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Jiangke Lin

dblp:228/1325 · DBLP profile ↗
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6ranked-venue papers
3as first author
4since 2021 · last 2023
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 6 · 3 first-author · 4 since 2021Artificial intelligence and machine learning · 2 · 2 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 first-author · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
4 papers
3D vision · 82% Image recognition and object detection · 14% Transfer learning and domain adaptation · 4%
Computer graphics and multimedia
1 paper
Geometric modeling and processing · 100%

Topics — the 5 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › 3D vision
3d face reconstruction
1.532022
High-Quality 3D Face Reconstruction with Affine Convolutional Networks · ACM Multimedia 2022
MeInGame: Create a Game Character Face from a Single Portrait · AAAI 2021
Towards High-Fidelity 3D Face Reconstruction From In-the-Wild Images Using Graph Convolutional Networks · CVPR 2020
Geometric modeling and processing
3d morphable model
0.512021
MeInGame: Create a Game Character Face from a Single Portrait · AAAI 2021
Computer vision › 3D vision › 3d face reconstruction
3d morphable model fitting
0.412020
Towards High-Fidelity 3D Face Reconstruction From In-the-Wild Images Using Graph Convolutional Networks · CVPR 2020
Computer vision › Image recognition and object detection › image classification
fine-grained image classification
0.312018
Fine-Grained Grocery Product Recognition by One-Shot Learning · ACM Multimedia 2018
Machine learning › Transfer learning and domain adaptation
few-shot learning
0.112018
Fine-Grained Grocery Product Recognition by One-Shot Learning · ACM Multimedia 2018

Methods — techniques the papers use, named apart from their topics

texture acquisition · 1.0deep learning · 1.0convolutional encoder-decoder · 0.63d morphable model · 0.6graph convolutional network · 0.4one-shot learning · 0.3feature matching · 0.3attention map · 0.3
YearPublicationVenuePosition
2023 ReEnFP: Detail-Preserving Face Reconstruction by Encoding Facial Priors
abstract
We address the problem of face modeling, which is still challenging in achieving high-quality reconstruction results efficiently. Neither previous regression-based nor optimization-based frameworks could well balance between the facial reconstruction fidelity and efficiency. We notice that the large amount of in-the-wild facial images contain diverse appearance information, however, their underlying knowledge is not fully exploited for face modeling. To this end, we propose our Reconstruction by Encoding Facial Priors (ReEnFP) pipeline to exploit the potential of unconstrained facial images for further improvement. Our key is to encode generative priors learned by a style-based texture generator on unconstrained data for fast and detail-preserving face reconstruction. With our texture generator pre-trained using a differentiable renderer, faces could be encoded to its latent space as opposed to the time-consuming optimization-based inversion. Our generative prior encoding is further enhanced with a pyramid fusion block for adaptive integration of input spatial information. Extensive experiments show that our method reconstructs photo-realistic facial textures and geometric details with precise identity recovery.
Yasheng Sun, Jiangke Lin, Hang Zhou 0009, Dongliang He, Hideki Koike
WACV2
2022 Realistic Game Avatars Auto-Creation from Single Images via Three-pathway Network
abstract
We propose a novel single image 3D face reconstruction method for realistic in-game avatar auto-creation. Although some existing 3D face reconstruction methods have been able to generate good geometry, there are still some shortages in texture generation, especially diffuse prediction, which limits its application in games or other scenarios. The main problems of these methods include: the details in the photo are not accurately restored, the produced diffuse is over smoothed, or the occlusion and lighting are not correctly removed, and so on. Although some methods collect high-quality 3D face data for neural networks to learn to generate realistic 3D faces, collecting 3D face data is known expensive. To address the above problems, we propose to utilize data from three sources, including single face images, manually inpainted diffuse maps paired with face portraits, and multiple photos of single IDs generated by a pretrained network. To make full use of these data, we propose a three-pathway network architecture that takes face images as input, produces diffuse maps, normal maps, as well as pose and light coefficients. The network parameters are optimized by comparing the rendered results with the input images, along with some other objective functions.
Jiangke Lin, Lincheng Li, Yi Yuan 0002, Zhengxia Zou
CoG1
2022 High-Quality 3D Face Reconstruction with Affine Convolutional Networks
abstract
Recent works based on convolutional encoder-decoder architecture and 3DMM parameterization have shown great potential for canonical view reconstruction from a single input image. Conventional CNN architectures benefit from exploiting the spatial correspondence between the input and output pixels. However, in 3D face reconstruction, the spatial misalignment between the input image (e.g. face) and the canonical/UV output makes the feature encoding-decoding process quite challenging. In this paper, to tackle this problem, we propose a new network architecture, namely the Affine Convolution Networks, which enables CNN based approaches to handle spatially non-corresponding input and output images and maintain high-fidelity quality output at the same time. In our method, an affine transformation matrix is learned from the affine convolution layer for each spatial location of the feature maps. In addition, we represent 3D human heads in UV space with multiple components, including diffuse maps for texture representation, position maps for geometry representation, and light maps for recovering more complex lighting conditions in the real world. All the components can be trained without any manual annotations. Our method is parametric-free and can generate high-quality UV maps at resolution of 512 x 512 pixels, while previous approaches normally generate 256 x 256 pixels or smaller. Our code will be released once the paper got accepted.
Zhiqian Lin, Jiangke Lin, Lincheng Li, Yi Yuan 0002, Zhengxia Zou
ACM Multimedia2
2021 MeInGame: Create a Game Character Face from a Single Portrait
abstract
Many deep learning based 3D face reconstruction methods have been proposed recently, however, few of them have applications in games. Current game character customization systems either require players to manually adjust considerable face attributes to obtain the desired face, or have limited freedom of facial shape and texture. In this paper, we propose an automatic character face creation method that predicts both facial shape and texture from a single portrait, and it can be integrated into most existing 3D games. Although 3D Morphable Face Model (3DMM) based methods can restore accurate 3D faces from single images, the topology of 3DMM mesh is different from the meshes used in most games. To acquire fidelity texture, existing methods require a large amount of face texture data for training, while building such datasets is time-consuming and laborious. Besides, such a dataset collected under laboratory conditions may not generalized well to in-the-wild situations. To tackle these problems, we propose 1) a low-cost facial texture acquisition method, 2) a shape transfer algorithm that can transform the shape of a 3DMM mesh to games, and 3) a new pipeline for training 3D game face reconstruction networks. The proposed method not only can produce detailed and vivid game characters similar to the input portrait, but can also eliminate the influence of lighting and occlusions. Experiments show that our method outperforms state-of-the-art methods used in games. Code and dataset are available at https://github.com/FuxiCV/MeInGame.
Jiangke Lin, Yi Yuan 0002, Zhengxia Zou
AAAI1
2020 Towards High-Fidelity 3D Face Reconstruction From In-the-Wild Images Using Graph Convolutional Networks
abstract
3D Morphable Model (3DMM) based methods have achieved great success in recovering 3D face shapes from single-view images. However, the facial textures recovered by such methods lack the fidelity as exhibited in the input images. Recent works demonstrate high-quality facial texture recovering with generative networks trained from a large-scale database of high-resolution UV maps of face textures, which is hard to prepare and not publicly available. In this paper, we introduce a method to reconstruct 3D facial shapes with high-fidelity textures from single-view images in the wild, without the need to capture a large-scale face texture database. The main idea is to refine the initial texture generated by a 3DMM based method with facial details from the input image. To this end, we propose to use graph convolutional networks to reconstruct the detailed colors for the mesh vertices instead of reconstructing the UV map. Experiments show that our method can generate high-quality results and outperforms state-of-the-art methods in both qualitative and quantitative comparisons.
Jiangke Lin, Yi Yuan 0002, Tianjia Shao, Kun Zhou 0001
CVPR1
2018 Fine-Grained Grocery Product Recognition by One-Shot Learning
abstract
Fine-grained grocery product recognition via camera is a challenging task to identify the visually similar products with subtle differences by using single-shot training examples. To address this issue? we present a novel hybrid classification approach that combines feature-based matching and one-shot deep learning with a coarse-to-fine strategy. The candidate regions of product instances are first detected and coarsely labeled by recurring features in product images without any training. Then, attention maps are generated to guide the classifier to focus on fine discriminative details by magnifying the influences of the features in the candidate regions of interest (ROI) and suppressing the interferences of the features outside, improving the accuracy of fine-grained grocery products recognition effectively. Our framework also performs a good adaptability which allows existing classifier to be refined without retraining for new coming product classes. As an additional contribution, we collect a new grocery product database with 102 classes from 2 stores. Extensive experiments demonstrate that our approach outperforms the state-of-the-art methods.
Weidong Geng, Feilin Han, Jiangke Lin, Liuyi Zhu, Jieming Bai, Suzhen Wang 0001, Zhangjiong Lai
ACM Multimedia3