TL;DR
This paper presents a deep appearance model for realistic face rendering that learns a joint representation of facial geometry and appearance, effectively handling view-dependent effects and imperfect geometry without requiring highly accurate 3D models.
Contribution
It introduces a data-driven, neural network-based rendering pipeline that models complex facial effects and corrects geometry imperfections, enabling real-time face rendering in VR without precise geometry.
Findings
Captures complex nonlinear facial effects with a variational autoencoder
Handles view-dependent effects like specularity effectively
Supports real-time rendering in virtual reality environments
Abstract
We introduce a deep appearance model for rendering the human face. Inspired by Active Appearance Models, we develop a data-driven rendering pipeline that learns a joint representation of facial geometry and appearance from a multiview capture setup. Vertex positions and view-specific textures are modeled using a deep variational autoencoder that captures complex nonlinear effects while producing a smooth and compact latent representation. View-specific texture enables the modeling of view-dependent effects such as specularity. In addition, it can also correct for imperfect geometry stemming from biased or low resolution estimates. This is a significant departure from the traditional graphics pipeline, which requires highly accurate geometry as well as all elements of the shading model to achieve realism through physically-inspired light transport. Acquiring such a high level of accuracy…
Peer Reviews
No public reviews on file for this paper yet. If you reviewed it on a platform where reviews are public (OpenReview, ICLR, NeurIPS, ICML), you can paste yours below so the community can read it here.
Code & Models
Videos
No videos yet. Explain this paper in a talk, walkthrough, or lecture? Add one.
Taxonomy
MethodsSolana Customer Service Number +1-833-534-1729
