Being accurate, efficient, and compact is essential to a facial landmark detector for practical use. To simultaneously consider the three concerns, this paper investigates a neat model with promising detection accuracy under wild environments e.g., unconstrained pose, expression, lighting, and occlusion conditions) and super real-time speed on a mobile device. More concretely, we customize an end-to-end single stage network associated with acceleration techniques. During the training phase, for each sample, rotation information is estimated for geometrically regularizing landmark localization, which is then NOT involved in the testing phase. A novel loss is designed to, besides considering the geometrical regularization, mitigate the issue of data imbalance by adjusting weights of samples to different states, such as large pose, extreme lighting, and occlusion, in the training set. Extensive experiments are conducted to demonstrate the efficacy of our design and reveal its superior performance over state-of-the-art alternatives on widely-adopted challenging benchmarks, i.e., 300W (including iBUG, LFPW, AFW, HELEN, and XM2VTS) and AFLW. Our model can be merely 2.1Mb of size and reach over 140 fps per face on a mobile phone (Qualcomm ARM 845 processor) with high precision, making it attractive for large-scale or real-time applications. We have made our practical system based on PFLD 0.25X model publicly available at \url{http://sites.google.com/view/xjguo/fld} for encouraging comparisons and improvements from the community.
Despite significant recent advances in the field of head pose estimation and facial expression recognition, raising the cognitive level when analysing human activity presents serious challenges to current concepts. Motivated by the need of generating comprehensible visual representations from different sets of data, we introduce a system capable of monitoring human activity through head pose and facial expression changes, utilising an affordable 3D sensing technology (Microsoft Kinect sensor). An approach build on discriminative random regression forests was selected in order to rapidly and accurately estimate head pose changes in unconstrained environment. In order to complete the secondary process of recognising four universal dominant facial expressions (happiness, anger, sadness and surprise), emotion recognition via facial expressions (ERFE) was adopted. After that, a lightweight data exchange format (JavaScript Object Notation-JSON) is employed, in order to manipulate the data extracted from the two aforementioned settings. Such mechanism can yield a platform for objective and effortless assessment of human activity within the context of serious gaming and human-computer interaction.
We present a system for real-time RGBD-based estimation of 3D human pose. We use parametric 3D deformable human mesh model (SMPL-X) as a representation and focus on the real-time estimation of parameters for the body pose, hands pose and facial expression from Kinect Azure RGB-D camera. We train estimators of body pose and facial expression parameters. Both estimators use previously published landmark extractors as input and custom annotated datasets for supervision, while hand pose is estimated directly by a previously published method. We combine the predictions of those estimators into a temporally-smooth human pose. We train the facial expression extractor on a large talking face dataset, which we annotate with facial expression parameters. For the body pose we collect and annotate a dataset of 56 people captured from a rig of 5 Kinect Azure RGB-D cameras and use it together with a large motion capture AMASS dataset. Our RGB-D body pose model outperforms the state-of-the-art RGB-only methods and works on the same level of accuracy compared to a slower RGB-D optimization-based solution. The combined system runs at 30 FPS on a server with a single GPU. The code will be available at https://saic-violet.github.io/rgbd-kinect-pose
While deep learning-based image reconstruction methods have shown significant success in removing objects from pictures, they have yet to achieve acceptable results for attributing consistency to gender, ethnicity, expression, and other characteristics like the topological structure of the face. The purpose of this work is to extract the mask region from a masked image and rebuild the area that has been detected. This problem is complex because (i) it is difficult to determine the gender of an image hidden behind a mask, which causes the network to become confused and reconstruct the male face as a female or vice versa; (ii) we may receive images from multiple angles, making it extremely difficult to maintain the actual shape, topological structure of the face and a natural image; and (iii) there are problems with various mask forms because, in some cases, the area of the mask cannot be anticipated precisely; certain parts of the mask remain on the face after completion. To solve this complex task, we split the problem into three phases: landmark detection, object detection for the targeted mask area, and inpainting the addressed mask region. To begin, to solve the first problem, we have used gender classification, which detects the actual gender behind a mask, then we detect the landmark of the masked facial image. Second, we identified the non-face item, i.e., the mask, and used the Mask R-CNN network to create the binary mask of the observed mask area. Thirdly, we developed an inpainting network that uses anticipated landmarks to create realistic images. To segment the mask, this article uses a mask R-CNN and offers a binary segmentation map for identifying the mask area. Additionally, we generated the image utilizing landmarks as structural guidance through a GAN-based network. The studies presented in this paper use the FFHQ and CelebA datasets.
In order to analyze a trained model performance and identify its weak spots, one has to set aside a portion of the data for testing. The test set has to be large enough to detect statistically significant biases with respect to all the relevant sub-groups in the target population. This requirement may be difficult to satisfy, especially in data-hungry applications. We propose to overcome this difficulty by generating synthetic test set. We use the face landmarks detection task to validate our proposal by showing that all the biases observed on real datasets are also seen on a carefully designed synthetic dataset. This shows that synthetic test sets can efficiently detect a model's weak spots and overcome limitations of real test set in terms of quantity and/or diversity.
Everyday, we are bombarded with many photographs of faces, whether on social media, television, or smartphones. From an evolutionary perspective, faces are intended to be remembered, mainly due to survival and personal relevance. However, all these faces do not have the equal opportunity to stick in our minds. It has been shown that memorability is an intrinsic feature of an image but yet, it is largely unknown what attributes make an image more memorable. In this work, we aimed to address this question by proposing a fast approach to modify and control the memorability of face images. In our proposed method, we first found a hyperplane in the latent space of StyleGAN to separate high and low memorable images. We then modified the image memorability (while maintaining the identity and other facial features such as age, emotion, etc.) by moving in the positive or negative direction of this hyperplane normal vector. We further analyzed how different layers of the StyleGAN augmented latent space contribute to face memorability. These analyses showed how each individual face attribute makes an image more or less memorable. Most importantly, we evaluated our proposed method for both real and synthesized face images. The proposed method successfully modifies and controls the memorability of real human faces as well as unreal synthesized faces. Our proposed method can be employed in photograph editing applications for social media, learning aids, or advertisement purposes.
Automatic affective recognition has been an important research topic in human computer interaction (HCI) area. With recent development of deep learning techniques and large scale in-the-wild annotated datasets, the facial emotion analysis is now aimed at challenges in the real world settings. In this paper, we introduce our submission to the 2nd Affective Behavior Analysis in-the-wild (ABAW2) Competition. In dealing with different emotion representations, including Categorical Emotions (CE), Action Units (AU), and Valence Arousal (VA), we propose a multi-task streaming network by a heuristic that the three representations are intrinsically associated with each other. Besides, we leverage an advanced facial expression embedding as prior knowledge, which is capable of capturing identity-invariant expression features while preserving the expression similarities, to aid the down-streaming recognition tasks. The extensive quantitative evaluations as well as ablation studies on the Aff-Wild2 dataset prove the effectiveness of our proposed prior aided streaming network approach.
Deep multi-task methods, where several tasks are learned within a single network, have recently attracted increasing attention. Burning point of this attention is their capacity to capture inter-task relationships. Current approaches either only rely on weight sharing, or add explicit dependency modelling by decomposing the task joint distribution using Bayes chain rule. If the latter strategy yields comprehensive inter-task relationships modelling, it requires imposing an arbitrary order into an unordered task set. Most importantly, this sequence ordering choice has been identified as a critical source of performance variations. In this paper, we present Multi-Order Network (MONET), a multi-task learning method with joint task order optimization. MONET uses a differentiable order selection based on soft order modelling inside Birkhoff's polytope to jointly learn task-wise recurrent modules with their optimal chaining order. Furthermore, we introduce warm up and order dropout to enhance order selection by encouraging order exploration. Experimentally, we first validate MONET capacity to retrieve the optimal order in a toy environment. Second, we use an attribute detection scenario to show that MONET outperforms existing multi-task baselines on a wide range of dependency settings. Finally, we demonstrate that MONET significantly extends state-of-the-art performance in Facial Action Unit detection.
Animating high-fidelity video portrait with speech audio is crucial for virtual reality and digital entertainment. While most previous studies rely on accurate explicit structural information, recent works explore the implicit scene representation of Neural Radiance Fields (NeRF) for realistic generation. In order to capture the inconsistent motions as well as the semantic difference between human head and torso, some work models them via two individual sets of NeRF, leading to unnatural results. In this work, we propose Semantic-aware Speaking Portrait NeRF (SSP-NeRF), which creates delicate audio-driven portraits using one unified set of NeRF. The proposed model can handle the detailed local facial semantics and the global head-torso relationship through two semantic-aware modules. Specifically, we first propose a Semantic-Aware Dynamic Ray Sampling module with an additional parsing branch that facilitates audio-driven volume rendering. Moreover, to enable portrait rendering in one unified neural radiance field, a Torso Deformation module is designed to stabilize the large-scale non-rigid torso motions. Extensive evaluations demonstrate that our proposed approach renders more realistic video portraits compared to previous methods. Project page: https://alvinliu0.github.io/projects/SSP-NeRF
Privacy protection on human biological information has drawn increasing attention in recent years, among which face anonymization plays an importance role. We propose a novel approach which protects identity information of facial images from leakage with slightest modification. Specifically, we disentangle identity representation from other facial attributes leveraging the power of generative adversarial networks trained on a conditional multi-scale reconstruction (CMR) loss and an identity loss. We evaulate the disentangle ability of our model, and propose an effective method for identity anonymization, namely Anonymous Identity Generation (AIG), to reach the goal of face anonymization meanwhile maintaining similarity to the original image as much as possible. Quantitative and qualitative results demonstrate our method's superiority compared with the SOTAs on both visual quality and anonymization success rate.