We present SfSNet, an end-to-end learning framework for producing an accurate decomposition of an unconstrained human face image into shape, reflectance and illuminance. SfSNet is designed to reflect a physical lambertian rendering model. SfSNet learns from a mixture of labeled synthetic and unlabeled real world images. This allows the network to capture low frequency variations from synthetic and high frequency details from real images through the photometric reconstruction loss. SfSNet consists of a new decomposition architecture with residual blocks that learns a complete separation of albedo and normal. This is used along with the original image to predict lighting. SfSNet produces significantly better quantitative and qualitative results than state-of-the-art methods for inverse rendering and independent normal and illumination estimation.
Another direction of research is to estimate shape or illumination of a face independently. Recently many research works aim to reconstruct the shape of real world faces by learning from synthetic data; by fitting a 3DMM @cite_23 @cite_7 @cite_17 , by predicting a depth map and subsequent non-rigid deformation to obtain a mesh @cite_25 and by regressing a normal map @cite_0 . Similarly @cite_38 proposed a method to estimate lighting directly from a face. These learning based independent component estimation methods can not be trained with unlabeled real world data and thus suffer from the ability to handle unseen face modalities. In contrast our joint estimation approach performs the complete decomposition while allowing us to train on unlabeled real world images using our SfS-supervision'.
@cite_38 @cite_7 @cite_0 @cite_23 @cite_25 @cite_17
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This paper addresses the problem of obtaining 3d detailed reconstructions of human faces in real-time and with inexpensive hardware. We present an algorithm based on a monocular multi-spectral photometric-stereo setup. This system is known to capture high-detailed deforming 3d surfaces at high frame rates and without having to use any expensive hardware or synchronized light stage. However, the main challenge of such a setup is the calibration stage, which depends on the lights setup and how they interact with the specific material being captured, in this case, human faces. For this purpose we develop a self-calibration technique where the person being captured is asked to perform a rigid motion in front of the camera, maintaining a neutral expression. Rigidity constrains are then used to compute the head's motion with a structure-from-motion algorithm. Once the motion is obtained, a multi-view stereo algorithm reconstructs a coarse 3d model of the face. This coarse model is then used to estimate the lighting parameters with a stratified approach: In the first step we use a RANSAC search to identify purely diffuse points on the face and to simultaneously estimate this diffuse reflectance model. In the second step we apply non-linear optimization to fit a non-Lambertian reflectance model to the outliers of the previous step. The calibration procedure is validated with synthetic and real data. Lighting estimation from faces is an important task and has applications in many areas such as image editing, intrinsic image decomposition, and image forgery detection. We propose to train a deep Convolutional Neural Network (CNN) to regress lighting parameters from a single face image. Lacking massive ground truth lighting labels for face images in the wild, we use an existing method to estimate lighting parameters, which are treated as ground truth with noise. To alleviate the effect of such noise, we utilize the idea of Generative Adversarial Networks (GAN) and propose a Label Denoising Adversarial Network (LDAN). LDAN makes use of synthetic data with accurate ground truth to help train a deep CNN for lighting regression on real face images. Experiments show that our network outperforms existing methods in producing consistent lighting parameters of different faces under similar lighting conditions. To further evaluate the proposed method, we also apply it to regress object 2D key points where ground truth labels are available. Our experiments demonstrate its effectiveness on this application. As part of the face recognition task in a robust security system, we propose a novel approach for the illumination recovery of faces with cast shadows and specularities. Given a single 2D face image, we relight the face object by extracting the nine spherical harmonic bases and the face spherical illumination coefficients by using the face spherical spaces properties. First, an illumination training database is generated by computing the properties of the spherical spaces out of face albedo and normal values estimated from 2D training images. The training database is then discriminately divided into two directions in terms of the illumination quality and light direction of each image. Based on the generated multi-level illumination discriminative training space, we analyze the target face pixels and compare them with the appropriate training subspace using pre-generated tiles. When designing the framework, practical real-time processing speed and small image size were considered. In contrast to other approaches, our technique requires neither 3D face models nor restricted illumination conditions for the training process. Furthermore, the proposed approach uses one single face image to estimate the face albedo and face spherical spaces. In this work, we also provide the results of a series of experiments performed on publicly available databases to show the significant improvements in the face recognition rates. We present a method for estimating the real-world lighting conditions within a scene in real-time. The estimation is based on the visual appearance of a human face in the real scene captured in a single image of a monocular camera. In hardware setups featuring a user-facing camera, an image of the user’s face can be acquired at any time. The limited range in variations between different human faces makes it possible to analyze their appearance offline, and to apply the results to new faces. Our approach uses radiance transfer functions – learned offline from a dataset of images of faces under different known illuminations – for particular points on the human face. Based on these functions, we recover the most plausible real-world lighting conditions for measured reflections in a face, represented by a function depending on incident light angle using Spherical Harmonics. The pose of the camera relative to the face is determined by means of optical tracking, and virtual 3D content is rendered and overlaid onto the real scene with a fixed spatial relationship to the face. By applying the estimated lighting conditions to the rendering of the virtual content, the augmented scene is shaded coherently with regard to the real and virtual parts of the scene. We show with different examples under a variety of lighting conditions, that our approach provides plausible results, which considerably enhance the visual realism in real-time Augmented Reality applications. We present a multi-view stereo reconstruction technique that directly produces a complete high-fidelity head model with consistent facial mesh topology. While existing techniques decouple shape estimation and facial tracking, our framework jointly optimizes for stereo constraints and consistent mesh parameterization. Our method is therefore free from drift and fully parallelizable for dynamic facial performance capture. We produce highly detailed facial geometries with artist-quality UV parameterization, including secondary elements such as eyeballs, mouth pockets, nostrils, and the back of the head. Our approach consists of deforming a common template model to match multi-view input images of the subject, while satisfying cross-view, cross-subject, and cross-pose consistencies using a combination of 2D landmark detection, optical flow, and surface and volumetric Laplacian regularization. Since the flow is never computed between frames, our method is trivially parallelized by processing each frame independently. Accurate rigid head pose is extracted using a PCA-based dimension reduction and denoising scheme. We demonstrate high-fidelity performance capture results with challenging head motion and complex facial expressions around eye and mouth regions. While the quality of our results is on par with the current state-of-the-art, our approach can be fully parallelized, does not suffer from drift, and produces face models with production-quality mesh topologies. We propose a robust uncalibrated multiview photometric stereo method for high quality 3D shape reconstruction. In our method, a coarse initial 3D mesh obtained using a multiview stereo method is projected onto a 2D planar domain using a planar mesh parameterization technique. We describe methods for surface normal estimation that work in the parameterized 2D space that jointly incorporates all geometric and photometric cues from multiple viewpoints. Using an estimated surface normal map, a refined 3D mesh is then recovered by computing an optimal displacement map in the same 2D planar domain. Our method avoids the need of merging view-dependent surface normal maps that is often required in conventional methods. We conduct evaluation on various real-world objects containing surfaces with specular reflections, multiple albedos, and complex topologies in both controlled and uncontrolled settings and demonstrate that accurate 3D meshes with fine geometric details can be recovered by our method. This paper presents a novel method for estimating the three-dimensional shape of faces, facilitating the possibility of enhanced face recognition. The method involves a combined use of photometric stereo and profile view information. It can be divided into three principal stages: (1) An initial estimate of the face is obtained using four-source high-speed photometric stereo. (2) The profile is determined from a side-view camera. (3) The facial shape estimation is iteratively refined using the profile until an energy functional is minimised. This final stage, which is the most important contribution of the paper, works by continually deforming the shape estimate so that its profile is exact. An energy is then calculated based on the difference between the raw images and synthetic images generated using the new shape estimate. The surface normals are then adjusted according to energy until convergence. Several real face reconstructions are presented and compared to ground truth. The results clearly demonstrate a significant improvement in accuracy compared to standard photometric stereo. We propose a probabilistic formulation of joint silhouette extraction and 3D reconstruction given a series of calibrated 2D images. Instead of segmenting each image separately in order to construct a 3D surface consistent with the estimated silhouettes, we compute the most probable 3D shape that gives rise to the observed color information. The probabilistic framework, based on Bayesian inference, enables robust 3D reconstruction by optimally taking into account the contribution of all views. We solve the arising maximum a posteriori shape inference in a globally optimal manner by convex relaxation techniques in a spatially continuous representation. For an interactively provided user input in the form of scribbles specifying foreground and background regions, we build corresponding color distributions as multivariate Gaussians and find a volume occupancy that best fits to this data in a variational sense. Compared to classical methods for silhouette-based multiview reconstruction, the proposed approach does not depend on initialization and enjoys significant resilience to violations of the model assumptions due to background clutter, specular reflections, and camera sensor perturbations. In experiments on several real-world data sets, we show that exploiting a silhouette coherency criterion in a multiview setting allows for dramatic improvements of silhouette quality over independent 2D segmentations without any significant increase of computational efforts. This results in more accurate visual hull estimation, needed by a multitude of image-based modeling approaches. We made use of recent advances in parallel computing with a GPU implementation of the proposed method generating reconstructions on volume grids of more than 20 million voxels in up to 4.41 seconds. 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 feature correlations from a high-resolution face database can yield a semantically plausible facial detail description of the entire face. A complete and photorealistic texture map can then be synthesized by iteratively optimizing for the reconstructed feature correlations. Using these high-resolution textures and a commercial rendering framework, we can produce high-fidelity 3D renderings that are visually comparable to those obtained with state-of-the-art multi-view face capture systems. We demonstrate successful face reconstructions from a wide range of low resolution input images, including those of historical figures. In addition to extensive evaluations, we validate the realism of our results using a crowdsourced user study. We propose a novel approach to 3D human pose estimation from a single depth map. Recently, convolutional neural network (CNN) has become a powerful paradigm in computer vision. Many of computer vision tasks have benefited from CNNs, however, the conventional approach to directly regress 3D body joint locations from an image does not yield a noticeably improved performance. In contrast, we formulate the problem as estimating per-voxel likelihood of key body joints from a 3D occupancy grid. We argue that learning a mapping from volumetric input to volumetric output with 3D convolution consistently improves the accuracy when compared to learning a regression from depth map to 3D joint coordinates. We propose a two-stage approach to reduce the computational overhead caused by volumetric representation and 3D convolution: Holistic 2D prediction and Local 3D prediction. In the first stage, Planimetric Network (P-Net) estimates per-pixel likelihood for each body joint in the holistic 2D space. In the second stage, Volumetric Network (V-Net) estimates the per-voxel likelihood of each body joints in the local 3D space around the 2D estimations of the first stage, effectively reducing the computational cost. Our model outperforms existing methods by a large margin in publicly available datasets. Shape-from-shading (SFS) methods tend to rely on models with few parameters because these parameters need to be hand-tuned. This limits the number of different cues that the SFS problem can exploit. In this paper, we show how machine learning can be applied to an SFS model with a large number of parameters. Our system learns a set of weighting parameters that use the intensity of each pixel in the image to gauge the importance of that pixel in the shape reconstruction process. We show empirically that this leads to a significant increase in the accuracy of the recovered surfaces. Our learning approach is novel in that the parameters are optimized with respect to actual surface output by the system. In the first, offline phase, a hemisphere is rendered using a known illumination direction. The isophotes in the resulting reflectance map are then modelled using Gaussian mixtures to obtain a parametric representation of the isophotes. This Gaussian parameterization is then used in the second phase to learn intensity-based weights using a database of 3D shapes. The weights can also be optimized for a particular input image. A large amount of training data is usually crucial for successful supervised learning. However, the task of providing training samples is often time-consuming, involving a considerable amount of tedious manual work. In addition, the amount of training data available is often limited. As an alternative, in this paper, we discuss how best to augment the available data for the application of automatic facial landmark detection. We propose the use of a 3D morphable face model to generate synthesized faces for a regression-based detector training. Benefiting from the large synthetic training data, the learned detector is shown to exhibit a better capability to detect the landmarks of a face with pose variations. Furthermore, the synthesized training data set provides accurate and consistent landmarks automatically as compared to the landmarks annotated manually, especially for occluded facial parts. The synthetic data and real data are from different domains; hence the detector trained using only synthesized faces does not generalize well to real faces. To deal with this problem, we propose a cascaded collaborative regression algorithm, which generates a cascaded shape updater that has the ability to overcome the difficulties caused by pose variations, as well as achieving better accuracy when applied to real faces. The training is based on a mix of synthetic and real image data with the mixing controlled by a dynamic mixture weighting schedule. Initially, the training uses heavily the synthetic data, as this can model the gross variations between the various poses. As the training proceeds, progressively more of the natural images are incorporated, as these can model finer detail. To improve the performance of the proposed algorithm further, we designed a dynamic multi-scale local feature extraction method, which captures more informative local features for detector training. An extensive evaluation on both controlled and uncontrolled face data sets demonstrates the merit of the proposed algorithm. Most of the existing deep learning-based methods for 3D hand and human pose estimation from a single depth map are based on a common framework that takes a 2D depth map and directly regresses the 3D coordinates of keypoints, such as hand or human body joints, via 2D convolutional neural networks (CNNs). The first weakness of this approach is the presence of perspective distortion in the 2D depth map. While the depth map is intrinsically 3D data, many previous methods treat depth maps as 2D images that can distort the shape of the actual object through projection from 3D to 2D space. This compels the network to perform perspective distortion-invariant estimation. The second weakness of the conventional approach is that directly regressing 3D coordinates from a 2D image is a highly nonlinear mapping, which causes difficulty in the learning procedure. To overcome these weaknesses, we firstly cast the 3D hand and human pose estimation problem from a single depth map into a voxel-to-voxel prediction that uses a 3D voxelized grid and estimates the per-voxel likelihood for each keypoint. We design our model as a 3D CNN that provides accurate estimates while running in real-time. Our system outperforms previous methods in almost all publicly available 3D hand and human pose estimation datasets and placed first in the HANDS 2017 frame-based 3D hand pose estimation challenge. The code is available in1. Recently proposed robust 3D face alignment methods establish either dense or sparse correspondence between a 3D face model and a 2D facial image. The use of these methods presents new challenges as well as opportunities for facial texture analysis. In particular, by sampling the image using the fitted model, a facial UV can be created. Unfortunately, due to self-occlusion, such a UV map is always incomplete. In this paper, we propose a framework for training Deep Convolutional Neural Network (DCNN) to complete the facial UV map extracted from in-the-wild images. To this end, we first gather complete UV maps by fitting a 3D Morphable Model (3DMM) to various multiview image and video datasets, as well as leveraging on a new 3D dataset with over 3,000 identities. Second, we devise a meticulously designed architecture that combines local and global adversarial DCNNs to learn an identity-preserving facial UV completion model. We demonstrate that by attaching the completed UV to the fitted mesh and generating instances of arbitrary poses, we can increase pose variations for training deep face recognition verification models, and minimise pose discrepancy during testing, which lead to better performance. Experiments on both controlled and in-the-wild UV datasets prove the effectiveness of our adversarial UV completion model. We achieve state-of-the-art verification accuracy, 94.05 , under the CFP frontal-profile protocol only by combining pose augmentation during training and pose discrepancy reduction during testing. We will release the first in-the-wild UV dataset (we refer as WildUV) that comprises of complete facial UV maps from 1,892 identities for research purposes. Articulated hand pose and shape estimation is an important problem for vision-based applications such as augmented reality and animation.In contrast to the existing methods which optimize only for joint positions, we propose a fully supervised deep network which learns to jointly estimate a full 3D hand mesh representation and pose from a single depth image.To this end, a CNN architecture is employed to estimate parametric representations i.e. hand pose, bone scales and complex shape parameters. Then, a novel hand pose and shape layer, embedded inside our deep framework, produces 3D joint positions and hand mesh. Lack of sufficient training data with varying hand shapes limits the generalized performance of learning based methods. Also, manually annotating real data is suboptimal. Therefore, we present SynHand5M: a million-scale synthetic benchmark with accurate joint annotations, segmentation masks and mesh files of depth maps. Among model based learning (hybrid) methods, we show improved results on two of the public benchmarks i.e. NYU and ICVL. Also, by employing a joint training strategy with real and synthetic data, we recover 3D hand mesh and pose from real images in 30ms. In this paper, we present a method that estimates reflectance and illumination information from a single image depicting a single-material specular object from a given class under natural illumination. We follow a data-driven, learning-based approach trained on a very large dataset, but in contrast to earlier work we do not assume one or more components (shape, reflectance, or illumination) to be known. We propose a two-step approach, where we first estimate the object’s reflectance map, and then further decompose it into reflectance and illumination. For the first step, we introduce a Convolutional Neural Network (CNN) that directly predicts a reflectance map from the input image itself, as well as an indirect scheme that uses additional supervision, first estimating surface orientation and afterwards inferring the reflectance map using a learning-based sparse data interpolation technique. For the second step, we suggest a CNN architecture to reconstruct both Phong reflectance parameters and high-resolution spherical illumination maps from the reflectance map. We also propose new datasets to train these CNNs. We demonstrate the effectiveness of our approach for both steps by extensive quantitative and qualitative evaluation in both synthetic and real data as well as through numerous applications, that show improvements over the state-of-the-art. Faces in natural images are often occluded by a variety of objects. We propose a fully automated, probabilistic and occlusion-aware 3D morphable face model adaptation framework following an analysis-by-synthesis setup. The key idea is to segment the image into regions explained by separate models. Our framework includes a 3D morphable face model, a prototype-based beard model and a simple model for occlusions and background regions. The segmentation and all the model parameters have to be inferred from the single target image. Face model adaptation and segmentation are solved jointly using an expectation–maximization-like procedure. During the E-step, we update the segmentation and in the M-step the face model parameters are updated. For face model adaptation we apply a stochastic sampling strategy based on the Metropolis–Hastings algorithm. For segmentation, we apply loopy belief propagation for inference in a Markov random field. Illumination estimation is critical for occlusion handling. Our combined segmentation and model adaptation needs a proper initialization of the illumination parameters. We propose a RANSAC-based robust illumination estimation technique. By applying this method to a large face image database we obtain a first empirical distribution of real-world illumination conditions. The obtained empirical distribution is made publicly available and can be used as prior in probabilistic frameworks, for regularization or to synthesize data for deep learning methods. In this paper, we present a robust and efficient method to statistically recover the full 3D shape and texture of faces from single 2D images. We separate shape and texture recovery into two linear problems. For shape recovery, we learn empirically the generalization error of a 3D morphable model using out-of-sample data. We use this to predict the 2D variance associated with a sparse set of 2D feature points. This knowledge is incorporated into a parameter-free probabilistic framework which allows 3D shape recovery of a face in an arbitrary pose in a single step. Under the assumption of diffuseonly reflectance, we also show how photometric invariants can be used to recover texture parameters in an illumination insensitive manner. We present empirical results with comparison to the state-of-the-art analysis-by-synthesis methods and show an application of our approach to adjusting the pose of subjects in oil paintings. A novel 3D face estimation method based on a regression matrix and occluding contours.3D vertices around occluding boundaries and their corresponding 2D pixel projections are highly correlated.The 3D face estimation method resembles dense surface shape recovery from missing data. This paper addresses the problem of 3D face shape approximation from occluding contours, i.e., the boundaries between the facial region and the background. To this end, a linear regression process that models the relationship between a set of 2D occluding contours and a set of 3D vertices is applied onto the corresponding training sets using Partial Least Squares. The result of this step is a regression matrix which is capable of estimating new 3D face point clouds from the out-of-training 2D Cartesian pixel positions of the selected contours. Our approach benefits from the highly correlated spaces spanned by the 3D vertices around the occluding boundaries of a face and their corresponding 2D pixel projections. As a result, the proposed method resembles dense surface shape recovery from missing data. Our technique is evaluated over four scenarios designed to investigate both the influence of the contours included in the training set and the considered number of contours. Qualitative and quantitative experiments demonstrate that using contours outperform the state of the art on the database used in this article. Even using a limited number of contours provides a useful approximation to the 3D face surface. This work addresses the problem of estimating the full body 3D human pose and shape from a single color image. This is a task where iterative optimization-based solutions have typically prevailed, while Convolutional Networks (ConvNets) have suffered because of the lack of training data and their low resolution 3D predictions. Our work aims to bridge this gap and proposes an efficient and effective direct prediction method based on ConvNets. Central part to our approach is the incorporation of a parametric statistical body shape model (SMPL) within our end-to-end framework. This allows us to get very detailed 3D mesh results, while requiring estimation only of a small number of parameters, making it friendly for direct network prediction. Interestingly, we demonstrate that these parameters can be predicted reliably only from 2D keypoints and masks. These are typical outputs of generic 2D human analysis ConvNets, allowing us to relax the massive requirement that images with 3D shape ground truth are available for training. Simultaneously, by maintaining differentiability, at training time we generate the 3D mesh from the estimated parameters and optimize explicitly for the surface using a 3D per-vertex loss. Finally, a differentiable renderer is employed to project the 3D mesh to the image, which enables further refinement of the network, by optimizing for the consistency of the projection with 2D annotations (i.e., 2D keypoints or masks). The proposed approach outperforms previous baselines on this task and offers an attractive solution for direct prediction of3D shape from a single color image.