Searcharxiv⌕ Search

arXiv subjects

Hyeongwoo Kim

Publications and source records attributed to Hyeongwoo Kim.

28 records · Page 2Linked to original sources

Neural Style-Preserving Visual Dubbing

Dubbing is a technique for translating video content from one language to another. However, state-of-the-art visual dubbing techniques directly copy facial expressions from source to target actors without considering identity-specific idiosyncrasies such as a unique type of smile. We present a style-preserving visual dubbing approach from single video inputs, which maintains the signature style of target actors when modifying facial expressions, including mouth motions, to match foreign languages. At the heart of our approach is the concept of motion style, in particular for facial expressions, i.e., the person-specific expression change that is yet another essential factor beyond visual accuracy in face editing applications. Our method is based on a recurrent generative adversarial network that captures the spatiotemporal co-activation of facial expressions, and enables generating and modifying the facial expressions of the target actor while preserving their style. We train our model with unsynchronized source and target videos in an unsupervised manner using cycle-consistency and mouth expression losses, and synthesize photorealistic video frames using a layered neural face renderer. Our approach generates temporally coherent results, and handles dynamic backgrounds. Our results show that our dubbing approach maintains the idiosyncratic style of the target actor better than previous approaches, even for widely differing source and target actors.

cs.CV↗

EgoFace: Egocentric Face Performance Capture and Videorealistic Reenactment

Face performance capture and reenactment techniques use multiple cameras and sensors, positioned at a distance from the face or mounted on heavy wearable devices. This limits their applications in mobile and outdoor environments. We present EgoFace, a radically new lightweight setup for face performance capture and front-view videorealistic reenactment using a single egocentric RGB camera. Our lightweight setup allows operations in uncontrolled environments, and lends itself to telepresence applications such as video-conferencing from dynamic environments. The input image is projected into a low dimensional latent space of the facial expression parameters. Through careful adversarial training of the parameter-space synthetic rendering, a videorealistic animation is produced. Our problem is challenging as the human visual system is sensitive to the smallest face irregularities that could occur in the final results. This sensitivity is even stronger for video results. Our solution is trained in a pre-processing stage, through a supervised manner without manual annotations. EgoFace captures a wide variety of facial expressions, including mouth movements and asymmetrical expressions. It works under varying illuminations, background, movements, handles people from different ethnicities and can operate in real time.

cs.CV↗

Neural Rendering and Reenactment of Human Actor Videos

We propose a method for generating video-realistic animations of real humans under user control. In contrast to conventional human character rendering, we do not require the availability of a production-quality photo-realistic 3D model of the human, but instead rely on a video sequence in conjunction with a (medium-quality) controllable 3D template model of the person. With that, our approach significantly reduces production cost compared to conventional rendering approaches based on production-quality 3D models, and can also be used to realistically edit existing videos. Technically, this is achieved by training a neural network that translates simple synthetic images of a human character into realistic imagery. For training our networks, we first track the 3D motion of the person in the video using the template model, and subsequently generate a synthetically rendered version of the video. These images are then used to train a conditional generative adversarial network that translates synthetic images of the 3D model into realistic imagery of the human. We evaluate our method for the reenactment of another person that is tracked in order to obtain the motion data, and show video results generated from artist-designed skeleton motion. Our results outperform the state-of-the-art in learning-based human image synthesis. Project page: http://gvv.mpi-inf.mpg.de/projects/wxu/HumanReenactment/

cs.CV↗

Deep Video Portraits

We present a novel approach that enables photo-realistic re-animation of portrait videos using only an input video. In contrast to existing approaches that are restricted to manipulations of facial expressions only, we are the first to transfer the full 3D head position, head rotation, face expression, eye gaze, and eye blinking from a source actor to a portrait video of a target actor. The core of our approach is a generative neural network with a novel space-time architecture. The network takes as input synthetic renderings of a parametric face model, based on which it predicts photo-realistic video frames for a given target actor. The realism in this rendering-to-video transfer is achieved by careful adversarial training, and as a result, we can create modified target videos that mimic the behavior of the synthetically-created input. In order to enable source-to-target video re-animation, we render a synthetic target video with the reconstructed head animation parameters from a source video, and feed it into the trained network -- thus taking full control of the target. With the ability to freely recombine source and target parameters, we are able to demonstrate a large variety of video rewrite applications without explicitly modeling hair, body or background. For instance, we can reenact the full head using interactive user-controlled editing, and realize high-fidelity visual dubbing. To demonstrate the high quality of our output, we conduct an extensive series of experiments and evaluations, where for instance a user study shows that our video edits are hard to detect.

cs.CV↗

InverseFaceNet: Deep Monocular Inverse Face Rendering

We introduce InverseFaceNet, a deep convolutional inverse rendering framework for faces that jointly estimates facial pose, shape, expression, reflectance and illumination from a single input image. By estimating all parameters from just a single image, advanced editing possibilities on a single face image, such as appearance editing and relighting, become feasible in real time. Most previous learning-based face reconstruction approaches do not jointly recover all dimensions, or are severely limited in terms of visual quality. In contrast, we propose to recover high-quality facial pose, shape, expression, reflectance and illumination using a deep neural network that is trained using a large, synthetically created training corpus. Our approach builds on a novel loss function that measures model-space similarity directly in parameter space and significantly improves reconstruction accuracy. We further propose a self-supervised bootstrapping process in the network training loop, which iteratively updates the synthetic training corpus to better reflect the distribution of real-world imagery. We demonstrate that this strategy outperforms completely synthetically trained networks. Finally, we show high-quality reconstructions and compare our approach to several state-of-the-art approaches.

cs.CV↗

Self-supervised Multi-level Face Model Learning for Monocular Reconstruction at over 250 Hz

The reconstruction of dense 3D models of face geometry and appearance from a single image is highly challenging and ill-posed. To constrain the problem, many approaches rely on strong priors, such as parametric face models learned from limited 3D scan data. However, prior models restrict generalization of the true diversity in facial geometry, skin reflectance and illumination. To alleviate this problem, we present the first approach that jointly learns 1) a regressor for face shape, expression, reflectance and illumination on the basis of 2) a concurrently learned parametric face model. Our multi-level face model combines the advantage of 3D Morphable Models for regularization with the out-of-space generalization of a learned corrective space. We train end-to-end on in-the-wild images without dense annotations by fusing a convolutional encoder with a differentiable expert-designed renderer and a self-supervised training loss, both defined at multiple detail levels. Our approach compares favorably to the state-of-the-art in terms of reconstruction quality, better generalizes to real world faces, and runs at over 250 Hz.

cs.CV↗

MoFA: Model-based Deep Convolutional Face Autoencoder for Unsupervised Monocular Reconstruction

In this work we propose a novel model-based deep convolutional autoencoder that addresses the highly challenging problem of reconstructing a 3D human face from a single in-the-wild color image. To this end, we combine a convolutional encoder network with an expert-designed generative model that serves as decoder. The core innovation is our new differentiable parametric decoder that encapsulates image formation analytically based on a generative model. Our decoder takes as input a code vector with exactly defined semantic meaning that encodes detailed face pose, shape, expression, skin reflectance and scene illumination. Due to this new way of combining CNN-based with model-based face reconstruction, the CNN-based encoder learns to extract semantically meaningful parameters from a single monocular input image. For the first time, a CNN encoder and an expert-designed generative model can be trained end-to-end in an unsupervised manner, which renders training on very large (unlabeled) real world data feasible. The obtained reconstructions compare favorably to current state-of-the-art approaches in terms of quality and richness of representation.

cs.CV↗

Video Depth-From-Defocus

Many compelling video post-processing effects, in particular aesthetic focus editing and refocusing effects, are feasible if per-frame depth information is available. Existing computational methods to capture RGB and depth either purposefully modify the optics (coded aperture, light-field imaging), or employ active RGB-D cameras. Since these methods are less practical for users with normal cameras, we present an algorithm to capture all-in-focus RGB-D video of dynamic scenes with an unmodified commodity video camera. Our algorithm turns the often unwanted defocus blur into a valuable signal. The input to our method is a video in which the focus plane is continuously moving back and forth during capture, and thus defocus blur is provoked and strongly visible. This can be achieved by manually turning the focus ring of the lens during recording. The core algorithmic ingredient is a new video-based depth-from-defocus algorithm that computes space-time-coherent depth maps, deblurred all-in-focus video, and the focus distance for each frame. We extensively evaluate our approach, and show that it enables compelling video post-processing effects, such as different types of refocusing.

cs.CV↗

Dense Wide-Baseline Scene Flow From Two Handheld Video Cameras

We propose a new technique for computing dense scene flow from two handheld videos with wide camera baselines and different photometric properties due to different sensors or camera settings like exposure and white balance. Our technique innovates in two ways over existing methods: (1) it supports independently moving cameras, and (2) it computes dense scene flow for wide-baseline scenarios.We achieve this by combining state-of-the-art wide-baseline correspondence finding with a variational scene flow formulation. First, we compute dense, wide-baseline correspondences using DAISY descriptors for matching between cameras and over time. We then detect and replace occluded pixels in the correspondence fields using a novel edge-preserving Laplacian correspondence completion technique. We finally refine the computed correspondence fields in a variational scene flow formulation. We show dense scene flow results computed from challenging datasets with independently moving, handheld cameras of varying camera settings.

cs.CV↗

Partial Sum Minimization of Singular Values in Robust PCA: Algorithm and Applications

Robust Principal Component Analysis (RPCA) via rank minimization is a powerful tool for recovering underlying low-rank structure of clean data corrupted with sparse noise/outliers. In many low-level vision problems, not only it is known that the underlying structure of clean data is low-rank, but the exact rank of clean data is also known. Yet, when applying conventional rank minimization for those problems, the objective function is formulated in a way that does not fully utilize a priori target rank information about the problems. This observation motivates us to investigate whether there is a better alternative solution when using rank minimization. In this paper, instead of minimizing the nuclear norm, we propose to minimize the partial sum of singular values, which implicitly encourages the target rank constraint. Our experimental analyses show that, when the number of samples is deficient, our approach leads to a higher success rate than conventional rank minimization, while the solutions obtained by the two approaches are almost identical when the number of samples is more than sufficient. We apply our approach to various low-level vision problems, e.g. high dynamic range imaging, motion edge detection, photometric stereo, image alignment and recovery, and show that our results outperform those obtained by the conventional nuclear norm rank minimization method.

cs.CV↗