Facial Texure Perceiver: Towards High-Fidelity Facial Texture Recovery with Input-Level Inductive Biased Perceiver IO

Seungeun Lee
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Abstract

This paper presents a new method, called Facial Texture Perceiver. It deals with the task of facial texture recovery from in-the-wild images without 3D supervision. Motivated by their success in various computer vision tasks, we attempt to use transformers for this task. However, capturing high-fidelity facial details requires a large number of mesh vertices and in this case, naively applying vanilla transformer can incur prohibitively high computational and memory costs. We address this challenge by mapping the input with a large number of mesh vertices to a latent space and performing their attention on this space. Also, we introduce input-level inductive biases by injecting the geometry and appearance embeddings as extra inputs. It helps to data-efficiently learn and generalize in-the-wild domains. The resulting architecture enable the application of Transformers to high-resolution facial meshes. Experiments on CelebA, MICC-Florence and MoFA-test datasets demonstrate that our method can accurately reconstruct facial textures, outperforming state-of-the-art methods.
面部纹理感知器:用输入级诱导偏置感知器实现高保真的面部纹理恢复
本文提出了一种新的人脸纹理感知方法。它处理的是在没有3D监督的情况下,从野外图像中恢复面部纹理的任务。由于它们在各种计算机视觉任务中的成功,我们尝试使用变压器来完成这项任务。然而,捕捉高保真的面部细节需要大量的网格顶点,在这种情况下,天真地应用普通的变压器会导致过高的计算和内存成本。我们通过将具有大量网格顶点的输入映射到潜在空间并将其注意力集中在该空间上来解决这一挑战。此外,我们通过注入几何和外观嵌入作为额外输入来引入输入级归纳偏差。它有助于数据高效地学习和推广野外领域。由此产生的架构使变形金刚能够应用于高分辨率的面部网格。在CelebA、MICC-Florence和mofa测试数据集上的实验表明,我们的方法可以准确地重建面部纹理,优于目前最先进的方法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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