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Journal ArticleDOI

paGAN: real-time avatars using dynamic textures

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TLDR
This work produces state-of-the-art quality image and video synthesis, and is the first to the knowledge that is able to generate a dynamically textured avatar with a mouth interior, all from a single image.
Abstract
With the rising interest in personalized VR and gaming experiences comes the need to create high quality 3D avatars that are both low-cost and variegated. Due to this, building dynamic avatars from a single unconstrained input image is becoming a popular application. While previous techniques that attempt this require multiple input images or rely on transferring dynamic facial appearance from a source actor, we are able to do so using only one 2D input image without any form of transfer from a source image. We achieve this using a new conditional Generative Adversarial Network design that allows fine-scale manipulation of any facial input image into a new expression while preserving its identity. Our photoreal avatar GAN (paGAN) can also synthesize the unseen mouth interior and control the eye-gaze direction of the output, as well as produce the final image from a novel viewpoint. The method is even capable of generating fully-controllable temporally stable video sequences, despite not using temporal information during training. After training, we can use our network to produce dynamic image-based avatars that are controllable on mobile devices in real time. To do this, we compute a fixed set of output images that correspond to key blendshapes, from which we extract textures in UV space. Using a subject's expression blendshapes at run-time, we can linearly blend these key textures together to achieve the desired appearance. Furthermore, we can use the mouth interior and eye textures produced by our network to synthesize on-the-fly avatar animations for those regions. Our work produces state-of-the-art quality image and video synthesis, and is the first to our knowledge that is able to generate a dynamically textured avatar with a mouth interior, all from a single image.

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Proceedings Article

A morphable model for the synthesis of 3D faces

Matthew Turk
Journal ArticleDOI

Deferred neural rendering: image synthesis using neural textures

TL;DR: This work proposes Neural Textures, which are learned feature maps that are trained as part of the scene capture process that can be utilized to coherently re-render or manipulate existing video content in both static and dynamic environments at real-time rates.
Proceedings ArticleDOI

MaskGAN: Towards Diverse and Interactive Facial Image Manipulation

TL;DR: MaskGAN as mentioned in this paper proposes MaskGAN to enable diverse and interactive face manipulation by learning style mapping between a free-form user modified mask and a target image, enabling diverse generation results.
Proceedings ArticleDOI

Few-Shot Adversarial Learning of Realistic Neural Talking Head Models

TL;DR: This work presents a system that performs lengthy meta-learning on a large dataset of videos, and is able to frame few- and one-shot learning of neural talking head models of previously unseen people as adversarial training problems with high capacity generators and discriminators.
References
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Proceedings Article

Adam: A Method for Stochastic Optimization

TL;DR: This work introduces Adam, an algorithm for first-order gradient-based optimization of stochastic objective functions, based on adaptive estimates of lower-order moments, and provides a regret bound on the convergence rate that is comparable to the best known results under the online convex optimization framework.
Posted Content

Image-to-Image Translation with Conditional Adversarial Networks

TL;DR: Conditional Adversarial Network (CA) as discussed by the authors is a general-purpose solution to image-to-image translation problems, which can be used to synthesize photos from label maps, reconstructing objects from edge maps, and colorizing images, among other tasks.
Proceedings ArticleDOI

A morphable model for the synthesis of 3D faces

TL;DR: A new technique for modeling textured 3D faces by transforming the shape and texture of the examples into a vector space representation, which regulates the naturalness of modeled faces avoiding faces with an “unlikely” appearance.
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