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Luiz Gustavo Hafemann

Publications and source records attributed to Luiz Gustavo Hafemann.

7 recordsLinked to original sources

FaceSnap: Real-Time Personalized Lightstage Facial Performance Capture

Lightstage facial capture produces production-quality digital humans, but it is resource and labor-intensive. Multi-camera setups, hours of computation, and massive data storage create bottlenecks that hinder iterative workflows. This paper introduces FaceSnap, an end-to-end framework that streamlines capture via a two-stage approach. First, a one-time multi-view optimization from a range-of-motion sequence builds a personalized model encoding both geometry and expression-dependent appearance. This model then enables high-fidelity real-time facial performance capture from a single monocular lightstage camera, with no further multi-view capture required. FaceSnap jointly estimates geometry and dynamic 4K texture at 83 fps. The 4K texture is produced by a novel personalized residual upscaler that recovers subject-specific high-frequency detail, which generic upscalers fail to capture. FaceSnap achieves geometric accuracy competitive with full per-frame multi-view optimization while outperforming feed-forward methods trained on production-quality 3D data, all from a single camera view. Finally, we introduce Multi4D, a public benchmark for evaluating 4D facial reconstruction methods in lightstage environments, enabling topology-invariant geometric comparison across methods.

cs.CV↗

KM-Speaker: Keypoint-Based Style Control for High-Quality Speech-Driven 3D Facial Animation and Dialogue Localization

Speech-driven 3D facial animation methods face significant challenges in simultaneously achieving high-fidelity motion and precise artistic control at production quality. Existing controllable models typically learn global style control by relying on large-scale, low-quality \emph{in-the-wild} datasets that compromise overall animation realism. Furthermore, these frameworks often lack the fine-grained temporal precision required for demanding tasks such as dialogue localization (e.g., dubbing), where matching specific facial expressions is as critical as lip synchronization. We present KM-Speaker (Keypoint-Matching Speaker), a novel keypoint-conditioned flow-based generative framework that provides both global style guidance and frame-level temporal control from reference performances. We propose a disentanglement strategy that separates audio-driven lip motion from keypoint-driven upper-face dynamics, together with a global style context preservation mechanism to ensure coherent full-face expressiveness. KM-Speaker advances example-based 3D facial animation by achieving high-fidelity motion and flexible controllability in a data-constrained setting, consistently outperforming state-of-the-art methods in lip-sync accuracy, style adherence, and expressive temporal control.

cs.CV↗

Model See Model Do: Speech-Driven Facial Animation with Style Control

Speech-driven 3D facial animation plays a key role in applications such as virtual avatars, gaming, and digital content creation. While existing methods have made significant progress in achieving accurate lip synchronization and generating basic emotional expressions, they often struggle to capture and effectively transfer nuanced performance styles. We propose a novel example-based generation framework that conditions a latent diffusion model on a reference style clip to produce highly expressive and temporally coherent facial animations. To address the challenge of accurately adhering to the style reference, we introduce a novel conditioning mechanism called style basis, which extracts key poses from the reference and additively guides the diffusion generation process to fit the style without compromising lip synchronization quality. This approach enables the model to capture subtle stylistic cues while ensuring that the generated animations align closely with the input speech. Extensive qualitative, quantitative, and perceptual evaluations demonstrate the effectiveness of our method in faithfully reproducing the desired style while achieving superior lip synchronization across various speech scenarios.

cs.GR↗

SEREP: Semantic Facial Expression Representation for Robust In-the-Wild Capture and Retargeting

Monocular facial performance capture in-the-wild is challenging due to varied capture conditions, face shapes, and expressions. Most current methods rely on linear 3D Morphable Models, which represent facial expressions independently of identity at the vertex displacement level. We propose SEREP (Semantic Expression Representation), a model that disentangles expression from identity at the semantic level. We start by learning an expression representation from high-quality 3D data of unpaired facial expressions. Then, we train a model to predict expression from monocular images relying on a novel semi-supervised scheme using low quality synthetic data. In addition, we introduce MultiREX, a benchmark addressing the lack of evaluation resources for the expression capture task. Our experiments show that SEREP outperforms state-of-the-art methods, capturing challenging expressions and transferring them to new identities.

cs.CV↗

Geometry-Aware Texture Generation for 3D Head Modeling with Artist-driven Control

Creating realistic 3D head assets for virtual characters that match a precise artistic vision remains labor-intensive. We present a novel framework that streamlines this process by providing artists with intuitive control over generated 3D heads. Our approach uses a geometry-aware texture synthesis pipeline that learns correlations between head geometry and skin texture maps across different demographics. The framework offers three levels of artistic control: manipulation of overall head geometry, adjustment of skin tone while preserving facial characteristics, and fine-grained editing of details such as wrinkles or facial hair. Our pipeline allows artists to make edits to a single texture map using familiar tools, with our system automatically propagating these changes coherently across the remaining texture maps needed for realistic rendering. Experiments demonstrate that our method produces diverse results with clean geometries. We showcase practical applications focusing on intuitive control for artists, including skin tone adjustments and simplified editing workflows for adding age-related details or removing unwanted features from scanned models. This integrated approach aims to streamline the artistic workflow in virtual character creation.

cs.GR↗

MoSAR: Monocular Semi-Supervised Model for Avatar Reconstruction using Differentiable Shading

Reconstructing an avatar from a portrait image has many applications in multimedia, but remains a challenging research problem. Extracting reflectance maps and geometry from one image is ill-posed: recovering geometry is a one-to-many mapping problem and reflectance and light are difficult to disentangle. Accurate geometry and reflectance can be captured under the controlled conditions of a light stage, but it is costly to acquire large datasets in this fashion. Moreover, training solely with this type of data leads to poor generalization with in-the-wild images. This motivates the introduction of MoSAR, a method for 3D avatar generation from monocular images. We propose a semi-supervised training scheme that improves generalization by learning from both light stage and in-the-wild datasets. This is achieved using a novel differentiable shading formulation. We show that our approach effectively disentangles the intrinsic face parameters, producing relightable avatars. As a result, MoSAR estimates a richer set of skin reflectance maps, and generates more realistic avatars than existing state-of-the-art methods. We also introduce a new dataset, named FFHQ-UV-Intrinsics, the first public dataset providing intrinsic face attributes at scale (diffuse, specular, ambient occlusion and translucency maps) for a total of 10k subjects. The project website and the dataset are available on the following link: https://ubisoft-laforge.github.io/character/mosar/

cs.CV↗

A Scale-Invariant Trajectory Simplification Method for Efficient Data Collection in Videos

Training data is a critical requirement for machine learning tasks, and labeled training data can be expensive to acquire, often requiring manual or semi-automated data collection pipelines. For tracking applications, the data collection involves drawing bounding boxes around the classes of interest on each frame, and associate detections of the same "instance" over frames. In a semi-automated data collection pipeline, this can be achieved by running a baseline detection and tracking algorithm, and relying on manual correction to add/remove/change bounding boxes on each frame, as well as resolving errors in the associations over frames (track switches). In this paper, we propose a data correction pipeline to generate ground-truth data more efficiently in this semi-automated scenario. Our method simplifies the trajectories from the tracking systems and let the annotator verify and correct the objects in the sampled keyframes. Once the objects in the keyframes are corrected, the bounding boxes in the other frames are obtained by interpolation. Our method achieves substantial reduction in the number of frames requiring manual correction. In the MOT dataset, it reduces the number of frames by 30x while maintaining a HOTA score of 89.61% . Moreover, it reduces the number of frames by a factor of 10x while achieving a HOTA score of 79.24% in the SoccerNet dataset, and 85.79% in the DanceTrack dataset. The project code and data are publicly released at https://github.com/foreverYoungGitHub/trajectory-simplify-benchmark.

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