SearcharxivSearch

arXiv · 2209.12875

Realistic Hair Synthesis with Generative Adversarial Networks

Abstract

Recent successes in generative modeling have accelerated studies on this subject and attracted the attention of researchers. One of the most important methods used to achieve this success is Generative Adversarial Networks (GANs). It has many application areas such as; virtual reality (VR), augmented reality (AR), super resolution, image enhancement. Despite the recent advances in hair synthesis and style transfer using deep learning and generative modelling, due to the complex nature of hair still contains unsolved challenges. The methods proposed in the literature to solve this problem generally focus on making high-quality hair edits on images. In this thesis, a generative adversarial network method is proposed to solve the hair synthesis problem. While developing this method, it is aimed to achieve real-time hair synthesis while achieving visual outputs that compete with the best methods in the literature. The proposed method was trained with the FFHQ dataset and then its results in hair style transfer and hair reconstruction tasks were evaluated. The results obtained in these tasks and the operating time of the method were compared with MichiGAN, one of the best methods in the literature. The comparison was made at a resolution of 128x128. As a result of the comparison, it has been shown that the proposed method achieves competitive results with MichiGAN in terms of realistic hair synthesis, and performs better in terms of operating time.

Explore related subjects

Keep this discovery

BibTeXRIS

Muhammed Pektas, Aybars Ugur. 2022-09-13. Realistic Hair Synthesis with Generative Adversarial Networks. https://arxiv.org/abs/2209.12875

Cite the original work for its findings. Save a collection to share your selection of sources.

KEEP EXPLORING

Related papers

ReCHOIR: Contact-guided Human Object Interaction Retargeting to Diverse Characters

We present ReCHOIR, a novel contact-guided motion retargeting method for transferring human object interaction (HOI) motions across diverse humanoid characters. Unlike prior motion retargeting methods that primarily focus on transferring human motion alone, our goal is to preserve not only the semantics of the original body movement but also consistent interaction between the character and the manipulated object, while jointly producing aligned target human and object motions. Given source HOI motion, object geometry, and contact cues extracted from the source interaction, ReCHOIR retargets an HOI sequence to target characters with different skeletal configurations while maintaining both motion semantics and contact-consistent interaction patterns. Our method builds on a Part-Aware Motion Embedding (PAME) autoencoder, which encodes full-body motion into a shared body-part-wise latent space. This representation enables generalization across heterogeneous skeletons while preserving local motion semantics beneficial for part-aware adaptation in HOI retargeting. On top of this representation, we introduce a contact-guided retargeting module and an object motion decoder for HOI retargeting. The contact-guided retargeting module treats the source object interaction as a condition for refining target character motion: object- and contact-related signals are encoded into a body-part-aligned latent representation and injected into decoding through a residual control branch, enabling stronger adaptation in interaction-relevant body regions without discarding the underlying motion prior. In parallel, the object motion decoder predicts a target object motion aligned with the refined target character motion, ensuring that the object trajectory remains consistent with how the interaction is realized by the target character.

cs.GR

Gaussian Light Transport

We present a novel method for computing global illumination by expressing the solution to the light transport equation as a 13D Gaussian mixture model over positions, directions, surface normals, and material properties. We show that including scene properties in the Gaussian representation drastically reduces the number of functions and speeds up evaluation. As opposed to traditional light transport methods based on Neumann series, the parameters of our model are directly estimated by minimizing the residual of the rendering equation. While both optimization and rendering require repeated evaluations of a linear combination of high-dimensional Gaussian functions, we introduce an efficient culling strategy to keep the optimization tractable and produce renderings in real time. Our representation enables to render fast, view-independent solutions to the light transport equation, achieving rendering times on the order of milliseconds, with a fraction of the memory requirements of conventional neural rendering approaches.

cs.GR

Hologram Representation via Quadratic Phase Gaussian Splatting

We introduce Complex-Valued Quadratic Phase Gaussian (CVQPG), a novel hologram representation method that replaces standard 2D Gaussian representations used in 2D Gaussian Splatting with 2D quadratic phase functions. CVQPG incorporates additional learnable parameters to control the curvature of these bases. We evaluate our approach against state-of-the-art methods, exceeding the visual quality by +0.19 dB (RGB) and +0.33 dB (grayscale) on average in holographic reconstructions. Specifically, our equal parameter count evaluations show that modulating the primitive's wavefront is an effective and lightweight enhancement for hologram representations. In addition, our frequency domain analysis illustrates that CVQPG has successfully preserved the mid-to-high frequency band of natural images.

cs.GR