Nerf-based Generative models have shown impressive capacity in generating high-quality images with consistent 3D geometry. Despite successful synthesis of fake identity images randomly sampled from latent space, adopting these models for generating face images of real subjects is still a challenging task due to its so-called inversion issue. In this paper, we propose a universal method to surgically fine-tune these NeRF-GAN models in order to achieve high-fidelity animation of real subjects only by a single image. Given the optimized latent code for an out-of-domain real image, we employ 2D loss functions on the rendered image to reduce the identity gap. Furthermore, our method leverages explicit and implicit 3D regularizations using the in-domain neighborhood samples around the optimized latent code to remove geometrical and visual artifacts. Our experiments confirm the effectiveness of our method in realistic, high-fidelity, and 3D consistent animation of real faces on multiple NeRF-GAN models across different datasets.
Diverse image completion, a problem of generating various ways of filling incomplete regions (i.e. holes) of an image, has made remarkable success. However, managing input images with large holes is still a challenging problem due to the corruption of semantically important structures. In this paper, we tackle this problem by incorporating explicit structural guidance. We propose a structure-guided diffusion model (SGDM) for the large-hole diverse completion problem. Our proposed SGDM consists of a structure generator and a texture generator, which are both diffusion probabilistic models (DMs). The structure generator generates an edge image representing a plausible structure within the holes, which is later used to guide the texture generation process. To jointly train these two generators, we design a strategy that combines optimal Bayesian denoising and a momentum framework. In addition to the quality improvement, auxiliary edge images generated by the structure generator can be manually edited to allow user-guided image editing. Our experiments using datasets of faces (CelebA-HQ) and natural scenes (Places) show that our method achieves a comparable or superior trade-off between visual quality and diversity compared to other state-of-the-art methods.
Although 2D generative models have made great progress in face image generation and animation, they often suffer from undesirable artifacts such as 3D inconsistency when rendering images from different camera viewpoints. This prevents them from synthesizing video animations indistinguishable from real ones. Recently, 3D-aware GANs extend 2D GANs for explicit disentanglement of camera pose by leveraging 3D scene representations. These methods can well preserve the 3D consistency of the generated images across different views, yet they cannot achieve fine-grained control over other attributes, among which facial expression control is arguably the most useful and desirable for face animation. In this paper, we propose an animatable 3D-aware GAN for multiview consistent face animation generation. The key idea is to decompose the 3D representation of the 3D-aware GAN into a template field and a deformation field, where the former represents different identities with a canonical expression, and the latter characterizes expression variations of each identity. To achieve meaningful control over facial expressions via deformation, we propose a 3D-level imitative learning scheme between the generator and a parametric 3D face model during adversarial training of the 3D-aware GAN. This helps our method achieve high-quality animatable face image generation with strong visual 3D consistency, even though trained with only unstructured 2D images. Extensive experiments demonstrate our superior performance over prior works. Project page: https://yuewuhkust.github.io/AniFaceGAN
3D-aware generative models have demonstrated their superb performance to generate 3D neural radiance fields (NeRF) from a collection of monocular 2D images even for topology-varying object categories. However, these methods still lack the capability to separately control the shape and appearance of the objects in the generated radiance fields. In this paper, we propose a generative model for synthesizing radiance fields of topology-varying objects with disentangled shape and appearance variations. Our method generates deformable radiance fields, which builds the dense correspondence between the density fields of the objects and encodes their appearances in a shared template field. Our disentanglement is achieved in an unsupervised manner without introducing extra labels to previous 3D-aware GAN training. We also develop an effective image inversion scheme for reconstructing the radiance field of an object in a real monocular image and manipulating its shape and appearance. Experiments show that our method can successfully learn the generative model from unstructured monocular images and well disentangle the shape and appearance for objects (e.g., chairs) with large topological variance. The model trained on synthetic data can faithfully reconstruct the real object in a given single image and achieve high-quality texture and shape editing results.
A 3D caricature is an exaggerated 3D depiction of a human face. The goal of this paper is to model the variations of 3D caricatures in a compact parameter space so that we can provide a useful data-driven toolkit for handling 3D caricature deformations. To achieve the goal, we propose an MLP-based framework for building a deformable surface model, which takes a latent code and produces a 3D surface. In the framework, a SIREN MLP models a function that takes a 3D position on a fixed template surface and returns a 3D displacement vector for the input position. We create variations of 3D surfaces by learning a hypernetwork that takes a latent code and produces the parameters of the MLP. Once learned, our deformable model provides a nice editing space for 3D caricatures, supporting label-based semantic editing and point-handle-based deformation, both of which produce highly exaggerated and natural 3D caricature shapes. We also demonstrate other applications of our deformable model, such as automatic 3D caricature creation.
Recent works have shown that 3D-aware GANs trained on unstructured single image collections can generate multiview images of novel instances. The key underpinnings to achieve this are a 3D radiance field generator and a volume rendering process. However, existing methods either cannot generate high-resolution images (e.g., up to 256X256) due to the high computation cost of neural volume rendering, or rely on 2D CNNs for image-space upsampling which jeopardizes the 3D consistency across different views. This paper proposes a novel 3D-aware GAN that can generate high resolution images (up to 1024X1024) while keeping strict 3D consistency as in volume rendering. Our motivation is to achieve super-resolution directly in the 3D space to preserve 3D consistency. We avoid the otherwise prohibitively-expensive computation cost by applying 2D convolutions on a set of 2D radiance manifolds defined in the recent generative radiance manifold (GRAM) approach, and apply dedicated loss functions for effective GAN training at high resolution. Experiments on FFHQ and AFHQv2 datasets show that our method can produce high-quality 3D-consistent results that significantly outperform existing methods.
This paper deals with the challenging task of synthesizing novel views for in-the-wild photographs. Existing methods have shown promising results leveraging monocular depth estimation and color inpainting with layered depth representations. However, these methods still have limited capability to handle scenes with complex 3D geometry. We propose a new method based on the multiplane image (MPI) representation. To accommodate diverse scene layouts in the wild and tackle the difficulty in producing high-dimensional MPI contents, we design a network structure that consists of two novel modules, one for plane depth adjustment and another for depth-aware color prediction. The former adjusts the initial plane positions using the RGBD context feature and an attention mechanism. Given adjusted depth values, the latter predicts the color and density for each plane separately with proper inter-plane interactions achieved via a feature masking strategy. To train our method, we construct large-scale stereo training data using only unconstrained single-view image collections by a simple yet effective warp-back strategy. The experiments on both synthetic and real datasets demonstrate that our trained model works remarkably well and achieves state-of-the-art results.
We propose pose-guided multiplane image (MPI) synthesis which can render an animatable character in real scenes with photorealistic quality. We use a portable camera rig to capture the multi-view images along with the driving signal for the moving subject. Our method generalizes the image-to-image translation paradigm, which translates the human pose to a 3D scene representation -- MPIs that can be rendered in free viewpoints, using the multi-views captures as supervision. To fully cultivate the potential of MPI, we propose depth-adaptive MPI which can be learned using variable exposure images while being robust to inaccurate camera registration. Our method demonstrates advantageous novel-view synthesis quality over the state-of-the-art approaches for characters with challenging motions. Moreover, the proposed method is generalizable to novel combinations of training poses and can be explicitly controlled. Our method achieves such expressive and animatable character rendering all in real time, serving as a promising solution for practical applications.
There has been rapid progress recently on 3D human rendering, including novel view synthesis and pose animation, based on the advances of neural radiance fields (NeRF). However, most existing methods focus on person-specific training and their training typically requires multi-view videos. This paper deals with a new challenging task -- rendering novel views and novel poses for a person unseen in training, using only multiview images as input. For this task, we propose a simple yet effective method to train a generalizable NeRF with multiview images as conditional input. The key ingredient is a dedicated representation combining a canonical NeRF and a volume deformation scheme. Using a canonical space enables our method to learn shared properties of human and easily generalize to different people. Volume deformation is used to connect the canonical space with input and target images and query image features for radiance and density prediction. We leverage the parametric 3D human model fitted on the input images to derive the deformation, which works quite well in practice when combined with our canonical NeRF. The experiments on both real and synthetic data with the novel view synthesis and pose animation tasks collectively demonstrate the efficacy of our method.
The VirtualCube system is a 3D video conference system that attempts to overcome some limitations of conventional technologies. The key ingredient is VirtualCube, an abstract representation of a real-world cubicle instrumented with RGBD cameras for capturing the 3D geometry and texture of a user. We design VirtualCube so that the task of data capturing is standardized and significantly simplified, and everything can be built using off-the-shelf hardware. We use VirtualCubes as the basic building blocks of a virtual conferencing environment, and we provide each VirtualCube user with a surrounding display showing life-size videos of remote participants. To achieve real-time rendering of remote participants, we develop the V-Cube View algorithm, which uses multi-view stereo for more accurate depth estimation and Lumi-Net rendering for better rendering quality. The VirtualCube system correctly preserves the mutual eye gaze between participants, allowing them to establish eye contact and be aware of who is visually paying attention to them. The system also allows a participant to have side discussions with remote participants as if they were in the same room. Finally, the system sheds lights on how to support the shared space of work items (e.g., documents and applications) and track the visual attention of participants to work items.