MEGANE:可变形眼镜和化身网络
MEGANE: Morphable Eyeglass and Avatar Network
摘要:
眼镜在身份认知中起着重要作用。人脸的真实虚拟表示可以从它们的包含中受益匪浅。然而,对眼镜的几何和外观交互以及人类的虚拟表示的面部进行建模是具有挑战性的。眼镜和面部在其接触点处影响彼此的几何形状,并且还由于光传输而引起外观变化。大多数现有的方法不捕获这些物理交互,因为它们独立地对眼镜和面部进行建模。其他人试图解决作为一个2D图像合成问题的相互作用,并遭受视图和时间的不一致。在这项工作中,我们提出了一个3D组成变形模型的眼镜,准确地结合了高保真度的几何和光度的相互作用的影响。为了有效地支持大的变化,在拓扑结构,我们采用了混合表示,结合表面几何和体积表示。与体积方法不同,我们的模型自然地保留了眼镜之间的对应关系,因此显式修改的几何形状,如镜片插入和框架变形,大大简化。此外,我们的模型在点光源和自然照明下可重新照明,支持各种框架材料的高保真渲染,包括单个可变形模型中的半透明塑料和金属。重要的是,我们的方法模拟了全局光传输效应,例如在面部和眼镜之间投射阴影。我们的变形模型的眼镜也可以适合新的眼镜通过逆渲染。我们将我们的方法与最先进的方法进行比较,并展示了显着的质量改进。
英文摘要:
Eyeglasses play an important role in the perception of identity. Authentic virtual representations of faces can benefit greatly from their inclusion. However, modeling the geometric and appearance interactions of glasses and the face of virtual representations of humans is challenging. Glasses and faces affect each other's geometry at their contact points, and also induce appearance changes due to light transport. Most existing approaches do not capture these physical interactions since they model eyeglasses and faces independently. Others attempt to resolve interactions as a 2D image synthesis problem and suffer from view and temporal inconsistencies. In this work, we propose a 3D compositional morphable model of eyeglasses that accurately incorporates high-fidelity geometric and photometric interaction effects. To support the large variation in eyeglass topology efficiently, we employ a hybrid representation that combines surface geometry and a volumetric representation. Unlike volumetric approaches, our model naturally retains correspondences across glasses, and hence explicit modification of geometry, such as lens insertion and frame deformation, is greatly simplified. In addition, our model is relightable under point lights and natural illumination, supporting high-fidelity rendering of various frame materials, including translucent plastic and metal within a single morphable model. Importantly, our approach models global light transport effects, such as casting shadows between faces and glasses. Our morphable model for eyeglasses can also be fit to novel glasses via inverse rendering. We compare our approach to state-of-the-art methods and demonstrate significant quality improvements.
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