The paper proposes a novel generative adversarial network for one-shot face reenactment, which can animate a single face image to a different pose-and-expression (provided by a driving image) while keeping its original appearance. The core of our network is a novel mechanism called appearance adaptive normalization, which can effectively integrate the appearance information from the input image into our face generator by modulating the feature maps of the generator using the learned adaptive parameters. Furthermore, we specially design a local net to reenact the local facial components (i.e., eyes, nose and mouth) first, which is a much easier task for the network to learn and can in turn provide explicit anchors to guide our face generator to learn the global appearance and pose-and-expression. Extensive quantitative and qualitative experiments demonstrate the significant efficacy of our model compared with prior one-shot methods.
In this paper, we propose an effective global relation learning algorithm to recommend an appropriate location of a building unit for in-game customization of residential home complex. Given a construction layout, we propose a visual context-aware graph generation network that learns the implicit global relations among the scene components and infers the location of a new building unit. The proposed network takes as input the scene graph and the corresponding top-view depth image. It provides the location recommendations for a newly-added building units by learning an auto-regressive edge distribution conditioned on existing scenes. We also introduce a global graph-image matching loss to enhance the awareness of essential geometry semantics of the site. Qualitative and quantitative experiments demonstrate that the recommended location well reflects the implicit spatial rules of components in the residential estates, and it is instructive and practical to locate the building units in the 3D scene of the complex construction.
Many deep learning based 3D face reconstruction methods have been proposed recently, however, few of them have applications in games. Current game character customization systems either require players to manually adjust considerable face attributes to obtain the desired face, or have limited freedom of facial shape and texture. In this paper, we propose an automatic character face creation method that predicts both facial shape and texture from a single portrait, and it can be integrated into most existing 3D games. Although 3D Morphable Face Model (3DMM) based methods can restore accurate 3D faces from single images, the topology of 3DMM mesh is different from the meshes used in most games. To acquire fidelity texture, existing methods require a large amount of face texture data for training, while building such datasets is time-consuming and laborious. Besides, such a dataset collected under laboratory conditions may not generalized well to in-the-wild situations. To tackle these problems, we propose 1) a low-cost facial texture acquisition method, 2) a shape transfer algorithm that can transform the shape of a 3DMM mesh to games, and 3) a new pipeline for training 3D game face reconstruction networks. The proposed method not only can produce detailed and vivid game characters similar to the input portrait, but can also eliminate the influence of lighting and occlusions. Experiments show that our method outperforms state-of-the-art methods used in games.
In this paper we tackle the problem of pose guided person image generation, which aims to transfer a person image from the source pose to a novel target pose while maintaining the source appearance. Given the inefficiency of standard CNNs in handling large spatial transformation, we propose a structure-aware flow based method for high-quality person image generation. Specifically, instead of learning the complex overall pose changes of human body, we decompose the human body into different semantic parts (e.g., head, torso, and legs) and apply different networks to predict the flow fields for these parts separately. Moreover, we carefully design the network modules to effectively capture the local and global semantic correlations of features within and among the human parts respectively. Extensive experimental results show that our method can generate high-quality results under large pose discrepancy and outperforms state-of-the-art methods in both qualitative and quantitative comparisons.
An autostereogram, a.k.a. magic eye image, is a single-image stereogram that can create visual illusions of 3D scenes from 2D textures. This paper studies an interesting question that whether a deep CNN can be trained to recover the depth behind an autostereogram and understand its content. The key to the autostereogram magic lies in the stereopsis - to solve such a problem, a model has to learn to discover and estimate disparity from the quasi-periodic textures. We show that deep CNNs embedded with disparity convolution, a novel convolutional layer proposed in this paper that simulates stereopsis and encodes disparity, can nicely solve such a problem after being sufficiently trained on a large 3D object dataset in a self-supervised fashion. We refer to our method as ``NeuralMagicEye''. Experiments show that our method can accurately recover the depth behind autostereograms with rich details and gradient smoothness. Experiments also show the completely different working mechanisms for autostereogram perception between neural networks and human eyes. We hope this research can help people with visual impairments and those who have trouble viewing autostereograms. Our code is available at \url{https://jiupinjia.github.io/neuralmagiceye/}.
Self-supervised learning shows great potential in monoculardepth estimation, using image sequences as the only source ofsupervision. Although people try to use the high-resolutionimage for depth estimation, the accuracy of prediction hasnot been significantly improved. In this work, we find thecore reason comes from the inaccurate depth estimation inlarge gradient regions, making the bilinear interpolation er-ror gradually disappear as the resolution increases. To obtainmore accurate depth estimation in large gradient regions, itis necessary to obtain high-resolution features with spatialand semantic information. Therefore, we present an improvedDepthNet, HR-Depth, with two effective strategies: (1) re-design the skip-connection in DepthNet to get better high-resolution features and (2) propose feature fusion Squeeze-and-Excitation(fSE) module to fuse feature more efficiently.Using Resnet-18 as the encoder, HR-Depth surpasses all pre-vious state-of-the-art(SoTA) methods with the least param-eters at both high and low resolution. Moreover, previousstate-of-the-art methods are based on fairly complex and deepnetworks with a mass of parameters which limits their realapplications. Thus we also construct a lightweight networkwhich uses MobileNetV3 as encoder. Experiments show thatthe lightweight network can perform on par with many largemodels like Monodepth2 at high-resolution with only20%parameters. All codes and models will be available at https://github.com/shawLyu/HR-Depth.
This paper proposes an image-to-painting translation method that generates vivid and realistic painting artworks with controllable styles. Different from previous image-to-image translation methods that formulate the translation as pixel-wise prediction, we deal with such an artistic creation process in a vectorized environment and produce a sequence of physically meaningful stroke parameters that can be further used for rendering. Since a typical vector render is not differentiable, we design a novel neural renderer which imitates the behavior of the vector renderer and then frame the stroke prediction as a parameter searching process that maximizes the similarity between the input and the rendering output. We explored the zero-gradient problem on parameter searching and propose to solve this problem from an optimal transportation perspective. We also show that previous neural renderers have a parameter coupling problem and we re-design the rendering network with a rasterization network and a shading network that better handles the disentanglement of shape and color. Experiments show that the paintings generated by our method have a high degree of fidelity in both global appearance and local textures. Our method can be also jointly optimized with neural style transfer that further transfers visual style from other images. Our code and animated results are available at \url{https://jiupinjia.github.io/neuralpainter/}.
Music-to-dance translation is a brand-new and powerful feature in recent role-playing games. Players can now let their characters dance along with specified music clips and even generate fan-made dance videos. Previous works of this topic consider music-to-dance as a supervised motion generation problem based on time-series data. However, these methods suffer from limited training data pairs and the degradation of movements. This paper provides a new perspective for this task where we re-formulate the translation problem as a piece-wise dance phrase retrieval problem based on the choreography theory. With such a design, players are allowed to further edit the dance movements on top of our generation while other regression based methods ignore such user interactivity. Considering that the dance motion capture is an expensive and time-consuming procedure which requires the assistance of professional dancers, we train our method under a semi-supervised learning framework with a large unlabeled dataset (20x than labeled data) collected. A co-ascent mechanism is introduced to improve the robustness of our network. Using this unlabeled dataset, we also introduce self-supervised pre-training so that the translator can understand the melody, rhythm, and other components of music phrases. We show that the pre-training significantly improves the translation accuracy than that of training from scratch. Experimental results suggest that our method not only generalizes well over various styles of music but also succeeds in expert-level choreography for game players.