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BlendFields: Few-Shot Example-Driven Facial Modeling (2305.07514v1)

Published 12 May 2023 in cs.CV and cs.GR

Abstract: Generating faithful visualizations of human faces requires capturing both coarse and fine-level details of the face geometry and appearance. Existing methods are either data-driven, requiring an extensive corpus of data not publicly accessible to the research community, or fail to capture fine details because they rely on geometric face models that cannot represent fine-grained details in texture with a mesh discretization and linear deformation designed to model only a coarse face geometry. We introduce a method that bridges this gap by drawing inspiration from traditional computer graphics techniques. Unseen expressions are modeled by blending appearance from a sparse set of extreme poses. This blending is performed by measuring local volumetric changes in those expressions and locally reproducing their appearance whenever a similar expression is performed at test time. We show that our method generalizes to unseen expressions, adding fine-grained effects on top of smooth volumetric deformations of a face, and demonstrate how it generalizes beyond faces.

Citations (5)

Summary

  • The paper presents a novel few-shot method that uses neural radiance fields and tetrahedral deformation to generate detailed, expression-specific facial renderings.
  • The methodology quantifies local volumetric changes in a tetrahedral facial mesh to modulate blending coefficients without increasing mesh resolution.
  • Experimental results demonstrate that BlendFields outperforms traditional methods with superior PSNR, SSIM, and LPIPS scores on both real and synthetic datasets.

Overview of "BlendFields: Few-Shot Example-Driven Facial Modeling"

The paper introduces BlendFields, a novel method for advanced few-shot facial modeling capable of generating high-fidelity visualizations of human faces. This method leverages neural radiance fields (NeRFs) alongside techniques inspired by traditional computer graphics to overcome the limitations of existing methods that either necessitate extensive datasets or are unable to capture fine details of facial expressions.

Methodology

BlendFields is designed to operate in a few-shot regime, requiring only a sparse set of extreme expressions as input. The core of the methodology involves the use of radiance fields to model the fine-grained details of novel facial expressions that were not seen during training. The approach quantifies local volumetric changes by utilizing the tetrahedral volume of deformation in the facial mesh to modulate the blending coefficients used for generating novel expressions. These local volumetric changes are pivotal in enabling the rendering of sharp, expression-specific details without increasing mesh resolution, thus bridging the gap between high-fidelity facial rendering and data efficiency.

Numerical Results and Claims

The paper makes a significant contribution by extending the capabilities of VolTeMorph, a state-of-the-art method, to produce high-frequency details such as expression-dependent wrinkles in a few-shot framework. The numerical performance of BlendFields is benchmarked against various baselines including traditional NeRF, NeRFies, HyperNeRF, and VolTeMorph, showcasing superior performance particularly in scenarios involving novel and casual expressions. The method achieves remarkable PSNR, SSIM, and LPIPS scores across both real and synthetic datasets, setting a higher standard for expression-dependent facial modeling.

Implications and Speculations

The practical implications of BlendFields are evident in fields such as virtual reality, gaming, and telepresence, where realistic human representations are crucial. By reducing data requirements while enhancing detail renderability, BlendFields democratizes access to high-quality facial avatar technology, making it feasible for smaller enterprises and individual creators. Theoretically, the technique establishes a robust link between volumetric changes in geometric models and radiance field learning, which could be extended to non-facial dynamic objects as suggested by the authors.

Future developments might focus on optimizing the local volumetric feature extraction further and addressing the challenges associated with inaccurate face tracking and low-contrast images that the current method faces. Additionally, exploring applications beyond facial modeling, such as other deformable objects, could further validate the versatility of the BlendFields approach.

This research positions itself as a substantial leap in few-shot neural rendering, enabling detailed, controllable facial modeling from minimal data input—a feature highly beneficial in the rapidly evolving fields of AI-driven image synthesis and dynamic scene rendering.

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