以关键点为导向的自适应卷积和实例归一化,实现任意人物的连续反式人脸重现

IF 0.9 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Shibiao Xu, Miao Hua, Jiguang Zhang, Zhaohui Zhang, Xiaopeng Zhang
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引用次数: 0

摘要

人脸再现技术被广泛应用于各种领域。然而,现有方法的重建效果往往不够逼真。因此,本文提出了一种渐进式人脸重现方法。首先,为了充分利用关键信息,我们提出了自适应卷积和实例归一化,将关键信息编码到网络中所有可学习的参数中,包括卷积核的权重和归一化层中的均值和方差。其次,我们根据由关键点生成的网络的所有权重,提出了连续的传递性面部表情生成方法,从而实现了网络生成的图像的连续变化。第三,与经典卷积不同,我们采用了深度卷积和点卷积相结合的方法,这可以大大减少权重数,提高训练效率。最后,我们将所提出的人脸再现方法扩展到人脸编辑应用中。综合实验证明了所提方法的有效性,它能从任何人身上生成更清晰、更逼真的人脸,比其他方法更具通用性和适用性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

Key-point-guided adaptive convolution and instance normalization for continuous transitive face reenactment of any person

Key-point-guided adaptive convolution and instance normalization for continuous transitive face reenactment of any person

Face reenactment technology is widely applied in various applications. However, the reconstruction effects of existing methods are often not quite realistic enough. Thus, this paper proposes a progressive face reenactment method. First, to make full use of the key information, we propose adaptive convolution and instance normalization to encode the key information into all learnable parameters in the network, including the weights of the convolution kernels and the means and variances in the normalization layer. Second, we present continuous transitive facial expression generation according to all the weights of the network generated by the key points, resulting in the continuous change of the image generated by the network. Third, in contrast to classical convolution, we apply the combination of depth- and point-wise convolutions, which can greatly reduce the number of weights and improve the efficiency of training. Finally, we extend the proposed face reenactment method to the face editing application. Comprehensive experiments demonstrate the effectiveness of the proposed method, which can generate a clearer and more realistic face from any person and is more generic and applicable than other methods.

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来源期刊
Computer Animation and Virtual Worlds
Computer Animation and Virtual Worlds 工程技术-计算机:软件工程
CiteScore
2.20
自引率
0.00%
发文量
90
审稿时长
6-12 weeks
期刊介绍: With the advent of very powerful PCs and high-end graphics cards, there has been an incredible development in Virtual Worlds, real-time computer animation and simulation, games. But at the same time, new and cheaper Virtual Reality devices have appeared allowing an interaction with these real-time Virtual Worlds and even with real worlds through Augmented Reality. Three-dimensional characters, especially Virtual Humans are now of an exceptional quality, which allows to use them in the movie industry. But this is only a beginning, as with the development of Artificial Intelligence and Agent technology, these characters will become more and more autonomous and even intelligent. They will inhabit the Virtual Worlds in a Virtual Life together with animals and plants.
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