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Face Synthesis

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Face Synthesis M. L. Gavrilova * * References S. Z. Li and A. K. Jain. Handbook of Face recognition, 2005 Y.-L. Tian, T. Kanade, and J. Cohn. Evaluation of gabor ... – PowerPoint PPT presentation

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Title: Face Synthesis


1
Face Synthesis
  • M. L. Gavrilova

2
Outline
  • Face Synthesis
  • From Modeling to Synthesis
  • Facial Expression Synthesis
  • Conclusions

3
Face Synthesis
  • How to synthesize photorealistic images of human
    faces has been a fascinating yet difficult
    problem in computer graphics.
  • Here, the term face synthesis refers to
    synthesis of still images as well as synthesis of
    facial animations.
  • For example, the technique of synthesizing facial
    expression images can be directly used for
    generating facial animations, and most of the
    facial animation systems involve the synthesis of
    still images.

4
Face Synthesis
  • Face synthesis has many interesting applications.
  • In the film industry, people would like to create
    virtual human characters that are
    indistinguishable from the real ones.
  • In games, people have been trying to create human
    characters that are interactive and realistic.
  • There are commercially available products that
    allow people to create realistic looking avatars
    that can be used in chatting rooms, e-mails,
    greeting cards, and teleconferencing.
  • Many human-machine dialog systems use
    realistic-looking human faces as visual
    representation of the computer agent that
    interacts with the human user.

5
Face Modeling from an Image Sequence
  • Face modeling
  • image matching,
  • structure from motion,
  • and model fitting.
  • First, two or three relatively frontal views are
    selected, and some
  • image matching algorithms are used to compute
    point
  • correspondences. Point correspondences are
    computed either by using dense matching
    techniques such as optimal flow or feature-based
    corner matching.
  • Second, one needs to compute the head motion and
    the 3D
  • structures of the tracked points.
  • Finally, a face model is fitted to the
    reconstructed 3D points. People have used
    different types of face model representations
    including parametric surfaces, linear face scans,
    and linear deformation vectors.

6
Face Modeling from an Image Sequence
  • Liu et al. developed a face modeling system that
    allows an untrained user
  • with a personal computer and an ordinary video
    camera to create an
  • instantly animate his or her face model.
  • After the matching is done, they used both the
    corner points from the
  • image matching and the five feature points
    clicked by the user to estimate
  • the camera motion.

7
Face Modeling from an Image Sequence
  • Shan et al. proposed an algorithm, called
    model-based bundle
  • adjustment, that combines the motion estimation
    and model fitting
  • into a single formulation. Their main idea was to
    directly use the
  • model space as a search space.

8
Face Modeling from an Image Sequence
On the top are the front views, and on the bottom
are the side views. On each row, the one in the
middle is the ground truth, on the left is the
result from the traditional bundle adjustment,
and on the right is the result from the
model-based bundle adjustment. The result of
the model-based bundle adjustment is much closer
to the ground truth mesh.
9
Face Modeling from 2 Orthogonal Views
  • A number of researchers have proposed that we
    create face models from two orthogonal views one
    frontal view and one side view.
  • The frontal view provides the information
    relative to the horizontal and vertical axis, and
    the side view provides depth information.
  • The user needs to manually mark a number of
    feature points on
  • both images. The feature points are typically the
    points around the face features, including
    eyebrows, eyes, nose and mouth. The more feature
    points, the better the model, but one needs to
    balance between the amount of manual work
    required from the user and the quality of the
    model.

10
Face Modeling from a Single Image
  • Liu developed a fully automatic system to
    construct 3D face models from a single frontal
    image.
  • They first used a face detection algorithm to
    find a face and then a feature alignment
    algorithm to find face features. By assuming an
    orthogonal projection, they fit a 3D face model
    by using the linear space of face geometries.
    Given that there are existing face detection and
    feature alignment systems, implementing this
    system is simple.
  • The main drawback of this system is that the
    depth of the reconstructed model is in general
    not accurate. For small head rotations, however,
    the model is recognizable.

11
Example of model generation
Figure (top) shows an example where the left is
the input image and the right is the feature
alignment result. Figure (middle) shows the
different views of the reconstructed 3D model.
Figure (bottom) shows the results of making
expressions for the reconstructed face model.
12
Outline
  • Face Synthesis
  • Face Modeling
  • Facial Expression Synthesis
  • Conclusions

13
Facial Expression Synthesis
  • Physically Based Facial Expression Synthesis
  • One of the early physically based approaches is
    the work by Badler and Platt, who used a mass and
    spring model to simulate the skin. They
    introduced a set of muscles. Each muscle is
    attached to a number of vertices of the skin
    mesh. When the muscle contracts, it generates
    forces on the skin vertices, thereby deforming
    the skin mesh. A user generates facial
    expressions by controlling the muscle actions.
  • Waters introduced two types of muscles linear
    and sphincter. The lips and eye regions are
    better modeled by the sphincter muscles. To gain
    better control, they defined an influence zone
    for each muscle so the influence of a muscle
    diminishes as the vertices are farther away from
    the muscle attachment point.
  • Morph_Based Facial Expression Synthesis
  • Given a set of 2D or 3D expressions, one could
    blend these expressions to generate new
    expressions. This technique is called morphing or
    interpolation. This technique was first reported
    in Parkes pioneer work. Beier and Neely
    developed a feature-based image morphing
    technique to blend 2D images of facial
    expressions. Bregler et al. applied the morphing
    technique to mouth regions to generate lip-synch
    animations.

14
Facial Expression Synthesis
  • Expression Mapping
  • Expression mapping (also called
    performance-driven animation) has been a popular
    technique for generating realistic facial
    expressions. This technique applies to both 2D
    and 3D cases. Given an image of a persons
    neutral face and another image of the same
    persons face with an expression, the positions
    of the face features (e.g. eyes, eyebrows,
    mouths) on both images are located either
    manually or through some automated method.
  • Noh and Neumann developed a technique to
    automatically find a correspondence between two
    face meshes based on a small number of
    user-specified correspondences. They also
    developed a new motion mapping technique. Instead
    of directly mapping the vertex difference, this
    technique adjusts both the direction and
    magnitude of the motion vector based on the local
    geometries of the source and target model.
  • Liu et al. proposed a technique to map one
    persons facial expression details to a different
    person. Facial expression details are subtle
    changes in illumination and appearance due to
    skin deformations. The expression details are
    important visual cues, but they are difficult to
    model.

15
Facial Expression Synthesis
Expression ratio image. Left neutral face.
Middle expression face. Right expression Ratio
image. The ratios of the RGB components are
converted to colors for display purpose.
Mapping a smile to Mona Lisas face. Left
neutral face. Middle result from geometric
warping. Right result from ERI.
16
Geometry-Driven Expression Synthesis
Mapping expressions to statues. A. Left original
statue. Right result from ERI. B. Left another
statue. Right result from ERI (Z. Zhang, MSR).
17
Geometry-Driven Expression Synthesis
  • To increase the space of all possible
    expressions, the face is
  • subdivided into a number of subregions. For each
    subregion, the
  • geometry associated with the subregion is used to
    compute the
  • subregion texture image. The final expression is
    then obtained by
  • blending these subregion images together. The
    figure is an
  • overview of the system.

Geometry-driven expression synthesis system.
18
Geometry-Driven Expression Synthesis
  • The function MotionPropagationFeaturePointSet is
    defined as
  • follows

19
Geometry-Driven Expression Synthesis
a. Feature points. b. Face region subdivision
20
Geometry-Driven Expression Synthesis
Example images of the male subject.
21
Geometry-Driven Expression Synthesis
  • In addition to expression mapping,
  • Zhang et al. applied their
  • techniques to expression editing.
  • They developed an interactive
  • expression editing system that
  • allows a user to drag a face
  • feature point, and the system
  • interactively displays the resulting
  • image with expression details.
  • The figure shows some of the
  • expressions generated by the
  • expression editing system.

Expressions generated by the expression editing
system.
22
3D synthesis
Generic face mesh
Placement of Control Points
Sibson Coordinates Computation
Deformation With Control points
Target pictures
23
System Description
  • Placement of Control Points
  • Very important for the final synthesis result
  • Only the vertices inside are deformable
  • How many points?
  • Where to put those points?
  • Important features must be controlled in a
    specific way (such as the corners of the eyes,
    the nose, the mouth etc..)
  • Include as many facial vertices as possible
  • Acceptable to be pointed out manually
  • Computational expenses

24
System Description
18 control points the fewest number to indicate
those importance features, such as eyes,
eyebrows, nose, mouth etc..
25
System Description
28 morphing zones Advantages increase
computational efficiency local morphing
effects preventing incorrect deformation
effects from other areas
26
System Description
What we know? The original 3D control points
position in the generic face mesh What we
get? The displacement of these control points
27
System Description
Sibson Coordinates Computation DFFD
displacement relation
In order to strengthen or alleviate the
displacement effects from different Sibson
neighbors, different weights wi to Sibson
coordinates. Final Weighted DFFD relation is
28
System Description
2D Sibson Coordinates Computation
3D Sibson Coordinates Computation
29
System Description
Deformation With Control points
30
Synthesis Results
Implement in Matlab Input images, generic face
mesh, texture all from FaceGen platform Generic
face mesh 7177 vertices, 6179 facets Input Image
size 400x477 pixels, 96dpi Experiments on Intel
Pentium 4 CPU 2.0 GHz with 256MB of RAM 180s
31
Synthesis Results
32
Conclusions for Face Synthesis
  • One problem is how to generate face models with
    fine geometric details. Many 3D face modeling
    techniques use some type of model space to
    constrain the search, thereby improving the
    robustness. The resulting face models in general
    do not have the geometric details, such as
    creases and wrinkles. Geometric details are
    important visual cues for human perception. With
    geometric details, the models look more
    realistic and for personalized face models, they
    look more recognizable to human users. Geometric
    details can potentially improve computer face
    recognition performance as well.
  • Another problem is how to handle non-Lambertian
    reflections. The reflection of human face skin is
    approximately specular when the angle between the
    view direction and lighting direction is close to
    900. Therefore, given any face image, it is
    likely that there are some points on the face
    whose reflection is not Lambertian. It is
    desirable to identify the non-Lambertian
    reflections and use different techniques for them
    during relighting.
  • How to handle facial expressions in face modeling
    and face relighting is another interesting
    problem. Can we reconstruct 3D face models from
    expression images? One would need a way to
    identify and undo the skin deformations caused by
    the expression. To apply face relighting
    techniques on expression face images, we would
    need to know the 3d geometry of the expression
    face to generate correct illumination for the
    areas with strong deformations.

33
Future Work
  • Conclusion A method for 3D facial model
    synthesis is proposed. With two orthogonal views
    of an individual face image as the input, 18
    feature points are defined on the two images.
    Then, a Voronoi based interpolation technique,
    DFFDs, is utilized to deform a generic face mesh
    to fit the input face images. With the
    synthesized facial models, the same animation
    technique can be used to generate individual
    facial animation.
  • Future work
  • 1. Increase control points number, automate
    feature points extraction
  • image segmentation, edge detection
    techniques etc..
  • 2. Analyze real facial expression video data,
    construct a common
  • facial expression database to drive the
    animation

34
References
  • S. Z. Li and A. K. Jain. Handbook of Face
    recognition, 2005
  • Y.-L. Tian, T. Kanade, and J. Cohn. Evaluation of
    gabor-wavelet-based facial action unit
    recognition in image sequences of increasing
    complexity. In Proc. Of IEEE Int. Conf. on
    automatic face and gesture recognition, 2002
  • Z. Wen and T. Huang. Capturing subtle facial
    motions in 3D face tracking. In Proc. Of Int.
    Conf. On Computer Vision, 2003
  • J. Xiao, T. Kanade, and J. Cohn. Robust full
    motion recovery of head dynamic templates and
    registration techniques. In Proc. Of Int. Conf.
    On automatic face and gesture recognition, 2002
  • Z. Liu. A fully automatic system to model faces
    from a single image. Microsoft research
    technical report, 2003
  • Z. Liu, Y. Shan, and Z. Zhang. Expressive
    expression mapping with ratio images. In Siggraph
    2001
  • Q. Zhang, Z. Liu, B. Guo, and H. Shum.
    Geometry-driven photorealistic facial expression
    synthesis. In SCA 2003.
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