33D-aware face generators are commonly trained on 2D real-life face image datasets. Nevertheless, existing facial recognition methods often struggle to extract face data captured from various camera angles. Furthermore, in-the-wild images with diverse body poses introduce a high-dimensional challenge for 3D-aware generators, making it difficult to utilize data that contains complete neck and shoulder regions. Consequently, these face image datasets often contain only near-frontal face data, which poses challenges for 3D-aware face generators to construct \textit{full-head} 3D portraits. To this end, we first create the dataset {$\it{360}^{\circ}$}-\textit{Portrait}-\textit{HQ} (\textit{$\it{360}^{\circ}$PHQ}), which consists of high-quality single-view real portraits annotated with a variety of camera parameters {(the yaw angles span the entire $360^{\circ}$ range)} and body poses. We then propose \textit{3DPortraitGAN}, the first 3D-aware full-head portrait generator that learns a canonical 3D avatar distribution from the body-pose-various \textit{$\it{360}^{\circ}$PHQ} dataset with body pose self-learning. Our model can generate view-consistent portrait images from all camera angles (${360}^{\circ}$) with a full-head 3D representation. We incorporate a mesh-guided deformation field into volumetric rendering to produce deformed results to generate portrait images that conform to the body pose distribution of the dataset using our canonical generator. We integrate two pose predictors into our framework to predict more accurate body poses to address the issue of inaccurately estimated body poses in our dataset. Our experiments show that the proposed framework can generate view-consistent, realistic portrait images with complete geometry from all camera angles and accurately predict portrait body pose.
Styled online in-between motion generation has important application scenarios in computer animation and games. Its core challenge lies in the need to satisfy four critical requirements simultaneously: generation speed, motion quality, style diversity, and synthesis controllability. While the first two challenges demand a delicate balance between simple fast models and learning capacity for generation quality, the latter two are rarely investigated together in existing methods, which largely focus on either control without style or uncontrolled stylized motions. To this end, we propose a Real-time Stylized Motion Transition method (RSMT) to achieve all aforementioned goals. Our method consists of two critical, independent components: a general motion manifold model and a style motion sampler. The former acts as a high-quality motion source and the latter synthesizes styled motions on the fly under control signals. Since both components can be trained separately on different datasets, our method provides great flexibility, requires less data, and generalizes well when no/few samples are available for unseen styles. Through exhaustive evaluation, our method proves to be fast, high-quality, versatile, and controllable. The code and data are available at {https://github.com/yuyujunjun/RSMT-Realtime-Stylized-Motion-Transition.}
Real-time in-between motion generation is universally required in games and highly desirable in existing animation pipelines. Its core challenge lies in the need to satisfy three critical conditions simultaneously: quality, controllability and speed, which renders any methods that need offline computation (or post-processing) or cannot incorporate (often unpredictable) user control undesirable. To this end, we propose a new real-time transition method to address the aforementioned challenges. Our approach consists of two key components: motion manifold and conditional transitioning. The former learns the important low-level motion features and their dynamics; while the latter synthesizes transitions conditioned on a target frame and the desired transition duration. We first learn a motion manifold that explicitly models the intrinsic transition stochasticity in human motions via a multi-modal mapping mechanism. Then, during generation, we design a transition model which is essentially a sampling strategy to sample from the learned manifold, based on the target frame and the aimed transition duration. We validate our method on different datasets in tasks where no post-processing or offline computation is allowed. Through exhaustive evaluation and comparison, we show that our method is able to generate high-quality motions measured under multiple metrics. Our method is also robust under various target frames (with extreme cases).
Sharing short personalized videos to various social media networks has become quite popular in recent years. This raises the need for digital retouching of portraits in videos. However, applying portrait image editing directly on portrait video frames cannot generate smooth and stable video sequences. To this end, we present a robust and easy-to-use parametric method to reshape the portrait in a video to produce smooth retouched results. Given an input portrait video, our method consists of two main stages: stabilized face reconstruction, and continuous video reshaping. In the first stage, we start by estimating face rigid pose transformations across video frames. Then we jointly optimize multiple frames to reconstruct an accurate face identity, followed by recovering face expressions over the entire video. In the second stage, we first reshape the reconstructed 3D face using a parametric reshaping model reflecting the weight change of the face, and then utilize the reshaped 3D face to guide the warping of video frames. We develop a novel signed distance function based dense mapping method for the warping between face contours before and after reshaping, resulting in stable warped video frames with minimum distortions. In addition, we use the 3D structure of the face to correct the dense mapping to achieve temporal consistency. We generate the final result by minimizing the background distortion through optimizing a content-aware warping mesh. Extensive experiments show that our method is able to create visually pleasing results by adjusting a simple reshaping parameter, which facilitates portrait video editing for social media and visual effects.