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Justus Thies

Publications and source records attributed to Justus Thies.

72 records · Page 4Linked to original sources

Dynamic Neural Radiance Fields for Monocular 4D Facial Avatar Reconstruction

We present dynamic neural radiance fields for modeling the appearance and dynamics of a human face. Digitally modeling and reconstructing a talking human is a key building-block for a variety of applications. Especially, for telepresence applications in AR or VR, a faithful reproduction of the appearance including novel viewpoints or head-poses is required. In contrast to state-of-the-art approaches that model the geometry and material properties explicitly, or are purely image-based, we introduce an implicit representation of the head based on scene representation networks. To handle the dynamics of the face, we combine our scene representation network with a low-dimensional morphable model which provides explicit control over pose and expressions. We use volumetric rendering to generate images from this hybrid representation and demonstrate that such a dynamic neural scene representation can be learned from monocular input data only, without the need of a specialized capture setup. In our experiments, we show that this learned volumetric representation allows for photo-realistic image generation that surpasses the quality of state-of-the-art video-based reenactment methods.

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Neural Deformation Graphs for Globally-consistent Non-rigid Reconstruction

We introduce Neural Deformation Graphs for globally-consistent deformation tracking and 3D reconstruction of non-rigid objects. Specifically, we implicitly model a deformation graph via a deep neural network. This neural deformation graph does not rely on any object-specific structure and, thus, can be applied to general non-rigid deformation tracking. Our method globally optimizes this neural graph on a given sequence of depth camera observations of a non-rigidly moving object. Based on explicit viewpoint consistency as well as inter-frame graph and surface consistency constraints, the underlying network is trained in a self-supervised fashion. We additionally optimize for the geometry of the object with an implicit deformable multi-MLP shape representation. Our approach does not assume sequential input data, thus enabling robust tracking of fast motions or even temporally disconnected recordings. Our experiments demonstrate that our Neural Deformation Graphs outperform state-of-the-art non-rigid reconstruction approaches both qualitatively and quantitatively, with 64% improved reconstruction and 62% improved deformation tracking performance.

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Neural Voice Puppetry: Audio-driven Facial Reenactment

We present Neural Voice Puppetry, a novel approach for audio-driven facial video synthesis. Given an audio sequence of a source person or digital assistant, we generate a photo-realistic output video of a target person that is in sync with the audio of the source input. This audio-driven facial reenactment is driven by a deep neural network that employs a latent 3D face model space. Through the underlying 3D representation, the model inherently learns temporal stability while we leverage neural rendering to generate photo-realistic output frames. Our approach generalizes across different people, allowing us to synthesize videos of a target actor with the voice of any unknown source actor or even synthetic voices that can be generated utilizing standard text-to-speech approaches. Neural Voice Puppetry has a variety of use-cases, including audio-driven video avatars, video dubbing, and text-driven video synthesis of a talking head. We demonstrate the capabilities of our method in a series of audio- and text-based puppetry examples, including comparisons to state-of-the-art techniques and a user study.

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Face2Face: Real-time Face Capture and Reenactment of RGB Videos

We present Face2Face, a novel approach for real-time facial reenactment of a monocular target video sequence (e.g., Youtube video). The source sequence is also a monocular video stream, captured live with a commodity webcam. Our goal is to animate the facial expressions of the target video by a source actor and re-render the manipulated output video in a photo-realistic fashion. To this end, we first address the under-constrained problem of facial identity recovery from monocular video by non-rigid model-based bundling. At run time, we track facial expressions of both source and target video using a dense photometric consistency measure. Reenactment is then achieved by fast and efficient deformation transfer between source and target. The mouth interior that best matches the re-targeted expression is retrieved from the target sequence and warped to produce an accurate fit. Finally, we convincingly re-render the synthesized target face on top of the corresponding video stream such that it seamlessly blends with the real-world illumination. We demonstrate our method in a live setup, where Youtube videos are reenacted in real time.

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Learning Adaptive Sampling and Reconstruction for Volume Visualization

A central challenge in data visualization is to understand which data samples are required to generate an image of a data set in which the relevant information is encoded. In this work, we make a first step towards answering the question of whether an artificial neural network can predict where to sample the data with higher or lower density, by learning of correspondences between the data, the sampling patterns and the generated images. We introduce a novel neural rendering pipeline, which is trained end-to-end to generate a sparse adaptive sampling structure from a given low-resolution input image, and reconstructs a high-resolution image from the sparse set of samples. For the first time, to the best of our knowledge, we demonstrate that the selection of structures that are relevant for the final visual representation can be jointly learned together with the reconstruction of this representation from these structures. Therefore, we introduce differentiable sampling and reconstruction stages, which can leverage back-propagation based on supervised losses solely on the final image. We shed light on the adaptive sampling patterns generated by the network pipeline and analyze its use for volume visualization including isosurface and direct volume rendering.

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State of the Art on Neural Rendering

Efficient rendering of photo-realistic virtual worlds is a long standing effort of computer graphics. Modern graphics techniques have succeeded in synthesizing photo-realistic images from hand-crafted scene representations. However, the automatic generation of shape, materials, lighting, and other aspects of scenes remains a challenging problem that, if solved, would make photo-realistic computer graphics more widely accessible. Concurrently, progress in computer vision and machine learning have given rise to a new approach to image synthesis and editing, namely deep generative models. Neural rendering is a new and rapidly emerging field that combines generative machine learning techniques with physical knowledge from computer graphics, e.g., by the integration of differentiable rendering into network training. With a plethora of applications in computer graphics and vision, neural rendering is poised to become a new area in the graphics community, yet no survey of this emerging field exists. This state-of-the-art report summarizes the recent trends and applications of neural rendering. We focus on approaches that combine classic computer graphics techniques with deep generative models to obtain controllable and photo-realistic outputs. Starting with an overview of the underlying computer graphics and machine learning concepts, we discuss critical aspects of neural rendering approaches. This state-of-the-art report is focused on the many important use cases for the described algorithms such as novel view synthesis, semantic photo manipulation, facial and body reenactment, relighting, free-viewpoint video, and the creation of photo-realistic avatars for virtual and augmented reality telepresence. Finally, we conclude with a discussion of the social implications of such technology and investigate open research problems.

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Adversarial Texture Optimization from RGB-D Scans

Realistic color texture generation is an important step in RGB-D surface reconstruction, but remains challenging in practice due to inaccuracies in reconstructed geometry, misaligned camera poses, and view-dependent imaging artifacts. In this work, we present a novel approach for color texture generation using a conditional adversarial loss obtained from weakly-supervised views. Specifically, we propose an approach to produce photorealistic textures for approximate surfaces, even from misaligned images, by learning an objective function that is robust to these errors. The key idea of our approach is to learn a patch-based conditional discriminator which guides the texture optimization to be tolerant to misalignments. Our discriminator takes a synthesized view and a real image, and evaluates whether the synthesized one is realistic, under a broadened definition of realism. We train the discriminator by providing as `real' examples pairs of input views and their misaligned versions -- so that the learned adversarial loss will tolerate errors from the scans. Experiments on synthetic and real data under quantitative or qualitative evaluation demonstrate the advantage of our approach in comparison to state of the art. Our code is publicly available with video demonstration.

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IGNOR: Image-guided Neural Object Rendering

We propose a learned image-guided rendering technique that combines the benefits of image-based rendering and GAN-based image synthesis. The goal of our method is to generate photo-realistic re-renderings of reconstructed objects for virtual and augmented reality applications (e.g., virtual showrooms, virtual tours \& sightseeing, the digital inspection of historical artifacts). A core component of our work is the handling of view-dependent effects. Specifically, we directly train an object-specific deep neural network to synthesize the view-dependent appearance of an object. As input data we are using an RGB video of the object. This video is used to reconstruct a proxy geometry of the object via multi-view stereo. Based on this 3D proxy, the appearance of a captured view can be warped into a new target view as in classical image-based rendering. This warping assumes diffuse surfaces, in case of view-dependent effects, such as specular highlights, it leads to artifacts. To this end, we propose EffectsNet, a deep neural network that predicts view-dependent effects. Based on these estimations, we are able to convert observed images to diffuse images. These diffuse images can be projected into other views. In the target view, our pipeline reinserts the new view-dependent effects. To composite multiple reprojected images to a final output, we learn a composition network that outputs photo-realistic results. Using this image-guided approach, the network does not have to allocate capacity on ``remembering'' object appearance, instead it learns how to combine the appearance of captured images. We demonstrate the effectiveness of our approach both qualitatively and quantitatively on synthetic as well as on real data.

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ForensicTransfer: Weakly-supervised Domain Adaptation for Forgery Detection

Distinguishing manipulated from real images is becoming increasingly difficult as new sophisticated image forgery approaches come out by the day. Naive classification approaches based on Convolutional Neural Networks (CNNs) show excellent performance in detecting image manipulations when they are trained on a specific forgery method. However, on examples from unseen manipulation approaches, their performance drops significantly. To address this limitation in transferability, we introduce Forensic-Transfer (FT). We devise a learning-based forensic detector which adapts well to new domains, i.e., novel manipulation methods and can handle scenarios where only a handful of fake examples are available during training. To this end, we learn a forensic embedding based on a novel autoencoder-based architecture that can be used to distinguish between real and fake imagery. The learned embedding acts as a form of anomaly detector; namely, an image manipulated from an unseen method will be detected as fake provided it maps sufficiently far away from the cluster of real images. Comparing to prior works, FT shows significant improvements in transferability, which we demonstrate in a series of experiments on cutting-edge benchmarks. For instance, on unseen examples, we achieve up to 85% in terms of accuracy, and with only a handful of seen examples, our performance already reaches around 95%.

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FaceForensics++: Learning to Detect Manipulated Facial Images

The rapid progress in synthetic image generation and manipulation has now come to a point where it raises significant concerns for the implications towards society. At best, this leads to a loss of trust in digital content, but could potentially cause further harm by spreading false information or fake news. This paper examines the realism of state-of-the-art image manipulations, and how difficult it is to detect them, either automatically or by humans. To standardize the evaluation of detection methods, we propose an automated benchmark for facial manipulation detection. In particular, the benchmark is based on DeepFakes, Face2Face, FaceSwap and NeuralTextures as prominent representatives for facial manipulations at random compression level and size. The benchmark is publicly available and contains a hidden test set as well as a database of over 1.8 million manipulated images. This dataset is over an order of magnitude larger than comparable, publicly available, forgery datasets. Based on this data, we performed a thorough analysis of data-driven forgery detectors. We show that the use of additional domainspecific knowledge improves forgery detection to unprecedented accuracy, even in the presence of strong compression, and clearly outperforms human observers.

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Deferred Neural Rendering: Image Synthesis using Neural Textures

The modern computer graphics pipeline can synthesize images at remarkable visual quality; however, it requires well-defined, high-quality 3D content as input. In this work, we explore the use of imperfect 3D content, for instance, obtained from photo-metric reconstructions with noisy and incomplete surface geometry, while still aiming to produce photo-realistic (re-)renderings. To address this challenging problem, we introduce Deferred Neural Rendering, a new paradigm for image synthesis that combines the traditional graphics pipeline with learnable components. Specifically, we propose Neural Textures, which are learned feature maps that are trained as part of the scene capture process. Similar to traditional textures, neural textures are stored as maps on top of 3D mesh proxies; however, the high-dimensional feature maps contain significantly more information, which can be interpreted by our new deferred neural rendering pipeline. Both neural textures and deferred neural renderer are trained end-to-end, enabling us to synthesize photo-realistic images even when the original 3D content was imperfect. In contrast to traditional, black-box 2D generative neural networks, our 3D representation gives us explicit control over the generated output, and allows for a wide range of application domains. For instance, we can synthesize temporally-consistent video re-renderings of recorded 3D scenes as our representation is inherently embedded in 3D space. This way, neural textures can be utilized to coherently re-render or manipulate existing video content in both static and dynamic environments at real-time rates. We show the effectiveness of our approach in several experiments on novel view synthesis, scene editing, and facial reenactment, and compare to state-of-the-art approaches that leverage the standard graphics pipeline as well as conventional generative neural networks.

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DeepVoxels: Learning Persistent 3D Feature Embeddings

In this work, we address the lack of 3D understanding of generative neural networks by introducing a persistent 3D feature embedding for view synthesis. To this end, we propose DeepVoxels, a learned representation that encodes the view-dependent appearance of a 3D scene without having to explicitly model its geometry. At its core, our approach is based on a Cartesian 3D grid of persistent embedded features that learn to make use of the underlying 3D scene structure. Our approach combines insights from 3D geometric computer vision with recent advances in learning image-to-image mappings based on adversarial loss functions. DeepVoxels is supervised, without requiring a 3D reconstruction of the scene, using a 2D re-rendering loss and enforces perspective and multi-view geometry in a principled manner. We apply our persistent 3D scene representation to the problem of novel view synthesis demonstrating high-quality results for a variety of challenging scenes.

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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.

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HeadOn: Real-time Reenactment of Human Portrait Videos

We propose HeadOn, the first real-time source-to-target reenactment approach for complete human portrait videos that enables transfer of torso and head motion, face expression, and eye gaze. Given a short RGB-D video of the target actor, we automatically construct a personalized geometry proxy that embeds a parametric head, eye, and kinematic torso model. A novel real-time reenactment algorithm employs this proxy to photo-realistically map the captured motion from the source actor to the target actor. On top of the coarse geometric proxy, we propose a video-based rendering technique that composites the modified target portrait video via view- and pose-dependent texturing, and creates photo-realistic imagery of the target actor under novel torso and head poses, facial expressions, and gaze directions. To this end, we propose a robust tracking of the face and torso of the source actor. We extensively evaluate our approach and show significant improvements in enabling much greater flexibility in creating realistic reenacted output videos.

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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.

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FaceForensics: A Large-scale Video Dataset for Forgery Detection in Human Faces

With recent advances in computer vision and graphics, it is now possible to generate videos with extremely realistic synthetic faces, even in real time. Countless applications are possible, some of which raise a legitimate alarm, calling for reliable detectors of fake videos. In fact, distinguishing between original and manipulated video can be a challenge for humans and computers alike, especially when the videos are compressed or have low resolution, as it often happens on social networks. Research on the detection of face manipulations has been seriously hampered by the lack of adequate datasets. To this end, we introduce a novel face manipulation dataset of about half a million edited images (from over 1000 videos). The manipulations have been generated with a state-of-the-art face editing approach. It exceeds all existing video manipulation datasets by at least an order of magnitude. Using our new dataset, we introduce benchmarks for classical image forensic tasks, including classification and segmentation, considering videos compressed at various quality levels. In addition, we introduce a benchmark evaluation for creating indistinguishable forgeries with known ground truth; for instance with generative refinement models.

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FaceVR: Real-Time Facial Reenactment and Eye Gaze Control in Virtual Reality

We propose FaceVR, a novel image-based method that enables video teleconferencing in VR based on self-reenactment. State-of-the-art face tracking methods in the VR context are focused on the animation of rigged 3d avatars. While they achieve good tracking performance the results look cartoonish and not real. In contrast to these model-based approaches, FaceVR enables VR teleconferencing using an image-based technique that results in nearly photo-realistic outputs. The key component of FaceVR is a robust algorithm to perform real-time facial motion capture of an actor who is wearing a head-mounted display (HMD), as well as a new data-driven approach for eye tracking from monocular videos. Based on reenactment of a prerecorded stereo video of the person without the HMD, FaceVR incorporates photo-realistic re-rendering in real time, thus allowing artificial modifications of face and eye appearances. For instance, we can alter facial expressions or change gaze directions in the prerecorded target video. In a live setup, we apply these newly-introduced algorithmic components.

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IMU2Face: Real-time Gesture-driven Facial Reenactment

We present IMU2Face, a gesture-driven facial reenactment system. To this end, we combine recent advances in facial motion capture and inertial measurement units (IMUs) to control the facial expressions of a person in a target video based on intuitive hand gestures. IMUs are omnipresent, since modern smart-phones, smart-watches and drones integrate such sensors, e.g., for changing the orientation of the screen content, counting steps, or for flight stabilization. Face tracking and reenactment is based on the state-of-the-art real-time Face2Face facial reenactment system. Instead of transferring facial expressions from a source to a target actor, we employ an IMU to track the hand gestures of a source actor and use its orientation to modify the target actor's expressions.

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