Abstract:Digital modeling and reconstruction of human faces serve various applications. However, its availability is often hindered by the requirements of data capturing devices, manual labor, and suitable actors. This situation restricts the diversity, expressiveness, and control over the resulting models. This work aims to demonstrate that a semantically controllable generative network can provide enhanced control over the digital face modeling process. To enhance diversity beyond the limited human faces scanned in a controlled setting, we introduce a novel data generation pipeline that creates a high-quality 3D face database using a pre-trained diffusion model. Our proposed normalization module converts synthesized data from the diffusion model into high-quality scanned data. Using the 44,000 face models we obtained, we further developed an efficient GAN-based generator. This generator accepts semantic attributes as input, and generates geometry and albedo. It also allows continuous post-editing of attributes in the latent space. Our asset refinement component subsequently creates physically-based facial assets. We introduce a comprehensive system designed for creating and editing high-quality face assets. Our proposed model has undergone extensive experiment, comparison and evaluation. We also integrate everything into a web-based interactive tool. We aim to make this tool publicly available with the release of the paper.
Abstract:Physically-based rendering (PBR) is key for immersive rendering effects used widely in the industry to showcase detailed realistic scenes from computer graphics assets. A well-known caveat is that producing the same is computationally heavy and relies on complex capture devices. Inspired by the success in quality and efficiency of recent volumetric neural rendering, we want to develop a physically-based neural shader to eliminate device dependency and significantly boost performance. However, no existing lighting and material models in the current neural rendering approaches can accurately represent the comprehensive lighting models and BRDFs properties required by the PBR process. Thus, this paper proposes a novel lighting representation that models direct and indirect light locally through a light sampling strategy in a learned light sampling field. We also propose BRDF models to separately represent surface/subsurface scattering details to enable complex objects such as translucent material (i.e., skin, jade). We then implement our proposed representations with an end-to-end physically-based neural face skin shader, which takes a standard face asset (i.e., geometry, albedo map, and normal map) and an HDRI for illumination as inputs and generates a photo-realistic rendering as output. Extensive experiments showcase the quality and efficiency of our PBR face skin shader, indicating the effectiveness of our proposed lighting and material representations.