Gaze redirection is the task of changing the gaze to a desired direction for a given monocular eye patch image. Many applications such as videoconferencing, films, games, and generation of training data for gaze estimation require redirecting the gaze, without distorting the appearance of the area surrounding the eye and while producing photo-realistic images. Existing methods lack the ability to generate perceptually plausible images. In this work, we present a novel method to alleviate this problem by leveraging generative adversarial training to synthesize an eye image conditioned on a target gaze direction. Our method ensures perceptual similarity and consistency of synthesized images to the real images. Furthermore, a gaze estimation loss is used to control the gaze direction accurately. To attain high-quality images, we incorporate perceptual and cycle consistency losses into our architecture. In extensive evaluations we show that the proposed method outperforms state-of-the-art approaches in terms of both image quality and redirection precision. Finally, we show that generated images can bring significant improvement for the gaze estimation task if used to augment real training data.
Zhejiang University(浙江大学);University of Trento(特伦托大学);Fudan University(复旦大学);Huawei Research Ireland(华为爱尔兰研究院)
Gaze redirection aims at manipulating the gaze of a given face image with respect to a desired direction (i.e., a reference angle) and it can be applied to many real life scenarios, such as video-conferencing or taking group photos. However, previous work on this topic mainly suffers of two limitations: (1) Low-quality image generation and (2) Low redirection precision. In this paper, we propose to alleviate these problems by means of a novel gaze redirection framework which exploits both a numerical and a pictorial direction guidance, jointly with a coarse-to-fine learning strategy. Specifica…
Skolkovo Institute of Science and Technology(斯科尔科沃科学技术学院)
In this work, we consider the task of generating highly-realistic images of a given face with a redirected gaze. We treat this problem as a specific instance of conditional image generation and suggest a new deep architecture that can handle this task very well as revealed by numerical comparison with prior art and a user study. Our deep architecture performs coarse-to-fine warping with an additional intensity correction of individual pixels. All these operations are performed in a feed-forward manner, and the parameters associated with different operations are learned jointly in the end-to-en…
University of Cambridge(剑桥大学);Microsoft(微软);Carnegie Mellon University(卡内基梅隆大学);Max Planck Institute for Informatics(马克斯·普朗克信息学研究所)
We present GazeDirector, a new approach for eye gaze redirection that uses model-fitting. Our method first tracks the eyes by fitting a multi-part eye region model to video frames using analysis-by-synthesis, thereby recovering eye region shape, texture, pose, and gaze simultaneously. It then redirects gaze by 1) warping the eyelids from the original image using a model-derived flow field, and 2) rendering and compositing synthesized 3D eyeballs onto the output image in a photorealistic manner. GazeDirector allows us to change where people are looking without person-specific training data, and…
ETH Zürich(苏黎世联邦理工学院);Delft University of Technology(代尔夫特理工大学);NVIDIA(英伟达);University of Birmingham(伯明翰大学)
We propose GazeNeRF, a 3D-aware method for the task of gaze redirection. Existing gaze redirection methods operate on 2D images and struggle to generate 3D consistent results. Instead, we build on the intuition that the face region and eyeballs are separate 3D structures that move in a coordinated yet independent fashion. Our method leverages recent advancements in conditional image-based neural radiance fields and proposes a two-stream architecture that predicts volumetric features for the face and eye regions separately. Rigidly transforming the eye features via a 3D rotation matrix provides…
Gaze estimation is the fundamental basis for many visual tasks. Yet, the high cost of acquiring gaze datasets with 3D annotations hinders the optimization and application of gaze estimation models. In this work, we propose a novel Head-Eye redirection parametric model based on Neural Radiance Field, which allows dense gaze data generation with view consistency and accurate gaze direction. Moreover, our head-eye redirection parametric model can decouple the face and eyes for separate neural rendering, so it can achieve the purpose of separately controlling the attributes of the face, identity, …
We present GAZED- eye GAZe-guided EDiting for videos captured by a solitary, static, wide-angle and high-resolution camera. Eye-gaze has been effectively employed in computational applications as a cue to capture interesting scene content; we employ gaze as a proxy to select shots for inclusion in the edited video. Given the original video, scene content and user eye-gaze tracks are combined to generate an edited video comprising cinematically valid actor shots and shot transitions to generate an aesthetic and vivid representation of the original narrative. We model cinematic video editing as …
As an indicator of human attention gaze is a subtle behavioral cue which can be exploited in many applications. However, inferring 3D gaze direction is challenging even for deep neural networks given the lack of large amount of data (groundtruthing gaze is expensive and existing datasets use different setups) and the inherent presence of gaze biases due to person-specific difference. In this work, we address the problem of person-specific gaze model adaptation from only a few reference training samples. The main and novel idea is to improve gaze adaptation by generating additional training sam…
Although automatic gaze estimation is very important to a large variety of application areas, it is difficult to train accurate and robust gaze models, in great part due to the difficulty in collecting large and diverse data (annotating 3D gaze is expensive and existing datasets use different setups). To address this issue, our main contribution in this paper is to propose an effective approach to learn a low dimensional gaze representation without gaze annotations, which to the best of our best knowledge, is the first work to do so. The main idea is to rely on a gaze redirection network and u…
Tsinghua Shenzhen International Graduate School, Tsinghua University(清华大学深圳国际研究生院);University College London(伦敦大学学院);Beijing University of Chemical Technology(北京化工大学)
In this work, we present interpGaze, a novel framework for controllable gaze redirection that achieves both precise redirection and continuous interpolation. Given two gaze images with different attributes, our goal is to redirect the eye gaze of one person into any gaze direction depicted in the reference image or to generate continuous intermediate results. To accomplish this, we design a model including three cooperative components: an encoder, a controller and a decoder. The encoder maps images into a well-disentangled and hierarchically-organized latent space. The controller adjusts the m…
Many computer vision tasks rely on labeled data. Rapid progress in generative modeling has led to the ability to synthesize photorealistic images. However, controlling specific aspects of the generation process such that the data can be used for supervision of downstream tasks remains challenging. In this paper we propose a novel generative model for images of faces, that is capable of producing high-quality images under fine-grained control over eye gaze and head orientation angles. This requires the disentangling of many appearance related factors including gaze and head orientation but also…
The robustness of gaze and head pose estimation models is highly dependent on the amount of labeled data. Recently, generative modeling has shown excellent results in generating photo-realistic images, which can alleviate the need for annotations. However, adopting such generative models to new domains while maintaining their ability to provide fine-grained control over different image attributes, \eg, gaze and head pose directions, has been a challenging problem. This paper proposes CUDA-GHR, an unsupervised domain adaptation framework that enables fine-grained control over gaze and head pose…
Fundación Vicomtech(维科姆泰克基金会);Basque Research and Technology Alliance(巴斯克研究与技术联盟);Clemson University(克莱姆森大学);University of the Basque Country(巴斯克大学);Ikerbasque(伊克巴斯克基金会);Donostia International Physics Center(圣塞瓦斯蒂安国际物理中心);Biofisika Institute(生物物理研究所);Harvard John A. Paulson School of Engineering and Applied Sciences(哈佛大学约翰·A·保尔森工程与应用科学学院);Boston College(波士顿学院)
Max Planck Institute for Informatics(马克斯·普朗克信息学研究所)
3D gaze information is important for scene-centric attention analysis but accurate estimation and analysis of 3D gaze in real-world environments remains challenging. We present a novel 3D gaze estimation method for monocular head-mounted eye trackers. In contrast to previous work, our method does not aim to infer 3D eyeball poses but directly maps 2D pupil positions to 3D gaze directions in scene camera coordinate space. We first provide a detailed discussion of the 3D gaze estimation task and summarize different methods, including our own. We then evaluate the performance of different 3D gaze…
Imperial College London(帝国理工学院);Huawei Technologies(华为技术有限公司)
We present Dynamic Neural Portraits, a novel approach to the problem of full-head reenactment. Our method generates photo-realistic video portraits by explicitly controlling head pose, facial expressions and eye gaze. Our proposed architecture is different from existing methods that rely on GAN-based image-to-image translation networks for transforming renderings of 3D faces into photo-realistic images. Instead, we build our system upon a 2D coordinate-based MLP with controllable dynamics. Our intuition to adopt a 2D-based representation, as opposed to recent 3D NeRF-like systems, stems from t…
Imperial College London(帝国理工学院);University of Exeter(埃克塞特大学);Foundation for Research and Technology - Hellas (FORTH)(希腊研究与技术基金会)
Facial video re-targeting is a challenging problem aiming to modify the facial attributes of a target subject in a seamless manner by a driving monocular sequence. We leverage the 3D geometry of faces and Generative Adversarial Networks (GANs) to design a novel deep learning architecture for the task of facial and head reenactment. Our method is different to purely 3D model-based approaches, or recent image-based methods that use Deep Convolutional Neural Networks (DCNNs) to generate individual frames. We manage to capture the complex non-rigid facial motion from the driving monocular performa…
This paper proposes a novel simultaneous localization and mapping (SLAM) approach, namely Attention-SLAM, which simulates human navigation mode by combining a visual saliency model (SalNavNet) with traditional monocular visual SLAM. Most SLAM methods treat all the features extracted from the images as equal importance during the optimization process. However, the salient feature points in scenes have more significant influence during the human navigation process. Therefore, we first propose a visual saliency model called SalVavNet in which we introduce a correlation module and propose an adapt…
Institute of Industrial Science, The University of Tokyo(东京大学工业科学研究所)
Despite recent advances in appearance-based gaze estimation techniques, the need for training data that covers the target head pose and gaze distribution remains a crucial challenge for practical deployment. This work examines a novel approach for synthesizing gaze estimation training data based on monocular 3D face reconstruction. Unlike prior works using multi-view reconstruction, photo-realistic CG models, or generative neural networks, our approach can manipulate and extend the head pose range of existing training data without any additional requirements. We introduce a projective matching…
Max Planck Institute for Informatics(马克斯·普朗克信息学研究所);Osaka University(大阪大学)
Learning-based methods are believed to work well for unconstrained gaze estimation, i.e. gaze estimation from a monocular RGB camera without assumptions regarding user, environment, or camera. However, current gaze datasets were collected under laboratory conditions and methods were not evaluated across multiple datasets. Our work makes three contributions towards addressing these limitations. First, we present the MPIIGaze that contains 213,659 full face images and corresponding ground-truth gaze positions collected from 15 users during everyday laptop use over several months. An experience s…
Technical University Munich(慕尼黑工业大学);Stanford University(斯坦福大学);University of Erlangen-Nuremberg(埃尔朗根-纽伦堡大学);Max-Planck-Institute for Informatics(马克斯·普朗克信息学研究所)
We propose FaceVR, a novel image-based method that enables video teleconferencing in VR based on self-reenactment. State-of-the-art face tracking methods in the VR context are focused on the animation of rigged 3d avatars. While they achieve good tracking performance the results look cartoonish and not real. In contrast to these model-based approaches, FaceVR enables VR teleconferencing using an image-based technique that results in nearly photo-realistic outputs. The key component of FaceVR is a robust algorithm to perform real-time facial motion capture of an actor who is wearing a head-moun…
Navigation in an unknown environment consists of multiple separable subtasks, such as collecting information about the surroundings and navigating to the current goal. In the case of pure visual navigation, all these subtasks need to utilize the same vision system, and therefore a way to optimally control the direction of focus is needed. We present a case study, where we model the active sensing problem of directing the gaze of a mobile robot with three machine vision cameras as a partially observable Markov decision process (POMDP) using a mutual information (MI) based reward function. The k…
Pupil Labs UG(Pupil Labs公司);Max Planck Institute for Informatics(马克斯·普朗克信息学研究所)
Commercial head-mounted eye trackers provide useful features to customers in industry and research but are expensive and rely on closed source hardware and software. This limits the application areas and use of mobile eye tracking to expert users and inhibits user-driven development, customisation, and extension. In this paper we present Pupil -- an accessible, affordable, and extensible open source platform for mobile eye tracking and gaze-based interaction. Pupil comprises 1) a light-weight headset with high-resolution cameras, 2) an open source software framework for mobile eye tracking, as…
In a typical video conferencing setup, it is hard to maintain eye contact during a call since it requires looking into the camera rather than the display. We propose an eye contact correction model that restores the eye contact regardless of the relative position of the camera and display. Unlike previous solutions, our model redirects the gaze from an arbitrary direction to the center without requiring a redirection angle or camera/display/user geometry as inputs. We use a deep convolutional neural network that inputs a monocular image and produces a vector field and a brightness map to corre…
Massachusetts Institute of Technology (MIT)(麻省理工学院);Chalmers University of Technology(查尔姆斯理工大学);SAFER
Accurate, robust, inexpensive gaze tracking in the car can help keep a driver safe by facilitating the more effective study of how to improve (1) vehicle interfaces and (2) the design of future Advanced Driver Assistance Systems. In this paper, we estimate head pose and eye pose from monocular video using methods developed extensively in prior work and ask two new interesting questions. First, how much better can we classify driver gaze using head and eye pose versus just using head pose? Second, are there individual-specific gaze strategies that strongly correlate with how much gaze classific…
University of Maryland(马里兰大学);Worcester Polytechnic Institute(伍斯特理工学院);University of Maryland Institute for Advanced Computer Studies(马里兰大学高级计算机研究所)
Distance estimation from vision is fundamental for a myriad of robotic applications such as navigation, manipulation, and planning. Inspired by the mammal's visual system, which gazes at specific objects, we develop two novel constraints relating time-to-contact, acceleration, and distance that we call the $τ$-constraint and $Φ$-constraint. They allow an active (moving) camera to estimate depth efficiently and accurately while using only a small portion of the image. The constraints are applicable to range sensing, sensor fusion, and visual servoing. We successfully validate the proposed const…