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.
NPRportrait 1.0: A Three-Level Benchmark for Non-Photorealistic Rendering of Portraits
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)
University of Science and Technology of China(中国科学技术大学);Faculty of Applied Sciences, Macao Polytechnic University(澳门理工大学应用科学学院);Nanjing University(南京大学);Computer Vision Center, Universitat Autònoma(巴塞罗那自治大学计算机视觉中心);Alibaba Group(阿里巴巴集团);VCIP, CS, Nankai University(南开大学电子信息与光学工程学院(注:VCIP为视频与图像处理方向,此处按原文机构提取));Ant Group(蚂蚁集团);Institute for Intelligent Computing, Alibaba Group(阿里巴巴集团智能计算研究院)
PAniC-3D: Stylized Single-view 3D Reconstruction from Portraits of Anime Characters
University of Maryland - College Park(马里兰大学帕克分校);ByteDance(字节跳动)
我们提出了PAniC-3D,一个系统,以重建风格化的3D字符头部直接从说明(p)或(ani)me(c)字符的特点。我们的动画风格领域对单视图重建提出了独特的挑战;与人类头部的自然图像相比,人物肖像插图的头发和配件具有更复杂和多样化的几何形状,并且使用非真实感轮廓线进行着色。此外,缺乏适合于训练和评估这种模糊风格化重建任务的3D模型和肖像插图数据。面对这些挑战,我们提出的PAniC-3D架构与线填充模型跨越了投影到3D域的差距,并表示复杂的几何形状与体积辐射场。我们用两个新的大型数据集(11.2k Vroid 3D模型,1 k Vtuber肖像插图)训练我们的系统,并在一个新的AnimeRecon基准上进行评估。PAniC-3D显著优于基线方法,并提供数据来建立从肖像插图的风格化重建任务。
3DPortraitGAN: Learning One-Quarter Headshot 3D GANs from a Single-View Portrait Dataset with Diverse Body Poses
State Key Lab of CAD\&CG, Zhejiang University(浙江大学CAD与计算机图形学国家重点实验室);University of Texas at Austin(德克萨斯大学奥斯汀分校);Hong Kong University of Science(香港科学大学);ZJU-Tencent Game(浙大腾讯游戏与智能图形创新技术联合实验室);Intelligent Graphics Innovation Technology Joint Lab(智能图形创新技术联合实验室)
What's in a Decade? Transforming Faces Through Time
Cornell University(康奈尔大学);Cornell Tech(康奈尔理工学院);University of Georgia(佐治亚大学);Brown University(布朗大学);The Hebrew University of Jerusalem(耶路撒冷希伯来大学);Tel Aviv University(特拉维夫大学)
一个人如何在十年内从视觉上描述一个人?在这项工作中,我们收集了Faces Through Time数据集,其中包含了从19世纪80年代到现在每十年的一千多幅肖像图像。使用我们的新数据集,我们提出了一个跨时间重新合成肖像图像的框架,想象在特定十年中拍摄的肖像如果在其他十年中拍摄的话会是什么样子。我们的框架优化了一系列每十年的生成器,这些生成器揭示了区分十年的微妙变化(例如不同的发型或妆容),同时保持输入肖像的身份。实验表明,与最先进的图像到图像翻译方法以及基于属性和语言引导的肖像编辑模型相比,我们的方法在跨时间重新合成肖像方面更有效。我们的代码和数据将在https://facesthroughtime.github.io上提供
Unlock Pose Diversity: Accurate and Efficient Implicit Keypoint-based Spatiotemporal Diffusion for Audio-driven Talking Portrait
University of Liverpool(利物浦大学);Ant Group(蚂蚁集团);Xi’an Jiaotong-Liverpool University(西交利物浦大学);Duke Kunshan University(昆山杜克大学);Ricoh Software Research Center(理光软件研究中心)
ETPDesigner: Multi-Agent Orchestration for Interactive Multimodal Electronic Theater Program
Shanghai University(上海大学);Shanghai Engineering Research Center of Motion Picture Special Effects(上海电影特效工程技术研究中心);Institute for Math and AI, Wuhan School of Artificial Intelligence, Wuhan University(武汉大学数学与人工智能研究院武汉人工智能学院)