Jason M. Saragih

dblp:21/3590 · DBLP profile ↗
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55ranked-venue papers
10as first author
31since 2021 · last 2026
0000-0001-6218-5029ORCID · reported

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

Graphics, computer vision, multimedia, augmented reality and games · 48 · 8 first-author · 30 since 2021Artificial intelligence and machine learning · 36 · 10 first-author · 19 since 2021Human-computer interaction and ubiquitous computing · 3 · 2 since 2021
YearPublicationVenuePosition
2026 EgoMDM: Diffusion-Based Human Motion Synthesis from Sparse Egocentric Sensors
abstract
Accurate three-dimensional (3D) human motion tracking is essential for immersive augmented reality$(A R)$and virtual reality (VR) applications, allowing users to engage with virtual environments through realistic full-body avatars. Achieving this level of detail, however, is challenging when the driving signals are sparse, typically coming only from upper-body sensors, such as head-mounted devices and hand controllers. To address this challenge, we propose EgoMDM (Egocentric Motion Diffusion Model), an end-to-end diffusion-based framework designed to reconstruct full-body motion from sparse tracking signals. EgoMDM models human motion in a conditional autoregressive manner using a unidirectional recurrent neural network, making it well-suited for real-time applications. By embedding local-to-global translation, forward and inverse kinematics, and foot-contact detection within the diffusion framework, EgoMDM achieves seamless, end-to-end motion synthesis, effectively reducing artifacts like foot sliding and ground penetration. Additionally, EgoMDM is conditioned on the user's body scale, allowing it to generalize across a diverse population and produce consistent avatar shapes over time. In our extensive experiments on the AMASS motion capture dataset, EgoMDM achieves state-of-the-art performance in both motion tracking accuracy and synthesis quality, demonstrating its robustness and adaptability across various human motion scenarios. Furthermore, EgoMDM significantly outperforms the existing models when tested on real signal inputs, highlighting its robustness and applicability to the real-world data. See the project page at: https://yohanshin.github.io/egomdm.github.io/
Soyong Shin, Anuj Pahuja, Alexander Richard, Kris Makoto Kitani, Jason M. Saragih, Weipeng Xu, Eni Halilaj, Timur M. Bagautdinov
3DV5
2025 LUCAS: Layered Universal Codec Avatars
abstract
Photorealistic 3D head avatar reconstruction faces critical challenges in modeling dynamic face-hair interactions and achieving cross-identity generalization, particularly during expressions and head movements. We present LUCAS, a novel Universal Prior Model (UPM) for codec avatar modeling that disentangles face and hair through a layered representation. Unlike previous UPMs that treat hair as an integral part of the head, our approach separates the modeling of the hairless head and hair into distinct branches. LUCAS is the first to introduce a mesh-based UPM, facilitating real-time rendering on devices. Our layered representation also improves the anchor geometry for precise and visually appealing Gaussian renderings. Experimental results indicate that LUCAS outperforms existing single-mesh and Gaussian-based avatar models in both quantitative and qualitative assessments, including evaluations on held-out subjects in zero-shot driving scenarios. LUCAS demonstrates superior dynamic performance in managing head pose changes, expression transfer, and hairstyle variations, thereby advancing the state-of-the-art in 3D head avatar reconstruction. Project page: https://lsn33096.github.io/LUCAS/.
Di Liu 0003, Teng Deng, Giljoo Nam, Stanislav Pidhorskyi, Jason M. Saragih, Dimitris N. Metaxas, Chen Cao 0001
CVPR7
2025 REWIND: Real-Time Egocentric Whole-Body Motion Diffusion with Exemplar-Based Identity Conditioning
abstract
We present REWIND (Real-Time Egocentric Whole-Body Motion Diffusion), a one-step diffusion model for real-time, high-fidelity human motion estimation from egocentric image inputs. While an existing method for egocentric whole-body (i.e., body and hands) motion estimation is non-real-time and acausal due to diffusion-based iterative motion refinement to capture correlations between body and hand poses, REWIND operates in a fully causal and real-time manner. To enable real-time inference, we introduce (1) cascaded body-hand denoising diffusion, which effectively models the correlation between egocentric body and hand motions in a fast, feed-forward manner, and (2) diffusion distillation, which enables high-quality motion estimation with a single denoising step. Our denoising diffusion model is based on a modified Transformer architecture, designed to causally model output motions while enhancing generalizability to unseen motion lengths. Additionally, REWIND optionally supports identity-conditioned motion estimation when identity prior is available. To this end, we propose a novel identity conditioning method based on a small set of pose exemplars of the target identity, which further enhances motion estimation quality. Through extensive experiments, we demonstrate that REWIND significantly outperforms the existing baselines both with and without exemplar-based identity conditioning.
Weipeng Xu, Alexander Richard, Shih-En Wei, Shunsuke Saito, Shaojie Bai, Te-Li Wang, Minhyuk Sung, Tae-Kyun Kim 0001, Jason M. Saragih
CVPR10
2025 FRESA: Feedforward Reconstruction of Personalized Skinned Avatars from Few Images
abstract
We present a novel method for reconstructing personalized 3D human avatars with realistic animation from only a few images. Due to the large variations in body shapes, poses, and cloth types, existing methods mostly require hours of per-subject optimization during inference, which limits their practical applications. In contrast, we learn a universal prior from over a thousand clothed humans to achieve instant feedforward generation and zero-shot generalization. Specifically, instead of rigging the avatar with shared skinning weights, we jointly infer personalized avatar shape, skinning weights, and pose-dependent deformations, which effectively improves overall geometric fidelity and reduces deformation artifacts. Moreover, to normalize pose variations and resolve coupled ambiguity between canonical shapes and skinning weights, we design a 3D canonicalization process to produce pixel-aligned initial conditions, which helps to reconstruct fine-grained geometric details. We then propose a multi-frame feature aggregation to robustly reduce artifacts introduced in canonicalization and fuse a plausible avatar preserving person-specific identities. Finally, we train the model in an end-to-end framework on a large-scale capture dataset, which contains diverse human subjects paired with high-quality 3D scans. Extensive experiments show that our method generates more authentic reconstruction and animation than state-of-the- arts, and can be directly generalized to inputs from casually taken phone photos. Project page and code is available at https://github.com/rongakowang/FRESA.
Fabian Prada, Zhongshi Jiang, Chengxiang Yin 0003, Shunsuke Saito, Igor Santesteban, Javier Romero 0002, Rohan Joshi, Hongdong Li, Jason M. Saragih, Yaser Sheikh
CVPR12
2025 HairCUP: Hair Compositional Universal Prior for 3D Gaussian Avatars
Shunsuke Saito, Giljoo Nam, Tomas Simon, Jason M. Saragih, Hanbyul Joo
ICCV5
2025 Generative Modeling of Shape-Dependent Self-Contact Human Poses
Takehiko Ohkawa, Shunsuke Saito, Jason M. Saragih, Fabian Prada, Shoou-I Yu, Ryosuke Furuta, Yoichi Sato 0001, Takaaki Shiratori
ICCV4
2025 Audio Driven Real-Time Facial Animation for Social Telepresence
abstract
We present an audio-driven real-time system for animating photorealistic 3D facial avatars with minimal latency, designed for social interactions in virtual reality for anyone. Central to our approach is an encoder model that transforms audio signals into latent facial expression sequences in real time, which are then decoded as photorealistic 3D facial avatars. Leveraging the generative capabilities of diffusion models, we capture the rich spectrum of facial expressions necessary for natural communication while achieving real-time performance (<15ms GPU time). Our novel architecture minimizes latency through two key innovations: an online transformer that eliminates dependency on future inputs and a distillation pipeline that accelerates iterative denoising into a single step. We further address critical design challenges in live scenarios for processing continuous audio signals frame-by-frame while maintaining consistent animation quality. The versatility of our framework extends to multimodal applications, including semantic modalities such as emotion conditions and multimodal sensors with head-mounted eye cameras on VR headsets. Experimental results demonstrate significant improvements in facial animation accuracy over existing offline state-of-the-art baselines, achieving 100 to 1000 × faster inference speed. We validate our approach through live VR demonstrations and across various scenarios such as multilingual speeches.
Jiye Lee 0001, Chenghui Li, Shih-En Wei, Jason M. Saragih, Alexander Richard, Hanbyul Joo, Shaojie Bai
SIGGRAPH Asia5
2025 Generative Head-Mounted Camera Captures for Photorealistic Avatars
abstract
Enabling photorealistic avatar animations in virtual and augmented reality (VR/AR) has been challenging because of the difficulty of obtaining ground truth state of faces. It is physically impossible to obtain synchronized images from head-mounted cameras (HMC) sensing input, which has partial observations in infrared (IR), and an array of outside-in dome cameras, which have full observations that match avatars' appearance. Prior works relying on analysis-by-synthesis methods could generate accurate ground truth, but suffer from imperfect disentanglement between expression and style in their personalized training. The reliance of extensive paired captures (HMC and dome) for the same subject makes it operationally expensive to collect large-scale datasets, which cannot be reused for different HMC viewpoints and lighting. In this work, we propose a novel generative approach, Generative HMC (GenHMC), that leverages large unpaired HMC captures , which are much easier to collect, to directly generate high-quality synthetic HMC images given any conditioning avatar state from dome captures. We show that our method is able to properly disentangle the input conditioning signal that specifies facial expression and viewpoint, from facial appearance, leading to more accurate ground truth. Furthermore, our method can generalize to unseen identities, removing the reliance on the paired captures. We demonstrate these breakthroughs by both evaluating synthetic HMC images and universal face encoders trained from these new HMC-avatar correspondences, which achieve better data efficiency and state-of-the-art accuracy.
Shaojie Bai, Seunghyeon Seo, Chenghui Li, Owen Wang, Te-Li Wang, Tianyang Ma, Jason M. Saragih, Shih-En Wei, Nojun Kwak, Hyung Jun(John) Kim
ACM Trans. Graph.8
2024 A Local Appearance Model for Volumetric Capture of Diverse Hairstyles
abstract
Hair plays a significant role in personal identity and appearance, making it an essential component of high-quality, photorealistic avatars. Existing approaches either focus on modeling the facial region only or rely on personalized models, limiting their generalizability and scalability. In this paper, we present a novel method for creating high-fidelity avatars with diverse hairstyles. Our method leverages the local similarity across different hairstyles and learns a universal hair appearance prior from multi-view captures of hundreds of people. This prior model takes 3D-aligned features as input and generates dense radiance fields conditioned on a sparse point cloud with color. As our model splits different hairstyles into local primitives and builds prior at that level, it is capable of handling various hair topologies. Through experiments, we demonstrate that our model captures a diverse range of hairstyles and generalizes well to challenging new hairstyles. Empirical results show that our method improves the state-of-the-art approaches in capturing and generating photorealistic, personalized avatars with complete hair.
Giljoo Nam, Aljaz Bozic, Chen Cao 0001, Jason M. Saragih, Michael Zollhöfer, Jessica K. Hodgins
3DV5
2024 Fast Registration of Photorealistic Avatars for VR Facial Animation
Chaitanya Patel, Shaojie Bai, Te-Li Wang, Jason M. Saragih, Shih-En Wei
ECCV (62)4
2024 Rasterized Edge Gradients: Handling Discontinuities Differentiably
Stanislav Pidhorskyi, Tomas Simon, Gabriel Schwartz, He Wen 0001, Yaser Sheikh, Jason M. Saragih
ECCV (83)6
2024 Codec Avatar Studio: Paired Human Captures for Complete, Driveable, and Generalizable Avatars
abstract
To build photorealistic avatars that users can embody, human modelling must be complete (cover the full body), driveable (able to reproduce the current motion and appearance from the user), and generalizable (i.e., easily adaptable to novel identities).Towards these goals, paired captures, that is, captures of the same subject obtained from systems of diverse quality and availability, are crucial.However, paired captures are rarely available to researchers outside of dedicated industrial labs: Codec Avatar Studio is our proposal to close this gap.Towards generalization and driveability, we introduce a dataset of 256 subjects captured in two modalities: high resolution multi-view scans of their heads, and video from the internal cameras of a headset.Towards completeness, we introduce a dataset of 4 subjects captured in eight modalities: high quality relightable multi-view captures of heads and hands, full body multi-view captures with minimal and regular clothes, and corresponding head, hands and body phone captures.Together with our data, we also provide code and pre-trained models for different state-of-the-art human generation models.Our datasets and code are available at https://github.com/facebookresearch/ava-256 and https://github.com/facebookresearch/goliath.
Julieta Martinez 0001, Emily Kim, Javier Romero 0002, Timur M. Bagautdinov, Shunsuke Saito, Shoou-I Yu, Michael Zollhöfer, Te-Li Wang, Shaojie Bai, Chenghui Li, Shih-En Wei, Rohan Joshi, Wyatt Borsos, Tomas Simon, Jason M. Saragih, Paul Theodosis, Alexander Greene, Anjani Josyula, Silvio Maeta, Andrew Jewett, Simion Venshtain, Christopher Heilman, Yueh-Tung Chen, Sidi Fu, Mohamed Elshaer, Tingfang Du, Longhua Wu, Shen-Chi Chen, Youssef Emad, Steven Longay, Ashley Brewer, Hitesh Shah, Taylor Koska, Kayla Haidle, Matthew Andromalos, Joanna Hsu, Thomas Dauer, Peter Selednik, Timothy Godisart, Scott Ardisson, Matthew Cipperly, Ben Humberston, Lon Farr, Bob Hansen, Peihong Guo, Dave Braun, Steven Krenn, He Wen 0001, Lucas Evans, Natalia Fadeeva, Matthew Stewart, Gabriel Schwartz, Divam Gupta, Gyeongsik Moon, Takaaki Shiratori, Fabian Prada, Bernardo Pires, Julia Buffalini, Autumn Trimble, Kevyn McPhail, Melissa Schoeller, Yaser Sheikh
NeurIPS16
2024 The Lips, the Teeth, the tip of the Tongue: LTT Tracking
Feisal Rasras, Stanislav Pidhorskyi, Tomas Simon, Hallison Paz, He Wen 0001, Jason M. Saragih, Javier Romero 0002
SIGGRAPH Asia6
2024 Universal Facial Encoding of Codec Avatars from VR Headsets
abstract
Faithful real-time facial animation is essential for avatar-mediated telepresence in Virtual Reality (VR). To emulate authentic communication, avatar animation needs to be efficient and accurate: able to capture both extreme and subtle expressions within a few milliseconds to sustain the rhythm of natural conversations. The oblique and incomplete views of the face, variability in the donning of headsets, and illumination variation due to the environment are some of the unique challenges in generalization to unseen faces. In this paper, we present a method that can animate a photorealistic avatar in realtime from head-mounted cameras (HMCs) on a consumer VR headset. We present a self-supervised learning approach, based on a cross-view reconstruction objective, that enables generalization to unseen users. We present a lightweight expression calibration mechanism that increases accuracy with minimal additional cost to run-time efficiency. We present an improved parameterization for precise ground-truth generation that provides robustness to environmental variation. The resulting system produces accurate facial animation for unseen users wearing VR headsets in realtime. We compare our approach to prior face-encoding methods demonstrating significant improvements in both quantitative metrics and qualitative results.
Shaojie Bai, Te-Li Wang, Chenghui Li, Akshay Venkatesh, Tomas Simon, Chen Cao 0001, Gabriel Schwartz, Jason M. Saragih, Yaser Sheikh, Shih-En Wei
ACM Trans. Graph.8
2023 Auto-CARD: Efficient and Robust Codec Avatar Driving for Real-time Mobile Telepresence
abstract
Real-time and robust photorealistic avatars for telepresence in AR/VR have been highly desired for enabling im-mersive photorealistic telepresence. However, there still exists one key bottleneck: the considerable computational expense needed to accurately infer facial expressions captured from headset-mounted cameras with a quality level that can match the realism of the avatar's human appearance. To this end, we propose a framework called Auto-CARD, which for the first time enables realtime and robust driving of Codec Avatars when exclusively using merely on-device computing resources. This is achieved by minimizing two sources of redundancy. First, we develop a dedicated neural architecture search technique called AVE-NAS for avatar encoding in AR/VR, which explicitly boosts both the searched architectures' robustness in the presence of extreme facial ex-pressions and hardware friendliness on fast evolving AR/VR headsets. Second, we leverage the temporal redundancy in consecutively captured images during continuous rendering and develop a mechanism dubbed LATEX to skip the computation of redundant frames. Specifically, we first identify an opportunity from the linearity of the latent space derived by the avatar decoder and then propose to perform adaptive latent extrapolation for redundant frames. For evaluation, we demonstrate the efficacy of our Auto-CARD framework in realtime Codec Avatar driving settings, where we achieve a$5.05\times$speedup on Meta Quest 2 while maintaining a compa-rable or even better animation quality than state-of-the-art avatar encoder designs.
Yonggan Fu, Yuecheng Li, Chenghui Li, Jason M. Saragih, Peizhao Zhang, Xiaoliang Dai, Yingyan (Celine) Lin
CVPR4
2023 RelightableHands: Efficient Neural Relighting of Articulated Hand Models
abstract
We present the first neural relighting approach for rendering high-fidelity personalized hands that can be animated in real-time under novel illumination. Our approach adopts a teacher-student framework, where the teacher learns appearance under a single point light from images captured in a light-stage, allowing us to synthesize hands in arbitrary illuminations but with heavy compute. Using images rendered by the teacher model as training data, an efficient student model directly predicts appearance under natural illuminations in real-time. To achieve generalization, we condition the student model with physics-inspired illumination features such as visibility, diffuse shading, and specular reflections computed on a coarse proxy geometry, maintaining a small computational overhead. Our key insight is that these features have strong correlation with subsequent global light transport effects, which proves sufficient as conditioning data for the neural relighting network. Moreover, in contrast to bottleneck illumination conditioning, these features are spatially aligned based on underlying geometry, leading to better generalization to unseen illuminations and poses. In our experiments, we demonstrate the efficacy of our illumination feature representations, outperforming baseline approaches. We also show that our approach can photorealistically relight two interacting hands at real-time speeds. https://sh8.io/#/relightable_hands
Shun Iwase, Shunsuke Saito, Tomas Simon, Stephen Lombardi, Timur M. Bagautdinov, Rohan Joshi, Fabian Prada, Takaaki Shiratori, Yaser Sheikh, Jason M. Saragih
CVPR10
2023 MEGANE: Morphable Eyeglass and Avatar Network
abstract
Eyeglasses play an important role in the perception of identity. Authentic virtual representations of faces can benefit greatly from their inclusion. However, modeling the geometric and appearance interactions of glasses and the face of virtual representations of humans is challenging. Glasses and faces affect each other's geometry at their contact points, and also induce appearance changes due to light transport. Most existing approaches do not capture these physical interactions since they model eyeglasses and faces independently. Others attempt to resolve interactions as a 2D image synthesis problem and suffer from view and temporal inconsistencies. In this work, we propose a 3D compositional morphable model of eyeglasses that accurately incorporates high-fidelity geometric and photometric interaction effects. To support the large variation in eyeglass topology efficiently, we employ a hybrid representation that combines surface geometry and a volumetric representation. Unlike volumetric approaches, our model naturally retains correspondences across glasses, and hence explicit modification of geometry, such as lens insertion and frame deformation, is greatly simplified. In addition, our model is relightable under point lights and natural illumination, supporting high-fidelity rendering of various frame materials, including translucent plastic and metal within a single morphable model. Importantly, our approach models global light transport effects, such as casting shadows between faces and glasses. Our morphable model for eyeglasses can also be fit to novel glasses via inverse rendering. We compare our approach to state-of-the-art methods and demonstrate significant quality improvements.
Shunsuke Saito, Tomas Simon, Stephen Lombardi, Hongdong Li, Jason M. Saragih
CVPR6
2023 NeuWigs: A Neural Dynamic Model for Volumetric Hair Capture and Animation
abstract
The capture and animation of human hair are two of the major challenges in the creation of realistic avatars for the virtual reality. Both problems are highly challenging, because hair has complex geometry and appearance and exhibits challenging motion. In this paper, we present a two-stage approach that models hair independently of the head to address these challenges in a data-driven manner. The first stage, state compression, learns a low-dimensional latent space of 3D hair states including motion and appearance via a novel autoencoder-as-a-tracker strategy. To better disentangle the hair and head in appearance learning, we employ multi-view hair segmentation masks in combination with a differentiable volumetric renderer. The second stage optimizes a novel hair dynamics model that performs temporal hair transfer based on the discovered latent codes. To enforce higher stability while driving our dynamics model, we employ the 3D point-cloud autoencoder from the compression stage for denoising of the hair state. Our model outperforms the state of the art in novel view synthesis and is capable of creating novel hair animations without relying on hair observations as a driving signal.††Project page at https://ziyanwl.github.io/neuwigs/.
Giljoo Nam, Tuur Stuyck, Stephen Lombardi, Chen Cao 0001, Jason M. Saragih, Michael Zollhöfer, Jessica K. Hodgins, Christoph Lassner
CVPR6
2022 Robust Egocentric Photo-realistic Facial Expression Transfer for Virtual Reality
abstract
Social presence, the feeling of being there with a “real” person, will fuel the next generation of communication systems driven by digital humans in virtual reality (VR). The best 3D video-realistic VR avatars that minimize the uncanny effect rely on person-specific (PS) models. However, these PS models are time-consuming to build and are typically trained with limited data variability, which results in poor generalization and robustness. Major sources of variability that affects the accuracy of facial expression transfer algorithms include using different VR headsets (e.g., camera configuration, slop of the headset), facial appearance changes over time (e.g., beard, make-up), and environmental factors (e.g., lighting, backgrounds). This is a major drawback for the scalability of these models in VR. This paper makes progress in overcoming these limitations by proposing an end-to-end multi-identity architecture (MIA) trained with specialized augmentation strategies. MIA drives the shape component of the avatar from three cameras in the VR headset (two eyes, one mouth), in untrained subjects, using minimal personalized information (i.e., neutral 3D mesh shape). Similarly, if the PS texture decoder is available, MIA is able to drive the full avatar (shape + texture) robustly outperforming PS models in challenging scenarios. Our key contribution to improve robustness and generalization, is that our method implicitly decouples, in an unsupervised manner, the facial expression from nuisance factors (e.g., headset, environment, facial appearance). We demonstrate the superior performance and robustness of the proposed method versus state-of-the-art PS approaches in a variety of experiments.
Amin Jourabloo, Fernando De la Torre, Jason M. Saragih, Shih-En Wei, Stephen Lombardi, Te-Li Wang, Danielle Belko, Autumn Trimble, Hernán Badino
CVPR3
2022 LiP-Flow: Learning Inference-Time Priors for Codec Avatars via Normalizing Flows in Latent Space
Emre Aksan, Shugao Ma, Akin Caliskan, Stanislav Pidhorskyi, Alexander Richard, Shih-En Wei, Jason M. Saragih, Otmar Hilliges
ECCV (26)7
2022 Authentic volumetric avatars from a phone scan
abstract
Creating photorealistic avatars of existing people currently requires extensive person-specific data capture, which is usually only accessible to the VFX industry and not the general public. Our work aims to address this drawback by relying only on a short mobile phone capture to obtain a drivable 3D head avatar that matches a person's likeness faithfully. In contrast to existing approaches, our architecture avoids the complex task of directly modeling the entire manifold of human appearance, aiming instead to generate an avatar model that can be specialized to novel identities using only small amounts of data. The model dispenses with low-dimensional latent spaces that are commonly employed for hallucinating novel identities, and instead, uses a conditional representation that can extract person-specific information at multiple scales from a high resolution registered neutral phone scan. We achieve high quality results through the use of a novel universal avatar prior that has been trained on high resolution multi-view video captures of facial performances of hundreds of human subjects. By fine-tuning the model using inverse rendering we achieve increased realism and personalize its range of motion. The output of our approach is not only a high-fidelity 3D head avatar that matches the person's facial shape and appearance, but one that can also be driven using a jointly discovered shared global expression space with disentangled controls for gaze direction. Via a series of experiments we demonstrate that our avatars are faithful representations of the subject's likeness. Compared to other state-of-the-art methods for lightweight avatar creation, our approach exhibits superior visual quality and animateability.
Chen Cao 0001, Tomas Simon, Jin Kyu Kim, Gabe Schwartz, Michael Zollhöfer, Shunsuke Saito, Stephen Lombardi, Shih-En Wei, Danielle Belko, Shoou-I Yu, Yaser Sheikh, Jason M. Saragih
ACM Trans. Graph.12
2022 Depth of Field Aware Differentiable Rendering
abstract
Cameras with a finite aperture diameter exhibit defocus for scene elements that are not at the focus distance, and have only a limited depth of field within which objects appear acceptably sharp. In this work we address the problem of applying inverse rendering techniques to input data that exhibits such defocus blurring. We present differentiable depth-of-field rendering techniques that are applicable to both rasterization-based methods using mesh representations, as well as ray-marching-based methods using either explicit [Yu et al. 2021] or implicit volumetric radiance fields [Mildenhall et al. 2020]. Our approach learns significantly sharper scene reconstructions on data containing blur due to depth of field, and recovers aperture and focus distance parameters that result in plausible forward-rendered images. We show applications to macro photography, where typical lens configurations result in a very narrow depth of field, and to multi-camera video capture, where maintaining sharp focus across a large capture volume for a moving subject is difficult.
Stanislav Pidhorskyi, Timur M. Bagautdinov, Shugao Ma, Jason M. Saragih, Gabriel Schwartz, Yaser Sheikh, Tomas Simon
ACM Trans. Graph.4
2021 SimPoE: Simulated Character Control for 3D Human Pose Estimation
abstract
Accurate estimation of 3D human motion from monocular video requires modeling both kinematics (body motion without physical forces) and dynamics (motion with physical forces). To demonstrate this, we present SimPoE, a Simulation-based approach for 3D human Pose Estimation, which integrates image-based kinematic inference and physics-based dynamics modeling. SimPoE learns a policy that takes as input the current-frame pose estimate and the next image frame to control a physically-simulated character to output the next-frame pose estimate. The policy contains a learnable kinematic pose refinement unit that uses 2D keypoints to iteratively refine its kinematic pose estimate of the next frame. Based on this refined kinematic pose, the policy learns to compute dynamics-based control (e.g., joint torques) of the character to advance the current-frame pose estimate to the pose estimate of the next frame. This design couples the kinematic pose refinement unit with the dynamics-based control generation unit, which are learned jointly with reinforcement learning to achieve accurate and physically-plausible pose estimation. Furthermore, we propose a meta-control mechanism that dynamically adjusts the character’s dynamics parameters based on the character state to attain more accurate pose estimates. Experiments on large-scale motion datasets demonstrate that our approach establishes the new state of the art in pose accuracy while ensuring physical plausibility.
Ye Yuan 0007, Shih-En Wei, Tomas Simon, Kris Makoto Kitani, Jason M. Saragih
CVPR5
2021 High-Fidelity Face Tracking for AR/VR via Deep Lighting Adaptation
abstract
3D video avatars can empower virtual communications by providing compression, privacy, entertainment, and a sense of presence in AR/VR. Best 3D photo-realistic AR/VR avatars driven by video, that can minimize uncanny effects, rely on person-specific models. However, existing person-specific photo-realistic 3D models are not robust to lighting, hence their results typically miss subtle facial behaviors and cause artifacts in the avatar. This is a major drawback for the scalability of these models in communication systems (e.g., Messenger, Skype, FaceTime) and AR/VR. This paper addresses previous limitations by learning a deep learning lighting model, that in combination with a high-quality 3D face tracking algorithm, provides a method for subtle and robust facial motion transfer from a regular video to a 3D photo-realistic avatar. Extensive experimental validation and comparisons to other state-of-the-art methods demonstrate the effectiveness of the proposed framework in real-world scenarios with variability in pose, expression, and illumination. Our project page can be found at this website.
Chen Cao 0001, Fernando De la Torre, Jason M. Saragih, Chenliang Xu, Yaser Sheikh
CVPR4
2021 Pixel Codec Avatars
Shugao Ma, Tomas Simon, Jason M. Saragih, Yuecheng Li, Fernando De la Torre, Yaser Sheikh
CVPR3
2021 Pixel-Aligned Volumetric Avatars
abstract
Acquisition and rendering of photo-realistic human heads is a highly challenging research problem of particular importance for virtual telepresence. Currently, the highest quality is achieved by volumetric approaches trained in a person-specific manner on multi-view data. These models better represent fine structure, such as hair, compared to simpler mesh-based models. Volumetric models typically employ a global code to represent facial expressions, such that they can be driven by a small set of animation parameters. While such architectures achieve impressive rendering quality, they can not easily be extended to the multi-identity setting. In this paper, we devise a novel approach for predicting volumetric avatars of the human head given just a small number of inputs. We enable generalization across identities by a novel parameterization that combines neural radiance fields with local, pixel-aligned features extracted directly from the inputs, thus side-stepping the need for very deep or complex networks. Our approach is trained in an end-to-end manner solely based on a photometric re-rendering loss without requiring explicit 3D supervision. We demonstrate that our approach outperforms the existing state of the art in terms of quality and is able to generate faithful facial expressions in a multi-identity setting.
Amit Raj, Michael Zollhöfer, Tomas Simon, Jason M. Saragih, Shunsuke Saito, James Hays, Stephen Lombardi
CVPR4
2021 Learning Compositional Radiance Fields of Dynamic Human Heads
abstract
Photorealistic rendering of dynamic humans is an important capability for telepresence systems, virtual shopping, special effects in movies, and interactive experiences such as games. Recently, neural rendering methods have been developed to create high-fidelity models of humans and objects. Some of these methods do not produce results with high-enough fidelity for driveable human models (Neural Volumes) whereas others have extremely long rendering times (NeRF). We propose a novel compositional 3D representation that combines the best of previous methods to produce both higher-resolution and faster results. Our representation bridges the gap between discrete and continuous volumetric representations by combining a coarse 3D-structure-aware grid of animation codes with a continuous learned scene function that maps every position and its corresponding local animation code to a view-dependent emitted radiance and local volume density. Differentiable volume rendering is employed to compute photo-realistic novel views of the human head and upper body as well as to train our novel representation end-to-end using only 2D supervision. In addition, we show that the learned dynamic radiance field can be used to synthesize novel unseen expressions based on a global animation code. Our approach achieves state-of-the-art results for synthesizing novel views of dynamic human heads and the upper body. See our project page1for more results.
Timur M. Bagautdinov, Stephen Lombardi, Tomas Simon, Jason M. Saragih, Jessica K. Hodgins, Michael Zollhöfer
CVPR5
2021 Driving-signal aware full-body avatars
abstract
We present a learning-based method for building driving-signal aware full-body avatars. Our model is a conditional variational autoencoder that can be animated with incomplete driving signals, such as human pose and facial keypoints, and produces a high-quality representation of human geometry and view-dependent appearance. The core intuition behind our method is that better drivability and generalization can be achieved by disentangling the driving signals and remaining generative factors, which are not available during animation. To this end, we explicitly account for information deficiency in the driving signal by introducing a latent space that exclusively captures the remaining information, thus enabling the imputation of the missing factors required during full-body animation, while remaining faithful to the driving signal. We also propose a learnable localized compression for the driving signal which promotes better generalization, and helps minimize the influence of global chance-correlations often found in real datasets. For a given driving signal, the resulting variational model produces a compact space of uncertainty for missing factors that allows for an imputation strategy best suited to a particular application. We demonstrate the efficacy of our approach on the challenging problem of full-body animation for virtual telepresence with driving signals acquired from minimal sensors placed in the environment and mounted on a VR-headset.
Timur M. Bagautdinov, Chenglei Wu, Tomas Simon, Fabian Prada, Takaaki Shiratori, Shih-En Wei, Weipeng Xu, Yaser Sheikh, Jason M. Saragih
ACM Trans. Graph.9
2021 Deep relightable appearance models for animatable faces
abstract
We present a method for building high-fidelity animatable 3D face models that can be posed and rendered with novel lighting environments in real-time. Our main insight is that relightable models trained to produce an image lit from a single light direction can generalize to natural illumination conditions but are computationally expensive to render. On the other hand, efficient, high-fidelity face models trained with point-light data do not generalize to novel lighting conditions. We leverage the strengths of each of these two approaches. We first train an expensive but generalizable model on point-light illuminations, and use it to generate a training set of high-quality synthetic face images under natural illumination conditions. We then train an efficient model on this augmented dataset, reducing the generalization ability requirements. As the efficacy of this approach hinges on the quality of the synthetic data we can generate, we present a study of lighting pattern combinations for dynamic captures and evaluate their suitability for learning generalizable relightable models. Towards achieving the best possible quality, we present a novel approach for generating dynamic relightable faces that exceeds state-of-the-art performance. Our method is capable of capturing subtle lighting effects and can even generate compelling near-field relighting despite being trained exclusively with far-field lighting data. Finally, we motivate the utility of our model by animating it with images captured from VR-headset mounted cameras, demonstrating the first system for face-driven interactions in VR that uses a photorealistic relightable face model.
Sai Bi, Stephen Lombardi, Shunsuke Saito, Tomas Simon, Shih-En Wei, Kevyn McPhail, Ravi Ramamoorthi, Yaser Sheikh, Jason M. Saragih
ACM Trans. Graph.9
2021 Real-time 3D neural facial animation from binocular video
abstract
We present a method for performing real-time facial animation of a 3D avatar from binocular video. Existing facial animation methods fail to automatically capture precise and subtle facial motions for driving a photo-realistic 3D avatar "in-the-wild" (i.e., variability in illumination, camera noise). The novelty of our approach lies in a light-weight process for specializing a personalized face model to new environments that enables extremely accurate real-time face tracking anywhere. Our method uses a pre-trained high-fidelity personalized model of the face that we complement with a novel illumination model to account for variations due to lighting and other factors often encountered in-the-wild (e.g., facial hair growth, makeup, skin blemishes). Our approach comprises two steps. First, we solve for our illumination model's parameters by applying analysis-by-synthesis on a short video recording. Using the pairs of model parameters (rigid, non-rigid) and the original images, we learn a regression for real-time inference from the image space to the 3D shape and texture of the avatar. Second, given a new video, we fine-tune the real-time regression model with a few-shot learning strategy to adapt the regression model to the new environment. We demonstrate our system's ability to precisely capture subtle facial motions in unconstrained scenarios, in comparison to competing methods, on a diverse collection of identities, expressions, and real-world environments.
Chen Cao 0001, Vasu Agrawal, Fernando De la Torre, Jason M. Saragih, Tomas Simon, Yaser Sheikh
ACM Trans. Graph.5
2021 Mixture of volumetric primitives for efficient neural rendering
abstract
Real-time rendering and animation of humans is a core function in games, movies, and telepresence applications. Existing methods have a number of drawbacks we aim to address with our work. Triangle meshes have difficulty modeling thin structures like hair, volumetric representations like Neural Volumes are too low-resolution given a reasonable memory budget, and high-resolution implicit representations like Neural Radiance Fields are too slow for use in real-time applications. We present Mixture of Volumetric Primitives (MVP), a representation for rendering dynamic 3D content that combines the completeness of volumetric representations with the efficiency of primitive-based rendering, e.g., point-based or mesh-based methods. Our approach achieves this by leveraging spatially shared computation with a convolutional architecture and by minimizing computation in empty regions of space with volumetric primitives that can move to cover only occupied regions. Our parameterization supports the integration of correspondence and tracking constraints, while being robust to areas where classical tracking fails, such as around thin or translucent structures and areas with large topological variability. MVP is a hybrid that generalizes both volumetric and primitive-based representations. Through a series of extensive experiments we demonstrate that it inherits the strengths of each, while avoiding many of their limitations. We also compare our approach to several state-of-the-art methods and demonstrate that MVP produces superior results in terms of quality and runtime performance.
Stephen Lombardi, Tomas Simon, Gabriel Schwartz, Michael Zollhöfer, Yaser Sheikh, Jason M. Saragih
ACM Trans. Graph.6
2020 PIFuHD: Multi-Level Pixel-Aligned Implicit Function for High-Resolution 3D Human Digitization
abstract
Recent advances in image-based 3D human shape estimation have been driven by the significant improvement in representation power afforded by deep neural networks. Although current approaches have demonstrated the potential in real world settings, they still fail to produce reconstructions with the level of detail often present in the input images. We argue that this limitation stems primarily form two conflicting requirements; accurate predictions require large context, but precise predictions require high resolution. Due to memory limitations in current hardware, previous approaches tend to take low resolution images as input to cover large spatial context, and produce less precise (or low resolution) 3D estimates as a result. We address this limitation by formulating a multi-level architecture that is end-to-end trainable. A coarse level observes the whole image at lower resolution and focuses on holistic reasoning. This provides context to an fine level which estimates highly detailed geometry by observing higher-resolution images. We demonstrate that our approach significantly outperforms existing state-of-the-art techniques on single image human shape reconstruction by fully leveraging 1k-resolution input images.
Shunsuke Saito, Tomas Simon, Jason M. Saragih, Hanbyul Joo
CVPR3
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
NeurIPS6
2020 State of the Art on Neural Rendering
abstract
Abstract Efficient rendering of photo‐realistic virtual worlds is a long standing effort of computer graphics. Modern graphics techniques have succeeded in synthesizing photo‐realistic images from hand‐crafted scene representations. However, the automatic generation of shape, materials, lighting, and other aspects of scenes remains a challenging problem that, if solved, would make photo‐realistic computer graphics more widely accessible. Concurrently, progress in computer vision and machine learning have given rise to a new approach to image synthesis and editing, namely deep generative models. Neural rendering is a new and rapidly emerging field that combines generative machine learning techniques with physical knowledge from computer graphics, e.g., by the integration of differentiable rendering into network training. With a plethora of applications in computer graphics and vision, neural rendering is poised to become a new area in the graphics community, yet no survey of this emerging field exists. This state‐of‐the‐art report summarizes the recent trends and applications of neural rendering. We focus on approaches that combine classic computer graphics techniques with deep generative models to obtain controllable and photorealistic outputs. Starting with an overview of the underlying computer graphics and machine learning concepts, we discuss critical aspects of neural rendering approaches. Specifically, our emphasis is on the type of control, i.e., how the control is provided, which parts of the pipeline are learned, explicit vs. implicit control, generalization, and stochastic vs. deterministic synthesis. The second half of this state‐of‐the‐art report is focused on the many important use cases for the described algorithms such as novel view synthesis, semantic photo manipulation, facial and body reenactment, relighting, free‐viewpoint video, and the creation of photo‐realistic avatars for virtual and augmented reality telepresence. Finally, we conclude with a discussion of the social implications of such technology and investigate open research problems.
Ayush Tewari, Ohad Fried, Justus Thies, Vincent Sitzmann, Stephen Lombardi, Kalyan Sunkavalli, Ricardo Martin-Brualla, Tomas Simon, Jason M. Saragih, Matthias Nießner, Rohit Pandey, Sean Ryan Fanello, Gordon Wetzstein, Jun-Yan Zhu, Christian Theobalt, Maneesh Agrawala, Eli Shechtman, Dan B. Goldman, Michael Zollhöfer
Comput. Graph. Forum9
2020 The eyes have it: an integrated eye and face model for photorealistic facial animation
abstract
Interacting with people across large distances is important for remote work, interpersonal relationships, and entertainment. While such face-to-face interactions can be achieved using 2D video conferencing or, more recently, virtual reality (VR), telepresence systems currently distort the communication of eye contact and social gaze signals. Although methods have been proposed to redirect gaze in 2D teleconferencing situations to enable eye contact, 2D video conferencing lacks the 3D immersion of real life. To address these problems, we develop a system for face-to-face interaction in VR that focuses on reproducing photorealistic gaze and eye contact. To do this, we create a 3D virtual avatar model that can be animated by cameras mounted on a VR headset to accurately track and reproduce human gaze in VR. Our primary contributions in this work are a jointly-learnable 3D face and eyeball model that better represents gaze direction and upper facial expressions, a method for disentangling the gaze of the left and right eyes from each other and the rest of the face allowing the model to represent entirely unseen combinations of gaze and expression, and a gaze-aware model for precise animation from headset-mounted cameras. Our quantitative experiments show that our method results in higher reconstruction quality, and qualitative results show our method gives a greatly improved sense of presence for VR avatars.
Gabriel Schwartz, Shih-En Wei, Te-Li Wang, Stephen Lombardi, Tomas Simon, Jason M. Saragih, Yaser Sheikh
ACM Trans. Graph.6
2019 LBS Autoencoder: Self-Supervised Fitting of Articulated Meshes to Point Clouds
abstract
We present LBS-AE; a self-supervised autoencoding algorithm for fitting articulated mesh models to point clouds. As input, we take a sequence of point clouds to be registered as well as an artist-rigged mesh, i.e. a template mesh equipped with a linear-blend skinning (LBS) deformation space parameterized by a skeleton hierarchy. As output, we learn an LBS-based autoencoder that produces registered meshes from the input point clouds. To bridge the gap between the artist-defined geometry and the captured point clouds, our autoencoder models pose-dependent deviations from the template geometry. During training, instead of us- ing explicit correspondences, such as key points or pose supervision, our method leverages LBS deformations to boot- strap the learning process. To avoid poor local minima from erroneous point-to-point correspondences, we utilize a structured Chamfer distance based on part-segmentations, which are learned concurrently using self-supervision. We demonstrate qualitative results on real captured hands, and report quantitative evaluations on the FAUST benchmark for body registration. Our method achieves performance that is superior to other unsupervised approaches and com- parable to methods using supervised examples.
Chun-Liang Li, Tomas Simon, Jason M. Saragih, Barnabás Póczos, Yaser Sheikh
CVPR3
2019 Neural volumes: learning dynamic renderable volumes from images
abstract
Modeling and rendering of dynamic scenes is challenging, as natural scenes often contain complex phenomena such as thin structures, evolving topology, translucency, scattering, occlusion, and biological motion. Mesh-based reconstruction and tracking often fail in these cases, and other approaches (e.g., light field video) typically rely on constrained viewing conditions, which limit interactivity. We circumvent these difficulties by presenting a learning-based approach to representing dynamic objects inspired by the integral projection model used in tomographic imaging. The approach is supervised directly from 2D images in a multi-view capture setting and does not require explicit reconstruction or tracking of the object. Our method has two primary components: an encoder-decoder network that transforms input images into a 3D volume representation, and a differentiable ray-marching operation that enables end-to-end training. By virtue of its 3D representation, our construction extrapolates better to novel viewpoints compared to screen-space rendering techniques. The encoder-decoder architecture learns a latent representation of a dynamic scene that enables us to produce novel content sequences not seen during training. To overcome memory limitations of voxel-based representations, we learn a dynamic irregular grid structure implemented with a warp field during ray-marching. This structure greatly improves the apparent resolution and reduces grid-like artifacts and jagged motion. Finally, we demonstrate how to incorporate surface-based representations into our volumetric-learning framework for applications where the highest resolution is required, using facial performance capture as a case in point.
Stephen Lombardi, Tomas Simon, Jason M. Saragih, Gabriel Schwartz, Andreas M. Lehrmann, Yaser Sheikh
ACM Trans. Graph.3
2019 VR facial animation via multiview image translation
abstract
A key promise of Virtual Reality (VR) is the possibility of remote social interaction that is more immersive than any prior telecommunication media. However, existing social VR experiences are mediated by inauthentic digital representations of the user (i.e., stylized avatars). These stylized representations have limited the adoption of social VR applications in precisely those cases where immersion is most necessary (e.g., professional interactions and intimate conversations). In this work, we present a bidirectional system that can animate avatar heads of both users' full likeness using consumer-friendly headset mounted cameras (HMC). There are two main challenges in doing this: unaccommodating camera views and the image-to-avatar domain gap. We address both challenges by leveraging constraints imposed by multiview geometry to establish precise image-to-avatar correspondence, which are then used to learn an end-to-end model for real-time tracking. We present designs for a training HMC, aimed at data-collection and model building, and a tracking HMC for use during interactions in VR. Correspondence between the avatar and the HMC-acquired images are automatically found through self-supervised multiview image translation, which does not require manual annotation or one-to-one correspondence between domains. We evaluate the system on a variety of users and demonstrate significant improvements over prior work.
Shih-En Wei, Jason M. Saragih, Tomas Simon, Adam W. Harley, Stephen Lombardi, Michal Perdoch, Alexander Hypes, Hernán Badino, Yaser Sheikh
ACM Trans. Graph.2
2018 Modeling Facial Geometry Using Compositional VAEs
abstract
We propose a method for learning non-linear face geometry representations using deep generative models. Our model is a variational autoencoder with multiple levels of hidden variables where lower layers capture global geometry and higher ones encode more local deformations. Based on that, we propose a new parameterization of facial geometry that naturally decomposes the structure of the human face into a set of semantically meaningful levels of detail. This parameterization enables us to do model fitting while capturing varying level of detail under different types of geometrical constraints.
Timur M. Bagautdinov, Chenglei Wu, Jason M. Saragih, Pascal Fua, Yaser Sheikh
CVPR3
2018 Deep appearance models for face rendering
abstract
We introduce a deep appearance model for rendering the human face. Inspired by Active Appearance Models, we develop a data-driven rendering pipeline that learns a joint representation of facial geometry and appearance from a multiview capture setup. Vertex positions and view-specific textures are modeled using a deep variational autoencoder that captures complex nonlinear effects while producing a smooth and compact latent representation. View-specific texture enables the modeling of view-dependent effects such as specularity. In addition, it can also correct for imperfect geometry stemming from biased or low resolution estimates. This is a significant departure from the traditional graphics pipeline, which requires highly accurate geometry as well as all elements of the shading model to achieve realism through physically-inspired light transport. Acquiring such a high level of accuracy is difficult in practice, especially for complex and intricate parts of the face, such as eyelashes and the oral cavity. These are handled naturally by our approach, which does not rely on precise estimates of geometry. Instead, the shading model accommodates deficiencies in geometry though the flexibility afforded by the neural network employed. At inference time, we condition the decoding network on the viewpoint of the camera in order to generate the appropriate texture for rendering. The resulting system can be implemented simply using existing rendering engines through dynamic textures with flat lighting. This representation, together with a novel unsupervised technique for mapping images to facial states, results in a system that is naturally suited to real-time interactive settings such as Virtual Reality (VR).
Stephen Lombardi, Jason M. Saragih, Tomas Simon, Yaser Sheikh
ACM Trans. Graph.2
2016 Mixture of grouped regressors and its application to visual mapping
Lili Pan 0001, Jason M. Saragih, Wen-Sheng Chu
Pattern Recognit.2
2012 In the Pursuit of Effective Affective Computing: The Relationship Between Features and Registration
abstract
For facial expression recognition systems to be applicable in the real world, they need to be able to detect and track a previously unseen person's face and its facial movements accurately in realistic environments. A highly plausible solution involves performing a "dense" form of alignment, where 60-70 fiducial facial points are tracked with high accuracy. The problem is that, in practice, this type of dense alignment had so far been impossible to achieve in a generic sense, mainly due to poor reliability and robustness. Instead, many expression detection methods have opted for a "coarse" form of face alignment, followed by an application of a biologically inspired appearance descriptor such as the histogram of oriented gradients or Gabor magnitudes. Encouragingly, recent advances to a number of dense alignment algorithms have demonstrated both high reliability and accuracy for unseen subjects [e.g., constrained local models (CLMs)]. This begs the question: Aside from countering against illumination variation, what do these appearance descriptors do that standard pixel representations do not? In this paper, we show that, when close to perfect alignment is obtained, there is no real benefit in employing these different appearance-based representations (under consistent illumination conditions). In fact, when misalignment does occur, we show that these appearance descriptors do work well by encoding robustness to alignment error. For this work, we compared two popular methods for dense alignment-subject-dependent active appearance models versus subject-independent CLMs-on the task of action-unit detection. These comparisons were conducted through a battery of experiments across various publicly available data sets (i.e., CK+, Pain, M3, and GEMEP-FERA). We also report our performance in the recent 2011 Facial Expression Recognition and Analysis Challenge for the subject-independent task.
Sien W. Chew, Patrick Lucey, Simon Lucey, Jason M. Saragih, Jeffrey F. Cohn, Iain A. Matthews, Sridha Sridharan
IEEE Trans. Syst. Man Cybern. Part B4
2011 Principal regression analysis
abstract
A new paradigm for multivariate regression is proposed; principal regression analysis (PRA). It entails learning a low dimensional subspace over sample-specific regressors. For a given input, the model predicts a subspace thought to contain the corresponding response. Using this subspace as a prior, the search space is considerably more constrained. An efficient local optimisation strategy is proposed for learning and a practical choice for its initialisation suggested. The utility of PRA is demonstrated on the task of non-rigid face and car alignment using challenging "in the wild" datasets, where substantial performance improvements are observed over alignment with a conventional prior.
Jason M. Saragih
CVPR1
2011 Person-independent facial expression detection using Constrained Local Models
abstract
In automatic facial expression detection, very accurate registration is desired which can be achieved via a deformable model approach where a dense mesh of 60-70 points on the face is used, such as an active appearance model (AAM). However, for applications where manually labeling frames is prohibitive, AAMs do not work well as they do not generalize well to unseen subjects. As such, a more coarse approach is taken for person-independent facial expression detection, where just a couple of key features (such as face and eyes) are tracked using a Viola-Jones type approach. The tracked image is normally post-processed to encode for shift and illumination invariance using a linear bank of filters. Recently, it was shown that this preprocessing step is of no benefit when close to ideal registration has been obtained. In this paper, we present a system based on the Constrained Local Model (CLM) method which is a generic or person-independent face alignment algorithm which gains high accuracy. We show these results against the LBP feature extraction on the CK+ and GEMEP-FERA datasets.
Sien W. Chew, Patrick Lucey, Simon Lucey, Jason M. Saragih, Jeffrey F. Cohn, Sridha Sridharan
FG4
2011 Real-time avatar animation from a single image
abstract
A real time facial puppetry system is presented. Compared with existing systems, the proposed method requires no special hardware, runs in real time (23 frames-per-second), and requires only a single image of the avatar and user. The user's facial expression is captured through a real-time 3D non-rigid tracking system. Expression transfer is achieved by combining a generic expression model with synthetically generated examples that better capture person specific characteristics. Performance of the system is evaluated on avatars of real people as well as masks and cartoon characters.
Jason M. Saragih, Simon Lucey, Jeffrey F. Cohn
FG1
2011 Real-time avatar animation from a single image
abstract
A real time facial puppetry system is presented. Compared with existing systems, the proposed method requires no special hardware, runs in real time (23 frames-per-second), and requires only a single image of the avatar and user. The user's facial expression is captured through a real-time 3D non-rigid tracking system. Expression transfer is achieved by combining a generic expression model with synthetically generated examples that better capture person specific characteristics. Performance of the system is evaluated on avatars of real people as well as masks and cartoon characters.
Jason M. Saragih, Simon Lucey, Jeffrey F. Cohn
FG1
2011 Deformable Model Fitting by Regularized Landmark Mean-Shift
Jason M. Saragih, Simon Lucey, Jeffrey F. Cohn
Int. J. Comput. Vis.1
2011 Fast and Robust Circular Object Detection With Probabilistic Pairwise Voting
abstract
Accurate and efficient detection of circular objects in images is a challenging computer vision problem. Existing circular object detection methods can be broadly classified into two categories: voting based and maximum likelihood estimation (MLE) based. The former is robust to noise, however its computational complexity and memory requirement are high. On the other hand, MLE based methods (e.g., robust least squares fitting) are more computationally efficient but sensitive to noise, and can not detect multiple circles. This letter proposes Probabilistic Pairwise Voting (PPV), a fast and robust algorithm for circular object detection based on an extension of Hough Transform. The main contributions are threefold. 1) We formulate the problem of circular object detection as finding the intersection of lines in the three dimensional parameter space (i.e., center and radius of the circle). 2) We propose a probabilistic pairwise voting scheme to robustly discover circular objects under occlusion, image noise and moderate shape deformations. 3) We use a mode-finding algorithm to efficiently find multiple circular objects. We demonstrate the benefits of our approach on two real-world problems: 1) detecting circular objects in natural images, and 2) localizing iris in face images.
Lili Pan 0001, Wen-Sheng Chu, Jason M. Saragih, Fernando De la Torre, Mei Xie
IEEE Signal Process. Lett.3
2010 Non-rigid face tracking with enforced convexity and local appearance consistency constraint
Simon Lucey, Yang Wang 0001, Jason M. Saragih, Jeffrey F. Cohn
Image Vis. Comput.3
2009 Face alignment through subspace constrained mean-shifts
abstract
Deformable model fitting has been actively pursued in the computer vision community for over a decade. As a result, numerous approaches have been proposed with varying degrees of success. A class of approaches that has shown substantial promise is one that makes independent predictions regarding locations of the model's landmarks, which are combined by enforcing a prior over their joint motion. A common theme in innovations to this approach is the replacement of the distribution of probable landmark locations, obtained from each local detector, with simpler parametric forms. This simplification substitutes the true objective with a smoothed version of itself, reducing sensitivity to local minima and outlying detections. In this work, a principled optimization strategy is proposed where a nonparametric representation of the landmark distributions is maximized within a hierarchy of smoothed estimates. The resulting update equations are reminiscent of mean-shift but with a subspace constraint placed on the shape's variability. This approach is shown to outperform other existing methods on the task of generic face fitting.
Jason M. Saragih, Simon Lucey, Jeffrey F. Cohn
ICCV1
2009 Deformable model fitting with a mixture of local experts
abstract
Local experts have been used to great effect for fitting deformable models to images. Typically, the best location in an image for the deformable model's landmarks are found through a locally exhaustive search using these experts. In order to achieve efficient fitting, these experts should afford an efficient evaluation, which often leads to forms with restricted discriminative capacity. In this work, a framework is proposed in which multiple simple experts can be utilized to increase the capacity of the detections overall. In particular, the use of a mixture of linear classifiers is proposed, the computational complexity of which scales linearly with the number of mixture components. The fitting objective is maximized using the expectation maximization (EM) algorithm, where approximations to the true objective are made in order to facilitate efficient and numerically stable fitting. The efficacy of the proposed approach is evaluated on the task of generic face fitting where performance improvement is observed over two existing methods.
Jason M. Saragih, Simon Lucey, Jeffrey F. Cohn
ICCV1
2009 Learning AAM fitting through simulation
Jason M. Saragih, Roland Göcke
Pattern Recognit.1
2008 Deformable Face Fitting with Soft Correspondence Constraints
abstract
Despite significant progress in deformable model fitting over the last decade, the problem of efficient and accurate person-independent face fitting remains a challenging problem. In this work, a reformulation of the generative fitting objective is presented, where only soft correspondences between the model and the image are enforced. This has the dual effect of improving robustness to unseen faces as well as affording fitting time which scales linearly with the model's complexity. This approach is compared with three state-of-the-art fitting methods on the problem of person independent face fitting, where it is shown to closely approach the accuracy of the currently best performing method while affording significant computational savings.
Jason M. Saragih, Simon Lucey, Jeffrey F. Cohn
FG1
2007 Monocular and Stereo Methods for AAM Learning from Video
abstract
The active appearance model (AAM) is a powerful method for modeling deformable visual objects. One of the major drawbacks of the AAM is that it requires a training set of pseudo-dense correspondences over the whole database. In this work, we investigate the utility of stereo constraints for automatic model building from video. First, we propose a new method for automatic correspondence finding in monocular images which is based on an adaptive template tracking paradigm. We then extend this method to take the scene geometry into account, proposing three approaches, each accounting for the availability of the fundamental matrix and calibration parameters or the lack thereof. The performance of the monocular method was first evaluated on a pre-annotated database of a talking face. We then compared the monocular method against its three stereo extensions using a stereo database.
Jason M. Saragih, Roland Göcke
CVPR1
2007 A Nonlinear Discriminative Approach to AAM Fitting
abstract
The Active Appearance Model (AAM) is a powerful generative method for modeling and registering deformable visual objects. Most methods for AAM fitting utilize a linear parameter update model in an iterative framework. Despite its popularity, the scope of this approach is severely restricted, both in fitting accuracy and capture range, due to the simplicity of the linear update models used. In this paper, we present an new AAM fitting formulation, which utilizes a nonlinear update model. To motivate our approach, we compare its performance against two popular fitting methods on two publicly available face databases, in which this formulation boasts significant performance improvements.
Jason M. Saragih, Roland Göcke
ICCV1