Barış Geçer

CV
h-index7
11papers
637citations
Novelty56%
AI Score35

11 Papers

16.3CVMar 18, 2022Code
Facial Geometric Detail Recovery via Implicit Representation

Xingyu Ren, Alexandros Lattas, Baris Gecer et al.

Learning a dense 3D model with fine-scale details from a single facial image is highly challenging and ill-posed. To address this problem, many approaches fit smooth geometries through facial prior while learning details as additional displacement maps or personalized basis. However, these techniques typically require vast datasets of paired multi-view data or 3D scans, whereas such datasets are scarce and expensive. To alleviate heavy data dependency, we present a robust texture-guided geometric detail recovery approach using only a single in-the-wild facial image. More specifically, our method combines high-quality texture completion with the powerful expressiveness of implicit surfaces. Initially, we inpaint occluded facial parts, generate complete textures, and build an accurate multi-view dataset of the same subject. In order to estimate the detailed geometry, we define an implicit signed distance function and employ a physically-based implicit renderer to reconstruct fine geometric details from the generated multi-view images. Our method not only recovers accurate facial details but also decomposes normals, albedos, and shading parts in a self-supervised way. Finally, we register the implicit shape details to a 3D Morphable Model template, which can be used in traditional modeling and rendering pipelines. Extensive experiments demonstrate that the proposed approach can reconstruct impressive facial details from a single image, especially when compared with state-of-the-art methods trained on large datasets.

9.4CVSep 15, 2022
3DMM-RF: Convolutional Radiance Fields for 3D Face Modeling

Stathis Galanakis, Baris Gecer, Alexandros Lattas et al.

Facial 3D Morphable Models are a main computer vision subject with countless applications and have been highly optimized in the last two decades. The tremendous improvements of deep generative networks have created various possibilities for improving such models and have attracted wide interest. Moreover, the recent advances in neural radiance fields, are revolutionising novel-view synthesis of known scenes. In this work, we present a facial 3D Morphable Model, which exploits both of the above, and can accurately model a subject's identity, pose and expression and render it in arbitrary illumination. This is achieved by utilizing a powerful deep style-based generator to overcome two main weaknesses of neural radiance fields, their rigidity and rendering speed. We introduce a style-based generative network that synthesizes in one pass all and only the required rendering samples of a neural radiance field. We create a vast labelled synthetic dataset of facial renders, and train the network on these data, so that it can accurately model and generalize on facial identity, pose and appearance. Finally, we show that this model can accurately be fit to "in-the-wild" facial images of arbitrary pose and illumination, extract the facial characteristics, and be used to re-render the face in controllable conditions.

1.4CVOct 22, 2022
Efficient Hair Style Transfer with Generative Adversarial Networks

Muhammed Pektas, Baris Gecer, Aybars Ugur

Despite the recent success of image generation and style transfer with Generative Adversarial Networks (GANs), hair synthesis and style transfer remain challenging due to the shape and style variability of human hair in in-the-wild conditions. The current state-of-the-art hair synthesis approaches struggle to maintain global composition of the target style and cannot be used in real-time applications due to their high running costs on high-resolution portrait images. Therefore, We propose a novel hairstyle transfer method, called EHGAN, which reduces computational costs to enable real-time processing while improving the transfer of hairstyle with better global structure compared to the other state-of-the-art hair synthesis methods. To achieve this goal, we train an encoder and a low-resolution generator to transfer hairstyle and then, increase the resolution of results with a pre-trained super-resolution model. We utilize Adaptive Instance Normalization (AdaIN) and design our novel Hair Blending Block (HBB) to obtain the best performance of the generator. EHGAN needs around 2.7 times and over 10,000 times less time consumption than the state-of-the-art MichiGAN and LOHO methods respectively while obtaining better photorealism and structural similarity to the desired style than its competitors.

20.3CVMay 16, 2023
FitMe: Deep Photorealistic 3D Morphable Model Avatars

Alexandros Lattas, Stylianos Moschoglou, Stylianos Ploumpis et al.

In this paper, we introduce FitMe, a facial reflectance model and a differentiable rendering optimization pipeline, that can be used to acquire high-fidelity renderable human avatars from single or multiple images. The model consists of a multi-modal style-based generator, that captures facial appearance in terms of diffuse and specular reflectance, and a PCA-based shape model. We employ a fast differentiable rendering process that can be used in an optimization pipeline, while also achieving photorealistic facial shading. Our optimization process accurately captures both the facial reflectance and shape in high-detail, by exploiting the expressivity of the style-based latent representation and of our shape model. FitMe achieves state-of-the-art reflectance acquisition and identity preservation on single "in-the-wild" facial images, while it produces impressive scan-like results, when given multiple unconstrained facial images pertaining to the same identity. In contrast with recent implicit avatar reconstructions, FitMe requires only one minute and produces relightable mesh and texture-based avatars, that can be used by end-user applications.

20.4CVDec 11, 2021Code
AvatarMe++: Facial Shape and BRDF Inference with Photorealistic Rendering-Aware GANs

Alexandros Lattas, Stylianos Moschoglou, Stylianos Ploumpis et al.

Over the last years, many face analysis tasks have accomplished astounding performance, with applications including face generation and 3D face reconstruction from a single "in-the-wild" image. Nevertheless, to the best of our knowledge, there is no method which can produce render-ready high-resolution 3D faces from "in-the-wild" images and this can be attributed to the: (a) scarcity of available data for training, and (b) lack of robust methodologies that can successfully be applied on very high-resolution data. In this work, we introduce the first method that is able to reconstruct photorealistic render-ready 3D facial geometry and BRDF from a single "in-the-wild" image. We capture a large dataset of facial shape and reflectance, which we have made public. We define a fast facial photorealistic differentiable rendering methodology with accurate facial skin diffuse and specular reflection, self-occlusion and subsurface scattering approximation. With this, we train a network that disentangles the facial diffuse and specular BRDF components from a shape and texture with baked illumination, reconstructed with a state-of-the-art 3DMM fitting method. Our method outperforms the existing arts by a significant margin and reconstructs high-resolution 3D faces from a single low-resolution image, that can be rendered in various applications, and bridge the uncanny valley.

16.6CVMay 16, 2021Code
Fast-GANFIT: Generative Adversarial Network for High Fidelity 3D Face Reconstruction

Baris Gecer, Stylianos Ploumpis, Irene Kotsia et al.

A lot of work has been done towards reconstructing the 3D facial structure from single images by capitalizing on the power of Deep Convolutional Neural Networks (DCNNs). In the recent works, the texture features either correspond to components of a linear texture space or are learned by auto-encoders directly from in-the-wild images. In all cases, the quality of the facial texture reconstruction is still not capable of modeling facial texture with high-frequency details. In this paper, we take a radically different approach and harness the power of Generative Adversarial Networks (GANs) and DCNNs in order to reconstruct the facial texture and shape from single images. That is, we utilize GANs to train a very powerful facial texture prior \edit{from a large-scale 3D texture dataset}. Then, we revisit the original 3D Morphable Models (3DMMs) fitting making use of non-linear optimization to find the optimal latent parameters that best reconstruct the test image but under a new perspective. In order to be robust towards initialisation and expedite the fitting process, we propose a novel self-supervised regression based approach. We demonstrate excellent results in photorealistic and identity preserving 3D face reconstructions and achieve for the first time, to the best of our knowledge, facial texture reconstruction with high-frequency details.

8.7CVApr 10, 2021
Robust Egocentric Photo-realistic Facial Expression Transfer for Virtual Reality

Amin Jourabloo, Baris Gecer, Fernando De la Torre et al.

Social presence, the feeling of being there with a real person, will fuel the next generation of communication systems driven by digital humans in virtual reality (VR). The best 3D video-realistic VR avatars that minimize the uncanny effect rely on person-specific (PS) models. However, these PS models are time-consuming to build and are typically trained with limited data variability, which results in poor generalization and robustness. Major sources of variability that affects the accuracy of facial expression transfer algorithms include using different VR headsets (e.g., camera configuration, slop of the headset), facial appearance changes over time (e.g., beard, make-up), and environmental factors (e.g., lighting, backgrounds). This is a major drawback for the scalability of these models in VR. This paper makes progress in overcoming these limitations by proposing an end-to-end multi-identity architecture (MIA) trained with specialized augmentation strategies. MIA drives the shape component of the avatar from three cameras in the VR headset (two eyes, one mouth), in untrained subjects, using minimal personalized information (i.e., neutral 3D mesh shape). Similarly, if the PS texture decoder is available, MIA is able to drive the full avatar (shape+texture) robustly outperforming PS models in challenging scenarios. Our key contribution to improve robustness and generalization, is that our method implicitly decouples, in an unsupervised manner, the facial expression from nuisance factors (e.g., headset, environment, facial appearance). We demonstrate the superior performance and robustness of the proposed method versus state-of-the-art PS approaches in a variety of experiments.

16.0CVDec 30, 2020Code
OSTeC: One-Shot Texture Completion

Baris Gecer, Jiankang Deng, Stefanos Zafeiriou

The last few years have witnessed the great success of non-linear generative models in synthesizing high-quality photorealistic face images. Many recent 3D facial texture reconstruction and pose manipulation from a single image approaches still rely on large and clean face datasets to train image-to-image Generative Adversarial Networks (GANs). Yet the collection of such a large scale high-resolution 3D texture dataset is still very costly and difficult to maintain age/ethnicity balance. Moreover, regression-based approaches suffer from generalization to the in-the-wild conditions and are unable to fine-tune to a target-image. In this work, we propose an unsupervised approach for one-shot 3D facial texture completion that does not require large-scale texture datasets, but rather harnesses the knowledge stored in 2D face generators. The proposed approach rotates an input image in 3D and fill-in the unseen regions by reconstructing the rotated image in a 2D face generator, based on the visible parts. Finally, we stitch the most visible textures at different angles in the UV image-plane. Further, we frontalize the target image by projecting the completed texture into the generator. The qualitative and quantitative experiments demonstrate that the completed UV textures and frontalized images are of high quality, resembles the original identity, can be used to train a texture GAN model for 3DMM fitting and improve pose-invariant face recognition.

24.9CVMar 30, 2020Code
AvatarMe: Realistically Renderable 3D Facial Reconstruction "in-the-wild"

Alexandros Lattas, Stylianos Moschoglou, Baris Gecer et al.

Over the last years, with the advent of Generative Adversarial Networks (GANs), many face analysis tasks have accomplished astounding performance, with applications including, but not limited to, face generation and 3D face reconstruction from a single "in-the-wild" image. Nevertheless, to the best of our knowledge, there is no method which can produce high-resolution photorealistic 3D faces from "in-the-wild" images and this can be attributed to the: (a) scarcity of available data for training, and (b) lack of robust methodologies that can successfully be applied on very high-resolution data. In this paper, we introduce AvatarMe, the first method that is able to reconstruct photorealistic 3D faces from a single "in-the-wild" image with an increasing level of detail. To achieve this, we capture a large dataset of facial shape and reflectance and build on a state-of-the-art 3D texture and shape reconstruction method and successively refine its results, while generating the per-pixel diffuse and specular components that are required for realistic rendering. As we demonstrate in a series of qualitative and quantitative experiments, AvatarMe outperforms the existing arts by a significant margin and reconstructs authentic, 4K by 6K-resolution 3D faces from a single low-resolution image that, for the first time, bridges the uncanny valley.

21.0CVNov 18, 2019Code
Towards a complete 3D morphable model of the human head

Stylianos Ploumpis, Evangelos Ververas, Eimear O' Sullivan et al.

Three-dimensional Morphable Models (3DMMs) are powerful statistical tools for representing the 3D shapes and textures of an object class. Here we present the most complete 3DMM of the human head to date that includes face, cranium, ears, eyes, teeth and tongue. To achieve this, we propose two methods for combining existing 3DMMs of different overlapping head parts: i. use a regressor to complete missing parts of one model using the other, ii. use the Gaussian Process framework to blend covariance matrices from multiple models. Thus we build a new combined face-and-head shape model that blends the variability and facial detail of an existing face model (the LSFM) with the full head modelling capability of an existing head model (the LYHM). Then we construct and fuse a highly-detailed ear model to extend the variation of the ear shape. Eye and eye region models are incorporated into the head model, along with basic models of the teeth, tongue and inner mouth cavity. The new model achieves state-of-the-art performance. We use our model to reconstruct full head representations from single, unconstrained images allowing us to parameterize craniofacial shape and texture, along with the ear shape, eye gaze and eye color.

1.3CVOct 10, 2015
Evaluation of Joint Multi-Instance Multi-Label Learning For Breast Cancer Diagnosis

Baris Gecer, Ozge Yalcinkaya, Onur Tasar et al.

Multi-instance multi-label (MIML) learning is a challenging problem in many aspects. Such learning approaches might be useful for many medical diagnosis applications including breast cancer detection and classification. In this study subset of digiPATH dataset (whole slide digital breast cancer histopathology images) are used for training and evaluation of six state-of-the-art MIML methods. At the end, performance comparison of these approaches are given by means of effective evaluation metrics. It is shown that MIML-kNN achieve the best performance that is %65.3 average precision, where most of other methods attain acceptable results as well.