Though face rotation has achieved rapid progress in recent years, the lack of high-quality paired training data remains a great hurdle for existing methods. The current generative models heavily rely on datasets with multi-view images of the same person. Thus, their generated results are restricted by the scale and domain of the data source. To overcome these challenges, we propose a novel unsupervised framework that can synthesize photo-realistic rotated faces using only single-view image collections in the wild. Our key insight is that rotating faces in the 3D space back and forth, and re-rendering them to the 2D plane can serve as a strong self-supervision. We leverage the recent advances in 3D face modeling and high-resolution GAN to constitute our building blocks. Since the 3D rotation-and-render on faces can be applied to arbitrary angles without losing details, our approach is extremely suitable for in-the-wild scenarios (i.e. no paired data are available), where existing methods fall short. Extensive experiments demonstrate that our approach has superior synthesis quality as well as identity preservation over the state-of-the-art methods, across a wide range of poses and domains. Furthermore, we validate that our rotate-and-render framework naturally can act as an effective data augmentation engine for boosting modern face recognition systems even on strong baseline models.
Deep learning is expected to offer new opportunities and a new paradigm for the field of architecture. One such opportunity is teaching neural networks to visually understand architectural elements from the built environment. However, the availability of large training datasets is one of the biggest limitations of neural networks. Also, the vast majority of training data for visual recognition tasks is annotated by humans. In order to resolve this bottleneck, we present a concept of a hybrid system using both building information modeling (BIM) and hyperrealistic (photorealistic) rendering to …
The paper describes an image processing for a non-photorealistic rendering. The algorithm is based on a random choice of a set of pixels from those ot the original image and substitution of them with colour spots. An iterative procedure is applied to cover, at a desired level, the canvas. The resulting effect mimics the impressionist painting and Pointillism.
Indian Institute of Technology Gandhinagar(甘地纳格尔印度理工学院)
Non-photorealistic rendering techniques work on image features and often manipulate a set of characteristics such as edges and texture to achieve a desired depiction of the scene. Most computational photography methods decompose an image using edge preserving filters and work on the resulting base and detail layers independently to achieve desired visual effects. We propose a new approach for content-aware non-photorealistic rendering of images where we manipulate the visually salient and the non-salient regions separately. We propose a novel content-aware framework in order to render an image…
Over the last years, many face analysis tasks have accomplished astounding performance, with applications including face generation and 3D face reconstruction from a single "in-the-wild" image. Nevertheless, to the best of our knowledge, there is no method which can produce render-ready high-resolution 3D faces from "in-the-wild" images and this can be attributed to the: (a) scarcity of available data for training, and (b) lack of robust methodologies that can successfully be applied on very high-resolution data. In this work, we introduce the first method that is able to reconstruct photoreal…
University of Maryland, College Park(马里兰大学帕克分校);Amazon.com, Inc.(亚马逊公司)
We present FlexNeRF, a method for photorealistic freeviewpoint rendering of humans in motion from monocular videos. Our approach works well with sparse views, which is a challenging scenario when the subject is exhibiting fast/complex motions. We propose a novel approach which jointly optimizes a canonical time and pose configuration, with a pose-dependent motion field and pose-independent temporal deformations complementing each other. Thanks to our novel temporal and cyclic consistency constraints along with additional losses on intermediate representation such as segmentation, our approach …
On-orbit proximity operations in space rendezvous, docking and debris removal require precise and robust 6D pose estimation under a wide range of lighting conditions and against highly textured background, i.e., the Earth. This paper investigates leveraging deep learning and photorealistic rendering for monocular pose estimation of known uncooperative spacecrafts. We first present a simulator built on Unreal Engine 4, named URSO, to generate labeled images of spacecrafts orbiting the Earth, which can be used to train and evaluate neural networks. Secondly, we propose a deep learning framework …
Deep learning has emerged as a powerful artificial intelligence tool to interpret medical images for a growing variety of applications. However, the paucity of medical imaging data with high-quality annotations that is necessary for training such methods ultimately limits their performance. Medical data is challenging to acquire due to privacy issues, shortage of experts available for annotation, limited representation of rare conditions and cost. This problem has previously been addressed by using synthetically generated data. However, networks trained on synthetic data often fail to generali…
Peking University(北京大学);Baidu Research(百度研究院);University of Rochester(罗切斯特大学)
Universal style transfer is an image editing task that renders an input content image using the visual style of arbitrary reference images, including both artistic and photorealistic stylization. Given a pair of images as the source of content and the reference of style, existing solutions usually first train an auto-encoder (AE) to reconstruct the image using deep features and then embeds pre-defined style transfer modules into the AE reconstruction procedure to transfer the style of the reconstructed image through modifying the deep features. While existing methods typically need multiple ro…
Towards Photorealistic and Efficient Bokeh Rendering via Diffusion Framework
Shenzhen Institutes of Advanced Technology, Chinese Academy of Sciences(深圳先进技术研究院,中国科学院);vivo BlueImage Lab, vivo Mobile Communication Co., Ltd.(vivo BlueImage实验室,vivo移动通信有限公司);Shenzhen University of Advanced Technology(深圳大学)
Generating photorealistic images of human faces at scale remains a prohibitively difficult task using computer graphics approaches. This is because these require the simulation of light to be photorealistic, which in turn requires physically accurate modelling of geometry, materials, and light sources, for both the head and the surrounding scene. Non-photorealistic renders however are increasingly easy to produce. In contrast to computer graphics approaches, generative models learned from more readily available 2D image data have been shown to produce samples of human faces that are hard to di…
We present GANcraft, an unsupervised neural rendering framework for generating photorealistic images of large 3D block worlds such as those created in Minecraft. Our method takes a semantic block world as input, where each block is assigned a semantic label such as dirt, grass, or water. We represent the world as a continuous volumetric function and train our model to render view-consistent photorealistic images for a user-controlled camera. In the absence of paired ground truth real images for the block world, we devise a training technique based on pseudo-ground truth and adversarial trainin…
Cardiff University(卡迪夫大学);Carleton University(卡尔顿大学);Tsinghua University(清华大学);The Interdisciplinary Center Herzliya(赫兹利亚跨学科中心);Pohang University of Science and Technology(浦项科技大学);Lambda Labs, Inc.(Lambda Labs公司);Hasso Plattner Institute, University of Potsdam(波茨坦大学哈索·普拉特纳研究院);Samsung Advanced Institute of Technology(三星高等技术研究院)
Despite the recent upsurge of activity in image-based non-photorealistic rendering (NPR), and in particular portrait image stylisation, due to the advent of neural style transfer, the state of performance evaluation in this field is limited, especially compared to the norms in the computer vision and machine learning communities. Unfortunately, the task of evaluating image stylisation is thus far not well defined, since it involves subjective, perceptual and aesthetic aspects. To make progress towards a solution, this paper proposes a new structured, three level, benchmark dataset for the eval…
Pinscreen;University of Southern California(南加州大学);USC Institute for Creative Technologies(南加州大学创意技术研究所)
We present a data-driven inference method that can synthesize a photorealistic texture map of a complete 3D face model given a partial 2D view of a person in the wild. After an initial estimation of shape and low-frequency albedo, we compute a high-frequency partial texture map, without the shading component, of the visible face area. To extract the fine appearance details from this incomplete input, we introduce a multi-scale detail analysis technique based on mid-layer feature correlations extracted from a deep convolutional neural network. We demonstrate that fitting a convex combination of…
GeRM: A Generative Rendering Model From Physically Realistic to Photorealistic
State Key Lab of CAD\&CG, Zhejiang University;Zhejiang Lab China;State Key Laboratory of Industrial Control Technology, Zhejiang University China;Zhejiang University China;Zhejiang Lab;State Key Laboratory of Industrial Control Technology, Zhejiang University;Zhejiang University
The Ohio State University(俄亥俄州立大学);Chongqing Changan Automobile Co Ltd(重庆长安汽车股份有限公司)
Driving simulators play a large role in developing and testing new intelligent vehicle systems. The visual fidelity of the simulation is critical for building vision-based algorithms and conducting human driver experiments. Low visual fidelity breaks immersion for human-in-the-loop driving experiments. Conventional computer graphics pipelines use detailed 3D models, meshes, textures, and rendering engines to generate 2D images from 3D scenes. These processes are labor-intensive, and they do not generate photorealistic imagery. Here we introduce a hybrid generative neural graphics pipeline for …
Czech Technical University in Prague(布拉格捷克理工大学);Microsoft Research(微软研究院)
We present an approach to synthesize highly photorealistic images of 3D object models, which we use to train a convolutional neural network for detecting the objects in real images. The proposed approach has three key ingredients: (1) 3D object models are rendered in 3D models of complete scenes with realistic materials and lighting, (2) plausible geometric configuration of objects and cameras in a scene is generated using physics simulations, and (3) high photorealism of the synthesized images achieved by physically based rendering. When trained on images synthesized by the proposed approach,…
South China University of Technology(华南理工大学);DexForce Co. Ltd.(德擎科技有限公司);The Hong Kong Polytechnic University(香港理工大学);Peng Cheng Laboratory(鹏城实验室)
Creation of 3D content by stylization is a promising yet challenging problem in computer vision and graphics research. In this work, we focus on stylizing photorealistic appearance renderings of a given surface mesh of arbitrary topology. Motivated by the recent surge of cross-modal supervision of the Contrastive Language-Image Pre-training (CLIP) model, we propose TANGO, which transfers the appearance style of a given 3D shape according to a text prompt in a photorealistic manner. Technically, we propose to disentangle the appearance style as the spatially varying bidirectional reflectance di…
Shenzhen Research Institute of Big Data(深圳大数据研究院);The Chinese University of Hong Kong, Shenzhen(香港中文大学(深圳));Zhejiang University(浙江大学);University of Science and Technology of China(中国科学技术大学);The University of Hong Kong(香港大学)
In this paper, we propose the first sketching system for interactively personalized and photorealistic face caricaturing. Input an image of a human face, the users can create caricature photos by manipulating its facial feature curves. Our system firstly performs exaggeration on the recovered 3D face model according to the edited sketches, which is conducted by assigning the laplacian of each vertex a scaling factor. To construct the mapping between 2D sketches and a vertex-wise scaling field, a novel deep learning architecture is developed. With the obtained 3D caricature model, two images ar…
NVIDIA(英伟达);University of Utah(犹他大学);Georgia Institute of Technology(佐治亚理工学院)
We present a Python-based renderer built on NVIDIA's OptiX ray tracing engine and the OptiX AI denoiser, designed to generate high-quality synthetic images for research in computer vision and deep learning. Our tool enables the description and manipulation of complex dynamic 3D scenes containing object meshes, materials, textures, lighting, volumetric data (e.g., smoke), and backgrounds. Metadata, such as 2D/3D bounding boxes, segmentation masks, depth maps, normal maps, material properties, and optical flow vectors, can also be generated. In this work, we discuss design goals, architecture, a…
Imperial College London(伦敦帝国理工学院);University of Oulu(奥卢大学)
This paper presents a novel approach for synthesizing facial affect, which is based on our annotating 600,000 frames of the 4DFAB database in terms of valence and arousal. The input of this approach is a pair of these emotional state descriptors and a neutral 2D image of a person to whom the corresponding affect will be synthesized. Given this target pair, a set of 3D facial meshes is selected, which is used to build a blendshape model and generate the new facial affect. To synthesize the affect on the 2D neutral image, 3DMM fitting is performed and the reconstructed face is deformed to genera…
University of California, San Diego(加州大学圣地亚哥分校);Adobe Research(Adobe研究院)
We propose a deep inverse rendering framework for indoor scenes. From a single RGB image of an arbitrary indoor scene, we create a complete scene reconstruction, estimating shape, spatially-varying lighting, and spatially-varying, non-Lambertian surface reflectance. To train this network, we augment the SUNCG indoor scene dataset with real-world materials and render them with a fast, high-quality, physically-based GPU renderer to create a large-scale, photorealistic indoor dataset. Our inverse rendering network incorporates physical insights -- including a spatially-varying spherical Gaussian …
Dyson Robotics Laboratory at Imperial College(帝国理工学院戴森机器人实验室);Imperial College London(帝国理工学院)
We introduce SceneNet RGB-D, expanding the previous work of SceneNet to enable large scale photorealistic rendering of indoor scene trajectories. It provides pixel-perfect ground truth for scene understanding problems such as semantic segmentation, instance segmentation, and object detection, and also for geometric computer vision problems such as optical flow, depth estimation, camera pose estimation, and 3D reconstruction. Random sampling permits virtually unlimited scene configurations, and here we provide a set of 5M rendered RGB-D images from over 15K trajectories in synthetic layouts wit…
Recent work on Neural Radiance Fields (NeRF) showed how neural networks can be used to encode complex 3D environments that can be rendered photorealistically from novel viewpoints. Rendering these images is very computationally demanding and recent improvements are still a long way from enabling interactive rates, even on high-end hardware. Motivated by scenarios on mobile and mixed reality devices, we propose FastNeRF, the first NeRF-based system capable of rendering high fidelity photorealistic images at 200Hz on a high-end consumer GPU. The core of our method is a graphics-inspired factoriz…
To the best of our knowledge, we first present a live system that generates personalized photorealistic talking-head animation only driven by audio signals at over 30 fps. Our system contains three stages. The first stage is a deep neural network that extracts deep audio features along with a manifold projection to project the features to the target person's speech space. In the second stage, we learn facial dynamics and motions from the projected audio features. The predicted motions include head poses and upper body motions, where the former is generated by an autoregressive probabilistic mo…
University of Tübingen(图宾根大学);Tübingen AI Center(图宾根人工智能中心);Google Research(谷歌研究院)
Neural radiance fields enable state-of-the-art photorealistic view synthesis. However, existing radiance field representations are either too compute-intensive for real-time rendering or require too much memory to scale to large scenes. We present a Memory-Efficient Radiance Field (MERF) representation that achieves real-time rendering of large-scale scenes in a browser. MERF reduces the memory consumption of prior sparse volumetric radiance fields using a combination of a sparse feature grid and high-resolution 2D feature planes. To support large-scale unbounded scenes, we introduce a novel c…
We introduce Synscapes -- a synthetic dataset for street scene parsing created using photorealistic rendering techniques, and show state-of-the-art results for training and validation as well as new types of analysis. We study the behavior of networks trained on real data when performing inference on synthetic data: a key factor in determining the equivalence of simulation environments. We also compare the behavior of networks trained on synthetic data and evaluated on real-world data. Additionally, by analyzing pre-trained, existing segmentation and detection models, we illustrate how uncorre…
Deep Innovation R&D Center, Moviebook(墨迹天气深创新研发中心)
Lip sync has emerged as a promising technique for generating mouth movements from audio signals. However, synthesizing a high-resolution and photorealistic virtual news anchor is still challenging. Lack of natural appearance, visual consistency, and processing efficiency are the main problems with existing methods. This paper presents a novel lip-sync framework specially designed for producing high-fidelity virtual news anchors. A pair of Temporal Convolutional Networks are used to learn the cross-modal sequential mapping from audio signals to mouth movements, followed by a neural rendering ne…
Over the last years, with the advent of Generative Adversarial Networks (GANs), many face analysis tasks have accomplished astounding performance, with applications including, but not limited to, face generation and 3D face reconstruction from a single "in-the-wild" image. Nevertheless, to the best of our knowledge, there is no method which can produce high-resolution photorealistic 3D faces from "in-the-wild" images and this can be attributed to the: (a) scarcity of available data for training, and (b) lack of robust methodologies that can successfully be applied on very high-resolution data.…
Numerical integration is a foundational technique in scientific computing and is at the core of many computer vision applications. Among these applications, neural volume rendering has recently been proposed as a new paradigm for view synthesis, achieving photorealistic image quality. However, a fundamental obstacle to making these methods practical is the extreme computational and memory requirements caused by the required volume integrations along the rendered rays during training and inference. Millions of rays, each requiring hundreds of forward passes through a neural network are needed t…
Centre for Research and Technology Hellas(希腊研究与技术中心)
In this work we consider UAVs as cooperative agents supporting human users in their operations. In this context, the 3D localisation of the UAV assistant is an important task that can facilitate the exchange of spatial information between the user and the UAV. To address this in a data-driven manner, we design a data synthesis pipeline to create a realistic multimodal dataset that includes both the exocentric user view, and the egocentric UAV view. We then exploit the joint availability of photorealistic and synthesized inputs to train a single-shot monocular pose estimation model. During trai…
SplaTraj: Camera Trajectory Generation with Semantic Gaussian Splatting
Robotics Institute, Carnegie Mellon University(卡内基梅隆大学机器人研究所);Joint Department of Biomedical Engineering, University of North Carolina-Chapel Hill(北卡罗来纳大学教堂山分校生物医学工程联合系)