We present a new color photometric stereo (CPS) method that can recover high quality, detailed 3D face geometry in a single shot. Our system uses three uncalibrated near point lights of different colors and a single camera. We first utilize 3D morphable model (3DMM) and semantic segmentation of facial parts to achieve robust self-calibration of light sources. We then address the spectral ambiguity problem by incorporating albedo consensus, albedo similarity, and proxy prior into a unified framework. We avoid the need for spatial constancy of albedo and use a new measure for albedo similarity that is based on the albedo norm profile. Experiments show that our new approach produces state-of-the-art results in single image with high-fidelity geometry that includes details such as wrinkles.
Shape-from-shading and deep learning based approaches have also been adopted to recover details @cite_5 @cite_1 @cite_41 @cite_13 @cite_6 @cite_16 @cite_38 . Jiang @cite_61 combined local corrective deformation fields with photometric consistency constraints. Yamaguchi @cite_44 use a large corpus of high-fidelity face capture from the USC Light Stage @cite_47 to learn the mapping from texture to highly-detailed displacement map. These solutions can provide visually pleasing results but accuracy depends heavily on illumination.
@cite_61 @cite_38 @cite_41 @cite_1 @cite_6 @cite_44 @cite_5 @cite_47 @cite_16 @cite_13
2020429267 2560535660 2608696995 2736384647
We present a novel method to obtain fine-scale detail in 3D reconstructions generated with low-budget RGB-D cameras or other commodity scanning devices. As the depth data of these sensors is noisy, truncated signed distance fields are typically used to regularize out the noise, which unfortunately leads to over-smoothed results. In our approach, we leverage RGB data to refine these reconstructions through shading cues, as color input is typically of much higher resolution than the depth data. As a result, we obtain reconstructions with high geometric detail, far beyond the depth resolution of the camera itself. Our core contribution is shading-based refinement directly on the implicit surface representation, which is generated from globally-aligned RGB-D images. We formulate the inverse shading problem on the volumetric distance field, and present a novel objective function which jointly optimizes for fine-scale surface geometry and spatially-varying surface reflectance. In order to enable the efficient reconstruction of sub-millimeter detail, we store and process our surface using a sparse voxel hashing scheme which we augment by introducing a grid hierarchy. A tailored GPU-based Gauss-Newton solver enables us to refine large shape models to previously unseen resolution within only a few 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 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 introduce a geometry-driven approach for real-time 3D reconstruction of deforming surfaces from a single RGB-D stream without any templates or shape priors. To this end, we tackle the problem of non-rigid registration by level set evolution without explicit correspondence search. Given a pair of signed distance fields (SDFs) representing the shapes of interest, we estimate a dense deformation field that aligns them. It is defined as a displacement vector field of the same resolution as the SDFs and is determined iteratively via variational minimization. To ensure it generates plausible shapes, we propose a novel regularizer that imposes local rigidity by requiring the deformation to be a smooth and approximately Killing vector field, i.e. generating nearly isometric motions. Moreover, we enforce that the level set property of unity gradient magnitude is preserved over iterations. As a result, KillingFusion reliably reconstructs objects that are undergoing topological changes and fast inter-frame motion. In addition to incrementally building a model from scratch, our system can also deform complete surfaces. We demonstrate these capabilities on several public datasets and introduce our own sequences that permit both qualitative and quantitative comparison to related approaches.