD users to control a digital avatar in real-time while producing plausible speech animation and emotional expressions. Using a monocular camera attached to an HMD, we record multiple subjects performing various facial expressions and speaking several phonetically-balanced sentences. These images are used with artist-generated animation data corresponding to these sequences to train a convolutional neural network (CNN) to regress images of a user's mouth region to the parameters that control a digital avatar. To make training this system more tractable, we use audio-based alignment techniques to map images of multiple users making the same utterance to the corresponding animation parameters. We demonstrate that this approach is also feasible for tracking the expressions around the user's eye region with an internal infrared (IR) camera, thereby enabling full facial tracking. This system requires no user-specific calibration, uses easily obtainable consumer hardware, and produces high-quality animations of speech and emotional expressions. Finally, we demonstrate the quality of our system on a variety of subjects and evaluate its performance against state-of-the-art real-time facial tracking techniques.
Kyle Olszewski, Joseph J. Lim, Shunsuke Saito, Hao Li 0015
ACM Trans. Graph.4
2015 Unconstrained realtime facial performance capture
abstract
We introduce a realtime facial tracking system specifically designed for performance capture in unconstrained settings using a consumer-level RGB-D sensor. Our framework provides uninterrupted 3D facial tracking, even in the presence of extreme occlusions such as those caused by hair, hand-to-face gestures, and wearable accessories. Anyone's face can be instantly tracked and the users can be switched without an extra calibration step. During tracking, we explicitly segment face regions from any occluding parts by detecting outliers in the shape and appearance input using an exponentially smoothed and user-adaptive tracking model as prior. Our face segmentation combines depth and RGB input data and is also robust against illumination changes. To enable continuous and reliable facial feature tracking in the color channels, we synthesize plausible face textures in the occluded regions. Our tracking model is personalized on-the-fly by progressively refining the user's identity, expressions, and texture with reliable samples and temporal filtering. We demonstrate robust and high-fidelity facial tracking on a wide range of subjects with highly incomplete and largely occluded data. Our system works in everyday environments and is fully unobtrusive to the user, impacting consumer AR applications and surveillance.
Pei-Lun Hsieh, Chongyang Ma, Jihun Yu, Hao Li 0015
CVPR4
2015 Autoscanning for coupled scene reconstruction and proactive object analysis
abstract
Detailed scanning of indoor scenes is tedious for humans. We propose autonomous scene scanning by a robot to relieve humans from such a laborious task. In an autonomous setting, detailed scene acquisition is inevitably coupled with scene analysis at the required level of detail. We develop a framework for object-level scene reconstruction coupled with object-centric scene analysis. As a result, the autoscanning and reconstruction will be object-aware , guided by the object analysis. The analysis is, in turn, gradually improved with progressively increased object-wise data fidelity. In realizing such a framework, we drive the robot to execute an iterative analyze-and-validate algorithm which interleaves between object analysis and guided validations. The object analysis incorporates online learning into a robust graph-cut based segmentation framework, achieving a global update of object-level segmentation based on the knowledge gained from robot-operated local validation. Based on the current analysis, the robot performs proactive validation over the scene with physical push and scan refinement, aiming at reducing the uncertainty of both object-level segmentation and object-wise reconstruction. We propose a joint entropy to measure such uncertainty based on segmentation confidence and reconstruction quality, and formulate the selection of validation actions as a maximum information gain problem. The output of our system is a reconstructed scene with both object extraction and object-wise geometry fidelity.
Kai Xu 0004, Hui Huang 0004, Hao Li 0015, Pinxin Long, Jianong Caichen, Baoquan Chen
ACM Trans. Graph.4
2015 Single-view hair modeling using a hairstyle database
abstract
Human hair presents highly convoluted structures and spans an extraordinarily wide range of hairstyles, which is essential for the digitization of compelling virtual avatars but also one of the most challenging to create. Cutting-edge hair modeling techniques typically rely on expensive capture devices and significant manual labor. We introduce a novel data-driven framework that can digitize complete and highly complex 3D hairstyles from a single-view photograph. We first construct a large database of manually crafted hair models from several online repositories. Given a reference photo of the target hairstyle and a few user strokes as guidance, we automatically search for multiple best matching examples from the database and combine them consistently into a single hairstyle to form the large-scale structure of the hair model. We then synthesize the final hair strands by jointly optimizing for the projected 2D similarity to the reference photo, the physical plausibility of each strand, as well as the local orientation coherency between neighboring strands. We demonstrate the effectiveness and robustness of our method on a variety of hairstyles and challenging images, and compare our system with state-of-the-art hair modeling algorithms.
Liwen Hu 0001, Chongyang Ma, Linjie Luo, Hao Li 0015
ACM Trans. Graph.4
2015 Facial performance sensing head-mounted display
abstract
There are currently no solutions for enabling direct face-to-face interaction between virtual reality (VR) users wearing head-mounted displays (HMDs). The main challenge is that the headset obstructs a significant portion of a user's face, preventing effective facial capture with traditional techniques. To advance virtual reality as a next-generation communication platform, we develop a novel HMD that enables 3D facial performance-driven animation in real-time. Our wearable system uses ultra-thin flexible electronic materials that are mounted on the foam liner of the headset to measure surface strain signals corresponding to upper face expressions. These strain signals are combined with a head-mounted RGB-D camera to enhance the tracking in the mouth region and to account for inaccurate HMD placement. To map the input signals to a 3D face model, we perform a single-instance offline training session for each person. For reusable and accurate online operation, we propose a short calibration step to readjust the Gaussian mixture distribution of the mapping before each use. The resulting animations are visually on par with cutting-edge depth sensor-driven facial performance capture systems and hence, are suitable for social interactions in virtual worlds.
Hao Li 0015, Laura C. Trutoiu, Kyle Olszewski, Lingyu Wei, Tristan Trutna, Pei-Lun Hsieh, Aaron Nicholls, Chongyang Ma
ACM Trans. Graph.1
2015 Skin microstructure deformation with displacement map convolution
abstract
We present a technique for synthesizing the effects of skin microstructure deformation by anisotropically convolving a high-resolution displacement map to match normal distribution changes in measured skin samples. We use a 10-micron resolution scanning technique to measure several in vivo skin samples as they are stretched and compressed in different directions, quantifying how stretching smooths the skin and compression makes it rougher. We tabulate the resulting surface normal distributions, and show that convolving a neutral skin microstructure displacement map with blurring and sharpening filters can mimic normal distribution changes and microstructure deformations. We implement the spatially-varying displacement map filtering on the GPU to interactively render the effects of dynamic microgeometry on animated faces obtained from high-resolution facial scans.
Koki Nagano, Graham Fyffe, Oleg Alexander, Jernej Barbic, Hao Li 0015, Abhijeet Ghosh, Paul E. Debevec
ACM Trans. Graph.5
2014 Rapid avatar capture and simulation using commodity depth sensors
abstract
ABSTRACT We demonstrate a method of acquiring a 3D model of a human using commodity scanning hardware and then controlling that 3D figure in a simulated environment in only a few minutes. The model acquisition requires four static poses taken at 90° angles relative to each other. The 3D model is then given a skeleton and smooth binding information necessary for control and simulation. The 3D models that are captured are suitable for use in applications where recognition and distinction among characters by shape, form, or clothing is important, such as small group or crowd simulations or other socially oriented applications. Because of the speed at which a human figure can be captured and the low hardware requirements, this method can be used to capture, track, and model human figures as their appearances change over time. Copyright © 2014 John Wiley & Sons, Ltd.
Ari Shapiro, Andrew W. Feng, Ruizhe Wang 0002, Hao Li 0015, Mark T. Bolas, Gérard G. Medioni, Evan A. Suma
Comput. Animat. Virtual Worlds4
2014 Robust hair capture using simulated examples
abstract
We introduce a data-driven hair capture framework based on example strands generated through hair simulation. Our method can robustly reconstruct faithful 3D hair models from unprocessed input point clouds with large amounts of outliers. Current state-of-the-art techniques use geometrically-inspired heuristics to derive global hair strand structures, which can yield implausible hair strands for hairstyles involving large occlusions, multiple layers, or wisps of varying lengths. We address this problem using a voting-based fitting algorithm to discover structurally plausible configurations among the locally grown hair segments from a database of simulated examples. To generate these examples, we exhaustively sample the simulation configurations within the feasible parameter space constrained by the current input hairstyle. The number of necessary simulations can be further reduced by leveraging symmetry and constrained initial conditions. The final hairstyle can then be structurally represented by a limited number of examples. To handle constrained hairstyles such as a ponytail of which realistic simulations are more difficult, we allow the user to sketch a few strokes to generate strand examples through an intuitive interface. Our approach focuses on robustness and generality. Since our method is structurally plausible by construction, we ensure an improved control during hair digitization and avoid implausible hair synthesis for a wide range of hairstyles.
Liwen Hu 0001, Chongyang Ma, Linjie Luo, Hao Li 0015
ACM Trans. Graph.4
2014 Capturing braided hairstyles
abstract
From fishtail to princess braids, these intricately woven structures define an important and popular class of hairstyle, frequently used for digital characters in computer graphics. In addition to the challenges created by the infinite range of styles, existing modeling and capture techniques are particularly constrained by the geometric and topological complexities. We propose a data-driven method to automatically reconstruct braided hairstyles from input data obtained from a single consumer RGB-D camera. Our approach covers the large variation of repetitive braid structures using a family of compact procedural braid models. From these models, we produce a database of braid patches and use a robust random sampling approach for data fitting. We then recover the input braid structures using a multi-label optimization algorithm and synthesize the intertwining hair strands of the braids. We demonstrate that a minimal capture equipment is sufficient to effectively capture a wide range of complex braids with distinct shapes and structures.
Liwen Hu 0001, Chongyang Ma, Linjie Luo, Li-Yi Wei, Hao Li 0015
ACM Trans. Graph.5
2013 3D self-portraits
abstract
We develop an automatic pipeline that allows ordinary users to capture complete and fully textured 3D models of themselves in minutes, using only a single Kinect sensor, in the uncontrolled lighting environment of their own home. Our method requires neither a turntable nor a second operator, and is robust to the small deformations and changes of pose that inevitably arise during scanning. After the users rotate themselves with the same pose for a few scans from different views, our system stitches together the captured scans using multi-view non-rigid registration, and produces watertight final models. To ensure consistent texturing, we recover the underlying albedo from each scanned texture and generate seamless global textures using Poisson blending. Despite the minimal requirements we place on the hardware and users, our method is suitable for full body capture of challenging scenes that cannot be handled well using previous methods, such as those involving loose clothing, complex poses, and props.
Hao Li 0015, Etienne Vouga, Anton Gudym, Linjie Luo, Jonathan T. Barron, Gleb Gusev
ACM Trans. Graph.1
2013 Realtime facial animation with on-the-fly correctives
abstract
We introduce a real-time and calibration-free facial performance capture framework based on a sensor with video and depth input. In this framework, we develop an adaptive PCA model using shape correctives that adjust on-the-fly to the actor's expressions through incremental PCA-based learning. Since the fitting of the adaptive model progressively improves during the performance, we do not require an extra capture or training session to build this model. As a result, the system is highly deployable and easy to use: it can faithfully track any individual, starting from just a single face scan of the subject in a neutral pose. Like many real-time methods, we use a linear subspace to cope with incomplete input data and fast motion. To boost the training of our tracking model with reliable samples, we use a well-trained 2D facial feature tracker on the input video and an efficient mesh deformation algorithm to snap the result of the previous step to high frequency details in visible depth map regions. We show that the combination of dense depth maps and texture features around eyes and lips is essential in capturing natural dialogues and nuanced actor-specific emotions. We demonstrate that using an adaptive PCA model not only improves the fitting accuracy for tracking but also increases the expressiveness of the retargeted character.
Hao Li 0015, Jihun Yu, Yuting Ye, Christoph Bregler
ACM Trans. Graph.1
2013 Structure-aware hair capture
abstract
Existing hair capture systems fail to produce strands that reflect the structures of real-world hairstyles. We introduce a system that reconstructs coherent and plausible wisps aware of the underlying hair structures from a set of still images without any special lighting. Our system first discovers locally coherent wisp structures in the reconstructed point cloud and the 3D orientation field, and then uses a novel graph data structure to reason about both the connectivity and directions of the local wisp structures in a global optimization. The wisps are then completed and used to synthesize hair strands which are robust against occlusion and missing data and plausible for animation and simulation. We show reconstruction results for a variety of complex hairstyles including curly, wispy, and messy hair.
Linjie Luo, Hao Li 0015, Szymon Rusinkiewicz
ACM Trans. Graph.2
2012 Multi-view hair capture using orientation fields
abstract
Reconstructing realistic 3D hair geometry is challenging due to omnipresent occlusions, complex discontinuities and specular appearance. To address these challenges, we propose a multi-view hair reconstruction algorithm based on orientation fields with structure-aware aggregation. Our key insight is that while hair's color appearance is view-dependent, the response to oriented filters that captures the local hair orientation is more stable. We apply the structure-aware aggregation to the MRF matching energy to enforce the structural continuities implied from the local hair orientations. Multiple depth maps from the MRF optimization are then fused into a globally consistent hair geometry with a template refinement procedure. Compared to the state-of-the-art color-based methods, our method faithfully reconstructs detailed hair structures. We demonstrate the results for a number of hair styles, ranging from straight to curly, and show that our framework is suitable for capturing hair in motion.
Linjie Luo, Hao Li 0015, Sylvain Paris, Thibaut Weise, Mark Pauly, Szymon Rusinkiewicz
CVPR2
2012 Factored Facade Acquisition using Symmetric Line Arrangements
abstract
Abstract We introduce a novel framework for image‐based 3D reconstruction of urban buildings based on symmetry priors. Starting from image‐level edges, we generate a sparse and approximate set of consistent 3D lines. These lines are then used to simultaneously detect symmetric line arrangements while refining the estimated 3D model. Operating both on 2D image data and intermediate 3D feature representations, we perform iterative feature consolidation and effective outlier pruning, thus eliminating reconstruction artifacts arising from ambiguous or wrong stereo matches. We exploit non‐local coherence of symmetric elements to generate precise model reconstructions, even in the presence of a significant amount of outlier image‐edges arising from reflections, shadows, outlier objects, etc. We evaluate our algorithm on several challenging test scenarios, both synthetic and real. Beyond reconstruction, the extracted symmetry patterns are useful towards interactive and intuitive model manipulations.
Duygu Ceylan, Niloy J. Mitra, Hao Li 0015, Thibaut Weise, Mark Pauly
Comput. Graph. Forum3
2012 Tracking surfaces with evolving topology
abstract
We present a method for recovering a temporally coherent, deforming triangle mesh with arbitrarily changing topology from an incoherent sequence of static closed surfaces. We solve this problem using the surface geometry alone, without any prior information like surface templates or velocity fields. Our system combines a proven strategy for triangle mesh improvement, a robust multi-resolution non-rigid registration routine, and a reliable technique for changing surface mesh topology. We also introduce a novel topological constraint enforcement algorithm to ensure that the output and input always have similar topology. We apply our technique to a series of diverse input data from video reconstructions, physics simulations, and artistic morphs. The structured output of our algorithm allows us to efficiently track information like colors and displacement maps, recover velocity information, and solve PDEs on the mesh as a post process.
Morten Bojsen-Hansen, Hao Li 0015, Christopher Wojtan
ACM Trans. Graph.2
2012 Temporally coherent completion of dynamic shapes
abstract
We present a novel shape completion technique for creating temporally coherent watertight surfaces from real-time captured dynamic performances. Because of occlusions and low surface albedo, scanned mesh sequences typically exhibit large holes that persist over extended periods of time. Most conventional dynamic shape reconstruction techniques rely on template models or assume slow deformations in the input data. Our framework sidesteps these requirements and directly initializes shape completion with topology derived from the visual hull. To seal the holes with patches that are consistent with the subject's motion, we first minimize surface bending energies in each frame to ensure smooth transitions across hole boundaries. Temporally coherent dynamics of surface patches are obtained by unwarping all frames within a time window using accurate interframe correspondences. Aggregated surface samples are then filtered with a temporal visibility kernel that maximizes the use of nonoccluded surfaces. A key benefit of our shape completion strategy is that it does not rely on long-range correspondences or a template model. Consequently, our method does not suffer error accumulation typically introduced by noise, large deformations, and drastic topological changes. We illustrate the effectiveness of our method on several high-resolution scans of human performances captured with a state-of-the-art multiview 3D acquisition system.
Hao Li 0015, Linjie Luo, Daniel Vlasic, Pieter Peers, Jovan Popovic, Mark Pauly, Szymon Rusinkiewicz
ACM Trans. Graph.1
2011 Realtime performance-based facial animation
abstract
This paper presents a system for performance-based character animation that enables any user to control the facial expressions of a digital avatar in realtime. The user is recorded in a natural environment using a non-intrusive, commercially available 3D sensor. The simplicity of this acquisition device comes at the cost of high noise levels in the acquired data. To effectively map low-quality 2D images and 3D depth maps to realistic facial expressions, we introduce a novel face tracking algorithm that combines geometry and texture registration with pre-recorded animation priors in a single optimization. Formulated as a maximum a posteriori estimation in a reduced parameter space, our method implicitly exploits temporal coherence to stabilize the tracking. We demonstrate that compelling 3D facial dynamics can be reconstructed in realtime without the use of face markers, intrusive lighting, or complex scanning hardware. This makes our system easy to deploy and facilitates a range of new applications, e.g. in digital gameplay or social interactions.
Thibaut Weise, Sofien Bouaziz, Hao Li 0015, Mark Pauly
ACM Trans. Graph.3
2010 Example-based facial rigging
abstract
We introduce a method for generating facial blendshape rigs from a set of example poses of a CG character. Our system transfers controller semantics and expression dynamics from a generic template to the target blendshape model, while solving for an optimal reproduction of the training poses. This enables a scalable design process, where the user can iteratively add more training poses to refine the blendshape expression space. However, plausible animations can be obtained even with a single training pose. We show how formulating the optimization in gradient space yields superior results as compared to a direct optimization on blendshape vertices. We provide examples for both hand-crafted characters and 3D scans of a real actor and demonstrate the performance of our system in the context of markerless art-directable facial tracking.
Hao Li 0015, Thibaut Weise, Mark Pauly
ACM Trans. Graph.1
2009 Robust single-view geometry and motion reconstruction
abstract
We present a framework and algorithms for robust geometry and motion reconstruction of complex deforming shapes. Our method makes use of a smooth template that provides a crude approximation of the scanned object and serves as a geometric and topological prior for reconstruction. Large-scale motion of the acquired object is recovered using a novel space-time adaptive, non-rigid registration method. Fine-scale details such as wrinkles and folds are synthesized with an efficient linear mesh deformation algorithm. Subsequent spatial and temporal filtering of detail coefficients allows transfer of persistent geometric detail to regions not observed by the scanner. We show how this two-scale process allows faithful recovery of small-scale shape and motion features leading to a high-quality reconstruction. We illustrate the robustness and generality of our algorithm on a variety of examples composed of different materials and exhibiting a large range of dynamic deformations.
Hao Li 0015, Bart Adams, Leonidas J. Guibas, Mark Pauly
ACM Trans. Graph.1
2008 Global Correspondence Optimization for Non-Rigid Registration of Depth Scans
abstract
Abstract We present a registration algorithm for pairs of deforming and partial range scans that addresses the challenges of non‐rigid registration within a single non‐linear optimization. Our algorithm simultaneously solves for correspondences between points on source and target scans, confidence weights that measure the reliability of each correspondence and identify non‐overlapping areas, and a warping field that brings the source scan into alignment with the target geometry. The optimization maximizes the region of overlap and the spatial coherence of the deformation while minimizing registration error. All optimization parameters are chosen automatically; hand‐tuning is not necessary. Our method is not restricted to part‐in‐whole matching, but addresses the general problem of partial matching, and requires no explicit prior correspondences or feature points. We evaluate the performance and robustness of our method using scan data acquired by a structured light scanner and compare our method with existing non‐rigid registration algorithms.
Hao Li 0015, Robert W. Sumner, Mark Pauly
Comput. Graph. Forum1