EDBT 2026 Demo / reviewers in the wild / expert
Yi Yuan 0002
dblp:60/3-2
· DBLP profile ↗
26ranked-venue papers
1as first author
16since 2021 · last 2022
0000-0003-2507-8181ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 24 · 1 first-author · 14 since 2021Artificial intelligence and machine learning · 17 · 12 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2022 | A Unified Framework for Real Time Motion CompletionabstractMotion completion, as a challenging and fundamental problem, is of great significance in film and game applications. For different motion completion application scenarios (in-betweening, in-filling, and blending), most previous methods deal with the completion problems with case-by-case methodology designs. In this work, we propose a simple but effective method to solve multiple motion completion problems under a unified framework and achieves a new state-of-the-art accuracy on LaFAN1 (+17% better than previous sota) under multiple evaluation settings. Inspired by the recent great success of self-attention-based transformer models, we consider the completion as a sequence-to-sequence prediction problem. Our method consists of three modules - a standard transformer encoder with self-attention that learns long-range dependencies of input motions, a trainable mixture embedding module that models temporal information and encodes different key-frame combinations in a unified form, and a new motion perceptual loss for better capturing high-frequency movements. Our method can predict multiple missing frames within a single forward propagation in real-time and get rid of the post-processing requirement. We also introduce a novel large-scale dance movement dataset for exploring the scaling capability of our method and its effectiveness in complex motion applications. Yinglin Duan, Zhengxia Zou, Yi Yuan 0002, Zhehui Qian |
AAAI | 4 |
| 2022 | Realistic Game Avatars Auto-Creation from Single Images via Three-pathway NetworkabstractWe 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 |
CoG | 3 |
| 2022 | Learning Implicit Body Representations from Double Diffusion Based Neural Radiance FieldsabstractIn this paper, we present a novel double diffusion based neural radiance field, dubbed DD-NeRF, to reconstruct human body geometry and render the human body appearance in novel views from a sparse set of images. We first propose a double diffusion mechanism to achieve expressive representations of input images by fully exploiting human body priors and image appearance details at two levels. At the coarse level, we first model the coarse human body poses and shapes via an unclothed 3D deformable vertex model as guidance. At the fine level, we present a multi-view sampling network to capture subtle geometric deformations and image detailed appearances, such as clothing and hair, from multiple input views. Considering the sparsity of the two level features, we diffuse them into feature volumes in the canonical space to construct neural radiance fields. Then, we present a signed distance function (SDF) regression network to construct body surfaces from the diffused features. Thanks to our double diffused representations, our method can even synthesize novel views of unseen subjects. Experiments on various datasets demonstrate that our approach outperforms the state-of-the-art in both geometric reconstruction and novel view synthesis. Guangming Yao, Hongzhi Wu, Yi Yuan 0002, Lincheng Li, Kun Zhou 0001, Xin Yu 0002 |
IJCAI | 3 |
| 2022 | High-Quality 3D Face Reconstruction with Affine Convolutional NetworksabstractRecent 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 Multimedia | 4 |
| 2022 | Neural Rendering for Game Character Auto-CreationabstractMany role-playing games feature character creation systems where players are allowed to edit the facial appearance of their in-game characters. This paper proposes a novel method to automatically create game characters based on a single face photo. We frame this "artistic creation" process under a self-supervised learning paradigm by leveraging the differentiable neural rendering. Considering the rendering process of a typical game engine is not differentiable, an "imitator" network is introduced to imitate the behavior of the engine so that the in-game characters can be smoothly optimized by gradient descent in an end-to-end fashion. Different from previous monocular 3D face reconstruction which focuses on generating 3D mesh-grid and ignores user interaction, our method produces fine-grained facial parameters with a clear physical significance where users can optionally fine-tune their auto-created characters by manually adjusting those parameters. Experiments on multiple large-scale face datasets show that our method can generate highly robust and vivid game characters. Our method has been applied to two games and has now provided over 10 million times of online services. Tianyang Shi, Zhengxia Zou, Zhenwei Shi 0001, Yi Yuan 0002 |
IEEE Trans. Pattern Anal. Mach. Intell. | 4 |
| 2021 | MeInGame: Create a Game Character Face from a Single PortraitabstractMany 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 |
AAAI | 2 |
| 2021 | In-game Residential Home Planning via Visual Context-aware Global Relation LearningabstractIn this paper, we propose an effective global relation learning algorithm to recommend an appropriate location of a building unit for in-game customization of residential home complex. Given a construction layout, we propose a visual context-aware graph generation network that learns the implicit global relations among the scene components and infers the location of a new building unit. The proposed network takes as input the scene graph and the corresponding top-view depth image. It provides the location recommendations for a newly added building units by learning an auto-regressive edge distribution conditioned on existing scenes. We also introduce a global graph-image matching loss to enhance the awareness of essential geometry semantics of the site. Qualitative and quantitative experiments demonstrate that the recommended location well reflects the implicit spatial rules of components in the residential estates, and it is instructive and practical to locate the building units in the 3D scene of the complex construction. Yin Yang 0002, Yi Yuan 0002, Tianjia Shao, He Wang 0002, Kun Zhou 0001 |
AAAI | 3 |
| 2021 | HR-Depth: High Resolution Self-Supervised Monocular Depth EstimationabstractSelf-supervised learning shows great potential in monocular depth estimation, using image sequences as the only source of supervision. Although people try to use the high-resolution image for depth estimation, the accuracy of prediction has not been significantly improved. In this work, we find the core reason comes from the inaccurate depth estimation in large gradient regions, making the bilinear interpolation error gradually disappear as the resolution increases. To obtain more accurate depth estimation in large gradient regions, it is necessary to obtain high-resolution features with spatial and semantic information. Therefore, we present an improved DepthNet, HR-Depth, with two effective strategies: (1) re-design the skip-connection in DepthNet to get better high-resolution features and (2) propose feature fusion Squeeze-and-Excitation(fSE) module to fuse feature more efficiently. Using Resnet-18 as the encoder, HR-Depth surpasses all previous state-of-the-art(SoTA) methods with the least parameters at both high and low resolution. Moreover, previous SoTA methods are based on fairly complex and deep networks with a mass of parameters which limits their real applications. Thus we also construct a lightweight network which uses MobileNetV3 as encoder. Experiments show that the lightweight network can perform on par with many large models like Monodepth2 at high-resolution with only20%parameters. All codes and models will be available at https://github.com/shawLyu/HR-Depth. Xiaoyang Lyu, Liang Liu 0007, Mengmeng Wang 0005, Xin Kong, Lina Liu 0010, Yong Liu 0007, Xinxin Chen, Yi Yuan 0002 |
AAAI | 8 |
| 2021 | Structure-aware Person Image Generation with Pose Decomposition and Semantic CorrelationabstractIn this paper we tackle the problem of pose guided person image generation, which aims to transfer a person image from the source pose to a novel target pose while maintaining the source appearance. Given the inefficiency of standard CNNs in handling large spatial transformation, we propose a structure-aware flow based method for high-quality person image generation. Specifically, instead of learning the complex overall pose changes of human body, we decompose the human body into different semantic parts (e.g., head, torso, and legs) and apply different networks to predict the flow fields for these parts separately. Moreover, we carefully design the network modules to effectively capture the local and global semantic correlations of features within and among the human parts respectively. Extensive experimental results show that our method can generate high-quality results under large pose discrepancy and outperforms state-of-the-art methods in both qualitative and quantitative comparisons. Jilin Tang, Yi Yuan 0002, Tianjia Shao, Yong Liu 0007, Mengmeng Wang 0005, Kun Zhou 0001 |
AAAI | 2 |
| 2021 | One-shot Face Reenactment Using Appearance Adaptive NormalizationabstractThe paper proposes a novel generative adversarial network for one-shot face reenactment, which can animate a single face image to a different pose-and-expression (provided by a driving image) while keeping its original appearance. The core of our network is a novel mechanism called appearance adaptive normalization, which can effectively integrate the appearance information from the input image into our face generator by modulating the feature maps of the generator using the learned adaptive parameters. Furthermore, we specially design a local net to reenact the local facial components (i.e., eyes, nose and mouth) first, which is a much easier task for the network to learn and can in turn provide explicit anchors to guide our face generator to learn the global appearance and pose-and-expression. Extensive quantitative and qualitative experiments demonstrate the significant efficacy of our model compared with prior one-shot methods. Guangming Yao, Yi Yuan 0002, Tianjia Shao, Shuang Li 0008, Shanqi Liu, Yong Liu 0007, Mengmeng Wang 0005, Kun Zhou 0001 |
AAAI | 2 |
| 2021 | Stylized Neural PaintingabstractThis paper proposes an image-to-painting translation method that generates vivid and realistic painting artworks with controllable styles. Different from previous image-to-image translation methods that formulate the translation as pixel-wise prediction, we deal with such an artistic creation process in a vectorized environment and produce a sequence of physically meaningful stroke parameters that can be further used for rendering. Since a typical vector render is not differentiable, we design a novel neural renderer which imitates the behavior of the vector renderer and then frame the stroke prediction as a parameter searching process that maximizes the similarity between the input and the rendering output. We explored the zero-gradient problem on parameter searching and propose to solve this problem from an optimal transportation perspective. We also show that previous neural renderers have a parameter coupling problem and we re-design the rendering network with a rasterization network and a shading network that better handles the disentanglement of shape and color. Experiments show that the paintings generated by our method have a high degree of fidelity in both global appearance and local textures. Our method can be also jointly optimized with neural style transfer that further transfers visual style from other images. Our code and animated results are available at https://jiupinjia.github.io/neuralpainter/. Zhengxia Zou, Tianyang Shi, Yi Yuan 0002, Zhenwei Shi 0001 |
CVPR | 4 |
| 2021 | RFNet: Recurrent Forward Network for Dense Point Cloud CompletionabstractPoint cloud completion is an interesting and challenging task in 3D vision, aiming to recover complete shapes from sparse and incomplete point clouds. Existing learning-based methods often require vast computation cost to achieve excellent performance, which limits their practical applications. In this paper, we propose a novel Recurrent Forward Network (RFNet), which is composed of three modules: Recurrent Feature Extraction (RFE), Forward Dense Completion (FDC) and Raw Shape Protection (RSP). The RFE extracts multiple global features from the incomplete point clouds for different recurrent levels, and the FDC generates point clouds in a coarse-to-fine pipeline. The RSP introduces details from the original incomplete models to refine the completion results. Besides, we propose a Sampling Chamfer Distance to better capture the shapes of models and a new Balanced Expansion Constraint to restrict the expansion distances from coarse to fine. According to the experiments on ShapeNet and KITTI, our network can achieve the state-of-the-art with lower memory cost and faster convergence. Tianxin Huang, Jinhao Cui, Xuemeng Yang, Mengmeng Wang 0005, Xiangrui Zhao, Jiangning Zhang, Yi Yuan 0002, Yong Liu 0007 |
ICCV | 8 |
| 2021 | Vanet: a View Attention Guided Network for 3d Reconstruction from Single and Multi-View ImagesabstractReconstructing 3D meshes of objects from 2D images is an important but challenging task. Previous 3D reconstruction methods either only focus on generating the mesh from a single image, or multi-view images. Instead of investigating these problems separately, we present a novel view attention guided network called VANet which addresses both single and multi-view 3D reconstruction under a unified frame-work. To explore non-visible parts of an object during the re-construction, a channel-wise view attention mechanism and a dual pathway network architecture are introduced. The proposed network highlights the informative object parts and compensates those non-informative ones with auxiliary views of input. Yi Yuan 0002, Jilin Tang, Zhengxia Zou |
ICME | 1 |
| 2021 | Automatic Translation of Music-to-Dance for In-Game CharactersabstractMusic-to-dance translation is an emerging and powerful feature in recent role-playing games. Previous works of this topic consider music-to-dance as a supervised motion generation problem based on time-series data. However, these methods require a large amount of training data pairs and may suffer from the degradation of movements. This paper provides a new solution to this task where we re-formulate the translation as a piece-wise dance phrase retrieval problem based on the choreography theory. With such a design, players are allowed to optionally edit the dance movements on top of our generation while other regression-based methods ignore such user interactivity. Considering that the dance motion capture is expensive that requires the assistance of professional dancers, we train our method under a semi-supervised learning fashion with a large unlabeled music dataset (20x than our labeled one) and also introduce self-supervised pre-training to improve the training stability and generalization performance. Experimental results suggest that our method not only generalizes well over various styles of music but also succeeds in choreography for game players. Our project including the large-scale dataset and supplemental materials is available at https://github.com/FuxiCV/music-to-dance. Yinglin Duan, Tianyang Shi, Zhipeng Hu, Zhengxia Zou, Changjie Fan, Yi Yuan 0002 |
IJCAI | 6 |
| 2021 | ZiGAN: Fine-grained Chinese Calligraphy Font Generation via a Few-shot Style Transfer ApproachabstractChinese character style transfer is a very challenging problem because of the complexity of the glyph shapes or underlying structures and large numbers of existed characters, when comparing with English letters. Moreover, the handwriting of calligraphy masters has a more irregular stroke and is difficult to obtain in real-world scenarios. Recently, several GAN-based methods have been proposed for font synthesis, but some of them require numerous reference data and the other part of them have cumbersome preprocessing steps to divide the character into different parts to be learned and transferred separately. In this paper, we propose a simple but powerful end-to-end Chinese calligraphy font generation framework ZiGAN, which does not require any manual operation or redundant preprocessing to generate fine-grained target style characters with few-shot references. To be specific, a few paired samples from different character styles are leveraged to attain fine-grained correlation between structures underlying different glyphs. To capture valuable style knowledge in target and strengthen the coarse-grained understanding of character content, we utilize multiple unpaired samples to align the feature distributions belonging to different character styles. By doing so, only a few target Chinese calligraphy characters are needed to generated expected style transferred characters. Experiments demonstrate that our method has a state-of-the-art generalization ability in few-shot Chinese character style transfer. Shuang Li 0008, Bingfeng Han, Yi Yuan 0002 |
ACM Multimedia | 4 |
| 2021 | A modified nature-inspired meta-heuristic methodology for heterogeneous unmanned aerial vehicle system task assignment problem
Song Han 0001, Xinbin Li, Yi Yuan 0002 |
Soft Comput. | 5 |
| 2020 | Fast and Robust Face-to-Parameter Translation for Game Character Auto-CreationabstractWith the rapid development of Role-Playing Games (RPGs), players are now allowed to edit the facial appearance of their in-game characters with their preferences rather than using default templates. This paper proposes a game character auto-creation framework that generates in-game characters according to a player's input face photo. Different from the previous methods that are designed based on neural style transfer or monocular 3D face reconstruction, we re-formulate the character auto-creation process in a different point of view: by predicting a large set of physically meaningful facial parameters under a self-supervised learning paradigm. Instead of updating facial parameters iteratively at the input end of the renderer as suggested by previous methods, which are time-consuming, we introduce a facial parameter translator so that the creation can be done efficiently through a single forward propagation from the face embeddings to parameters, with a considerable 1000x computational speedup. Despite its high efficiency, the interactivity is preserved in our method where users are allowed to optionally fine-tune the facial parameters on our creation according to their needs. Our approach also shows better robustness than previous methods, especially for those photos with head-pose variance. Comparison results and ablation analysis on seven public face verification datasets suggest the effectiveness of our method. Tianyang Shi, Zhengxia Zou, Yi Yuan 0002, Changjie Fan |
AAAI | 3 |
| 2020 | FDN: Feature Decoupling Network for Head Pose EstimationabstractHead pose estimation from RGB images without depth information is a challenging task due to the loss of spatial information as well as large head pose variations in the wild. The performance of existing landmark-free methods remains unsatisfactory as the quality of estimated pose is inferior. In this paper, we propose a novel three-branch network architecture, termed as Feature Decoupling Network (FDN), a more powerful architecture for landmark-free head pose estimation from a single RGB image. In FDN, we first propose a feature decoupling (FD) module to explicitly learn the discriminative features for each pose angle by adaptively recalibrating its channel-wise responses. Besides, we introduce a cross-category center (CCC) loss to constrain the distribution of the latent variable subspaces and thus we can obtain more compact and distinct subspaces. Extensive experiments on both in-the-wild and controlled environment datasets demonstrate that the proposed method outperforms other state-of-the-art methods based on a single RGB image and behaves on par with approaches based on multimodal input resources. Mengmeng Wang 0005, Yong Liu 0007, Yi Yuan 0002 |
AAAI | 4 |
| 2020 | Towards High-Fidelity 3D Face Reconstruction From In-the-Wild Images Using Graph Convolutional Networksabstract3D 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 |
CVPR | 2 |
| 2020 | Ladybird: Quasi-Monte Carlo Sampling for Deep Implicit Field Based 3D Reconstruction with Symmetry
Yifan Xu 0005, Tianqi Fan, Yi Yuan 0002, Gurprit Singh |
ECCV (1) | 3 |
| 2020 | Dynamic Future Net: Diversified Human Motion GenerationabstractHuman motion modelling is crucial in many areas such as computergraphics, vision and virtual reality. Acquiring high-quality skele-tal motions is difficult due to the need for specialized equipmentand laborious manual post-posting, which necessitates maximiz-ing the use of existing data to synthesize new data. However, it is a challenge due to the intrinsic motion stochasticity of humanmotion dynamics, manifested in the short and long terms. In theshort term, there is strong randomness within a couple frames, e.g.one frame followed by multiple possible frames leading to differentmotion styles; while in the long term, there are non-deterministicaction transitions. In this paper, we present Dynamic Future Net,a new deep learning model where we explicitly focuses on the aforementioned motion stochasticity by constructing a generative model with non-trivial modelling capacity in temporal stochas-ticity. Given limited amounts of data, our model can generate a large number of high-quality motions with arbitrary duration, andvisually-convincing variations in both space and time. We evaluateour model on a wide range of motions and compare it with the state-of-the-art methods. Both qualitative and quantitative results show the superiority of our method, for its robustness, versatility and high-quality. Wenheng Chen, He Wang 0002, Yi Yuan 0002, Tianjia Shao, Kun Zhou 0001 |
ACM Multimedia | 3 |
| 2020 | Neutral Face Game Character Auto-Creation via PokerFace-GANabstractGame character customization is one of the core features of many recent Role-Playing Games (RPGs), where players can edit the appearance of their in-game characters with their preferences. This paper studies the problem of automatically creating in-game characters with a single photo. In recent literature on this topic, neural networks are introduced to make game engine differentiable and the self-supervised learning is used to predict facial customization parameters. However, in previous methods, the expression parameters and facial identity parameters are highly coupled with each other, making it difficult to model the intrinsic facial features of the character. Besides, the neural network based renderer used in previous methods is also difficult to be extended to multi-view rendering cases. In this paper, considering the above problems, we propose a novel method named "PokerFace-GAN" for neutral face game character auto-creation. We first build a differentiable character renderer which is more flexible than the previous methods in multi-view rendering cases. We then take advantage of the adversarial training to effectively disentangle the expression parameters from the identity parameters and thus generate player-preferred neutral face (expression-less) characters. Since all components of our method are differentiable, our method can be easily trained under a multi-task self-supervised learning paradigm. Experiment results show that our method can generate vivid neutral face game characters that are highly similar to the input photos. The effectiveness of our method is verified by comparison results and ablation studies. Tianyang Shi, Zhengxia Zou, Xinhui Song, Changjian Gu, Changjie Fan, Yi Yuan 0002 |
ACM Multimedia | 7 |
| 2020 | Unsupervised Learning Facial Parameter Regressor for Action Unit Intensity Estimation via Differentiable RendererabstractFacial action unit (AU) intensity is an index to describe all visually discernible facial movements. Most existing methods learn intensity estimator with limited AU data, while they lack of generalization ability out of the dataset. In this paper, we present a framework to predict the facial parameters (including identity parameters and AU parameters) based on a bone-driven face model (BDFM) under different views. The proposed framework consists of a feature extractor, a generator, and a facial parameter regressor. The regressor can fit the physical meaning parameters of the BDFM from a single face image with the help of the generator, which maps the facial parameters to the game-face images as a differentiable renderer. Besides, identity loss, loopback loss, and adversarial loss can improve the regressive results. Quantitative evaluations are performed on two public databases BP4D and DISFA, which demonstrates that the proposed method can achieve comparable or better performance than the state-of-the-art methods. What's more, the qualitative results also demonstrate the validity of our method in the wild. Xinhui Song, Tianyang Shi, Zunlei Feng, Mingli Song, Jackie Lin, Chuanjie Lin, Changjie Fan, Yi Yuan 0002 |
ACM Multimedia | 8 |
| 2020 | Mesh Guided One-shot Face Reenactment Using Graph Convolutional NetworksabstractFace reenactment aims to animate a source face image to a different pose and expression provided by a driving image. Existing approaches are either designed for a specific identity, or suffer from the identity preservation problem in the one-shot or few-shot scenarios. In this paper, we introduce a method for one-shot face reenactment, which uses the reconstructed 3D meshes (i.e., the source mesh and driving mesh) as guidance to learn the optical flow needed for the reenacted face synthesis. Technically, we explicitly exclude the driving face's identity information in the reconstructed driving mesh. In this way, our network can focus on the motion estimation for the source face without the interference of driving face shape. We propose a motion net to learn the face motion, which is an asymmetric autoencoder. The encoder is a graph convolutional network (GCN) that learns a latent motion vector from the meshes, and the decoder serves to produce an optical flow image from the latent vector with CNNs. Compared to previous methods using sparse keypoints to guide the optical flow learning, our motion net learns the optical flow directly from 3D dense meshes, which provide the detailed shape and pose information for the optical flow, so it can achieve more accurate expression and pose on the reenacted face. Extensive experiments show that our method can generate high-quality results and outperforms state-of-the-art methods in both qualitative and quantitative comparisons. Guangming Yao, Yi Yuan 0002, Tianjia Shao, Kun Zhou 0001 |
ACM Multimedia | 2 |
| 2019 | Face-to-Parameter Translation for Game Character Auto-CreationabstractCharacter customization system is an important component in Role-Playing Games (RPGs), where players are allowed to edit the facial appearance of their in-game characters with their own preferences rather than using default templates. This paper proposes a method for automatically creating in-game characters of players according to an input face photo. We formulate the above "artistic creation" process under a facial similarity measurement and parameter searching paradigm by solving an optimization problem over a large set of physically meaningful facial parameters. To effectively minimize the distance between the created face and the real one, two loss functions, i.e. a "discriminative loss" and a "facial content loss", are specifically designed. As the rendering process of a game engine is not differentiable, a generative network is further introduced as an "imitator" to imitate the physical behavior of the game engine so that the proposed method can be implemented under a neural style transfer framework and the parameters can be optimized by gradient descent. Experimental results demonstrate that our method achieves a high degree of generation similarity between the input face photo and the created in-game character in terms of both global appearance and local details. Our method has been deployed in a new game last year and has now been used by players over 1 million times. Tianyang Shi, Yi Yuan 0002, Changjie Fan, Zhengxia Zou, Zhenwei Shi 0001, Yong Liu 0007 |
ICCV | 2 |
| 2019 | NeuroSkinning: automatic skin binding for production characters with deep graph networksabstractWe present a deep-learning-based method to automatically compute skin weights for skeleton-based deformation of production characters. Given a character mesh and its associated skeleton hierarchy in rest pose, our method constructs a graph for the mesh, each node of which encodes the mesh-skeleton attributes of a vertex. An end-to-end deep graph convolution network is then introduced to learn the mesh-skeleton binding patterns from a set of character models with skin weights painted by artists. The network can be used to predict the skin weight map for a new character model, which describes how the skeleton hierarchy influences the mesh vertices during deformation. Our method is designed to work for non-manifold meshes with multiple disjoint or intersected components, which are common in game production and require complex skeleton hierarchies for animation control. We tested our method on the datasets of two commercial games. Experiments show that the predicted skin weight maps can be readily applied to characters in the production pipeline to generate high-quality deformations. Youyi Zheng, Yi Yuan 0002, Changjie Fan, Kun Zhou 0001 |
ACM Trans. Graph. | 4 |