使用gan从单个图像中获得逼真的动态面部纹理

Kyle Olszewski, Zimo Li, Chao Yang, Yi Zhou, Ronald Yu, Zeng Huang, Sitao Xiang, Shunsuke Saito, Pushmeet Kohli, Hao Li
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引用次数: 80

摘要

我们提出了一种新颖的方法,可以使用源视频序列从单个RGB图像中逼真地操纵和动画人脸。我们首先拟合一个多线性PCA模型,以获得三维几何形状和单一纹理的目标面。然而,为了使动画逼真,我们需要动态的每帧纹理来捕捉与动画面部表情相对应的微妙皱纹和变形。这个问题是高度欠约束的,因为动态纹理不能直接从单个图像中获得。此外,如果目标面部有一个封闭的嘴,则不可能获得嘴内部的实际图像。为了解决这个问题,我们训练了一个深度生成网络,该网络可以使用每帧源纹理和单个目标纹理来推断目标身份的逼真的每帧纹理变形,包括嘴巴内部。通过从源视频中重新定位PCA表达式几何,以及使用新推断的纹理,我们可以使用目标外观对源视频进行人脸动画和视频人脸替换。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Realistic Dynamic Facial Textures from a Single Image Using GANs
We present a novel method to realistically puppeteer and animate a face from a single RGB image using a source video sequence. We begin by fitting a multilinear PCA model to obtain the 3D geometry and a single texture of the target face. In order for the animation to be realistic, however, we need dynamic per-frame textures that capture subtle wrinkles and deformations corresponding to the animated facial expressions. This problem is highly undercon-strained, as dynamic textures cannot be obtained directly from a single image. Furthermore, if the target face has a closed mouth, it is not possible to obtain actual images of the mouth interior. To address this issue, we train a Deep Generative Network that can infer realistic per-frame texture deformations, including the mouth interior, of the target identity using the per-frame source textures and the single target texture. By retargeting the PCA expression geometry from the source, as well as using the newly inferred texture, we can both animate the face and perform video face replacement on the source video using the target appearance.
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