30.2CVMay 28
Boosting Image Quality Assessment Performance: Unsupervised Score Fusion by Deep Maximum a Posteriori EstimationZhongling Wang, Raymond Zhou, Shahrukh Athar et al.
Over the past decades, numerous Image Quality Assessment (IQA) models have emerged, aiming to predict the perceptual quality of images. However, individual models are often biased toward certain types of image content or distortions, depending on the design principle and process. An intuitive idea is to harness the strengths and mitigate the weaknesses of each IQA model, by fusing the scores of multiple models into a stronger one. Here we make one of the first attempts to seek an optimal solution for the idea and propose a general framework for unsupervised IQA score fusion using deep Maximum a Posteriori (MAP) estimation. The proposed model conducts fine-grained uncertainty estimation at the score level to increase the accuracy and reduce the uncertainty in fused predictions. Comprehensive experiments demonstrate the superiority of the proposed model over individual IQA models and other fusion methods. It also exhibits an interesting capability of rejecting ``bad" models in the fusion process.
CVJun 13, 2022
RigNeRF: Fully Controllable Neural 3D PortraitsShahRukh Athar, Zexiang Xu, Kalyan Sunkavalli et al.
Volumetric neural rendering methods, such as neural radiance fields (NeRFs), have enabled photo-realistic novel view synthesis. However, in their standard form, NeRFs do not support the editing of objects, such as a human head, within a scene. In this work, we propose RigNeRF, a system that goes beyond just novel view synthesis and enables full control of head pose and facial expressions learned from a single portrait video. We model changes in head pose and facial expressions using a deformation field that is guided by a 3D morphable face model (3DMM). The 3DMM effectively acts as a prior for RigNeRF that learns to predict only residuals to the 3DMM deformations and allows us to render novel (rigid) poses and (non-rigid) expressions that were not present in the input sequence. Using only a smartphone-captured short video of a subject for training, we demonstrate the effectiveness of our method on free view synthesis of a portrait scene with explicit head pose and expression controls. The project page can be found here: http://shahrukhathar.github.io/2022/06/06/RigNeRF.html
CVSep 20, 2023
Controllable Dynamic Appearance for Neural 3D PortraitsShahRukh Athar, Zhixin Shu, Zexiang Xu et al.
Recent advances in Neural Radiance Fields (NeRFs) have made it possible to reconstruct and reanimate dynamic portrait scenes with control over head-pose, facial expressions and viewing direction. However, training such models assumes photometric consistency over the deformed region e.g. the face must be evenly lit as it deforms with changing head-pose and facial expression. Such photometric consistency across frames of a video is hard to maintain, even in studio environments, thus making the created reanimatable neural portraits prone to artifacts during reanimation. In this work, we propose CoDyNeRF, a system that enables the creation of fully controllable 3D portraits in real-world capture conditions. CoDyNeRF learns to approximate illumination dependent effects via a dynamic appearance model in the canonical space that is conditioned on predicted surface normals and the facial expressions and head-pose deformations. The surface normals prediction is guided using 3DMM normals that act as a coarse prior for the normals of the human head, where direct prediction of normals is hard due to rigid and non-rigid deformations induced by head-pose and facial expression changes. Using only a smartphone-captured short video of a subject for training, we demonstrate the effectiveness of our method on free view synthesis of a portrait scene with explicit head pose and expression controls, and realistic lighting effects. The project page can be found here: http://shahrukhathar.github.io/2023/08/22/CoDyNeRF.html
CVSep 10, 2024
Shadow Removal Refinement via Material-Consistent Shadow EdgesShilin Hu, Hieu Le, ShahRukh Athar et al.
Shadow boundaries can be confused with material boundaries as both exhibit sharp changes in luminance or contrast within a scene. However, shadows do not modify the intrinsic color or texture of surfaces. Therefore, on both sides of shadow edges traversing regions with the same material, the original color and textures should be the same if the shadow is removed properly. These shadow/shadow-free pairs are very useful but hard-to-collect supervision signals. The crucial contribution of this paper is to learn how to identify those shadow edges that traverse material-consistent regions and how to use them as self-supervision for shadow removal refinement during test time. To achieve this, we fine-tune SAM, an image segmentation foundation model, to produce a shadow-invariant segmentation and then extract material-consistent shadow edges by comparing the SAM segmentation with the shadow mask. Utilizing these shadow edges, we introduce color and texture-consistency losses to enhance the shadow removal process. We demonstrate the effectiveness of our method in improving shadow removal results on more challenging, in-the-wild images, outperforming the state-of-the-art shadow removal methods. Additionally, we propose a new metric and an annotated dataset for evaluating the performance of shadow removal methods without the need for paired shadow/shadow-free data.
CVFeb 6, 2024
Rig3DGS: Creating Controllable Portraits from Casual Monocular VideosAlfredo Rivero, ShahRukh Athar, Zhixin Shu et al.
Creating controllable 3D human portraits from casual smartphone videos is highly desirable due to their immense value in AR/VR applications. The recent development of 3D Gaussian Splatting (3DGS) has shown improvements in rendering quality and training efficiency. However, it still remains a challenge to accurately model and disentangle head movements and facial expressions from a single-view capture to achieve high-quality renderings. In this paper, we introduce Rig3DGS to address this challenge. We represent the entire scene, including the dynamic subject, using a set of 3D Gaussians in a canonical space. Using a set of control signals, such as head pose and expressions, we transform them to the 3D space with learned deformations to generate the desired rendering. Our key innovation is a carefully designed deformation method which is guided by a learnable prior derived from a 3D morphable model. This approach is highly efficient in training and effective in controlling facial expressions, head positions, and view synthesis across various captures. We demonstrate the effectiveness of our learned deformation through extensive quantitative and qualitative experiments. The project page can be found at http://shahrukhathar.github.io/2024/02/05/Rig3DGS.html
CVDec 21, 2023
HeadCraft: Modeling High-Detail Shape Variations for Animated 3DMMsArtem Sevastopolsky, Philip-William Grassal, Simon Giebenhain et al.
Current advances in human head modeling allow the generation of plausible-looking 3D head models via neural representations, such as NeRFs and SDFs. Nevertheless, constructing complete high-fidelity head models with explicitly controlled animation remains an issue. Furthermore, completing the head geometry based on a partial observation, e.g., coming from a depth sensor, while preserving a high level of detail is often problematic for the existing methods. We introduce a generative model for detailed 3D head meshes on top of an articulated 3DMM, simultaneously allowing explicit animation and high-detail preservation. Our method is trained in two stages. First, we register a parametric head model with vertex displacements to each mesh of the recently introduced NPHM dataset of accurate 3D head scans. The estimated displacements are baked into a hand-crafted UV layout. Second, we train a StyleGAN model to generalize over the UV maps of displacements, which we later refer to as HeadCraft. The decomposition of the parametric model and high-quality vertex displacements allows us to animate the model and modify the regions semantically. We demonstrate the results of unconditional sampling, fitting to a scan and editing. The project page is available at https://seva100.github.io/headcraft.
CVJun 9, 2025
Seeing Voices: Generating A-Roll Video from Audio with MirageAditi Sundararaman, Amogh Adishesha, Andrew Jaegle et al.
From professional filmmaking to user-generated content, creators and consumers have long recognized that the power of video depends on the harmonious integration of what we hear (the video's audio track) with what we see (the video's image sequence). Current approaches to video generation either ignore sound to focus on general-purpose but silent image sequence generation or address both visual and audio elements but focus on restricted application domains such as re-dubbing. We introduce Mirage, an audio-to-video foundation model that excels at generating realistic, expressive output imagery from scratch given an audio input. When integrated with existing methods for speech synthesis (text-to-speech, or TTS), Mirage results in compelling multimodal video. When trained on audio-video footage of people talking (A-roll) and conditioned on audio containing speech, Mirage generates video of people delivering a believable interpretation of the performance implicit in input audio. Our central technical contribution is a unified method for training self-attention-based audio-to-video generation models, either from scratch or given existing weights. This methodology allows Mirage to retain generality as an approach to audio-to-video generation while producing outputs of superior subjective quality to methods that incorporate audio-specific architectures or loss components specific to people, speech, or details of how images or audio are captured. We encourage readers to watch and listen to the results of Mirage for themselves (see paper and comments for links).
CVJul 28, 2024
Bridging the Gap: Studio-like Avatar Creation from a Monocular Phone CaptureShahRukh Athar, Shunsuke Saito, Zhengyu Yang et al.
Creating photorealistic avatars for individuals traditionally involves extensive capture sessions with complex and expensive studio devices like the LightStage system. While recent strides in neural representations have enabled the generation of photorealistic and animatable 3D avatars from quick phone scans, they have the capture-time lighting baked-in, lack facial details and have missing regions in areas such as the back of the ears. Thus, they lag in quality compared to studio-captured avatars. In this paper, we propose a method that bridges this gap by generating studio-like illuminated texture maps from short, monocular phone captures. We do this by parameterizing the phone texture maps using the $W^+$ space of a StyleGAN2, enabling near-perfect reconstruction. Then, we finetune a StyleGAN2 by sampling in the $W^+$ parameterized space using a very small set of studio-captured textures as an adversarial training signal. To further enhance the realism and accuracy of facial details, we super-resolve the output of the StyleGAN2 using carefully designed diffusion model that is guided by image gradients of the phone-captured texture map. Once trained, our method excels at producing studio-like facial texture maps from casual monocular smartphone videos. Demonstrating its capabilities, we showcase the generation of photorealistic, uniformly lit, complete avatars from monocular phone captures. The project page can be found at http://shahrukhathar.github.io/2024/07/22/Bridging.html
IVOct 28, 2021
Degraded Reference Image Quality AssessmentShahrukh Athar, Zhou Wang
In practical media distribution systems, visual content usually undergoes multiple stages of quality degradation along the delivery chain, but the pristine source content is rarely available at most quality monitoring points along the chain to serve as a reference for quality assessment. As a result, full-reference (FR) and reduced-reference (RR) image quality assessment (IQA) methods are generally infeasible. Although no-reference (NR) methods are readily applicable, their performance is often not reliable. On the other hand, intermediate references of degraded quality are often available, e.g., at the input of video transcoders, but how to make the best use of them in proper ways has not been deeply investigated. Here we make one of the first attempts to establish a new paradigm named degraded-reference IQA (DR IQA). Specifically, we lay out the architectures of DR IQA and introduce a 6-bit code to denote the choices of configurations. We construct the first large-scale databases dedicated to DR IQA and will make them publicly available. We make novel observations on distortion behavior in multi-stage distortion pipelines by comprehensively analyzing five multiple distortion combinations. Based on these observations, we develop novel DR IQA models and make extensive comparisons with a series of baseline models derived from top-performing FR and NR models. The results suggest that DR IQA may offer significant performance improvement in multiple distortion environments, thereby establishing DR IQA as a valid IQA paradigm that is worth further exploration.
IVOct 16, 2021
Deep Image DebandingRaymond Zhou, Shahrukh Athar, Zhongling Wang et al.
Banding or false contour is an annoying visual artifact whose impact is even more pronounced in ultra high definition, high dynamic range, and wide colour gamut visual content, which is becoming increasingly popular. Since users associate a heightened expectation of quality with such content and banding leads to deteriorated visual quality-of-experience, the area of banding removal or debanding has taken paramount importance. Existing debanding approaches are mostly knowledge-driven. Despite the widespread success of deep learning in other areas of image processing and computer vision, data-driven debanding approaches remain surprisingly missing. In this work, we make one of the first attempts to develop a deep learning based banding artifact removal method for images and name it deep debanding network (deepDeband). For its training, we construct a large-scale dataset of 51,490 pairs of corresponding pristine and banded image patches. Performance evaluation shows that deepDeband is successful at greatly reducing banding artifacts in images, outperforming existing methods both quantitatively and visually.
IVSep 24, 2021
Deep Neural Networks for Blind Image Quality Assessment: Addressing the Data ChallengeShahrukh Athar, Zhongling Wang, Zhou Wang
The enormous space and diversity of natural images is usually represented by a few small-scale human-rated image quality assessment (IQA) datasets. This casts great challenges to deep neural network (DNN) based blind IQA (BIQA), which requires large-scale training data that is representative of the natural image distribution. It is extremely difficult to create human-rated IQA datasets composed of millions of images due to constraints of subjective testing. While a number of efforts have focused on design innovations to enhance the performance of DNN based BIQA, attempts to address the scarcity of labeled IQA data remain surprisingly missing. To address this data challenge, we construct so far the largest IQA database, namely Waterloo Exploration-II, which contains 3,570 pristine reference and around 3.45 million singly and multiply distorted images. Since subjective testing for such a large dataset is nearly impossible, we develop a novel mechanism that synthetically assigns perceptual quality labels to the distorted images. We construct a DNN-based BIQA model called EONSS, train it on Waterloo Exploration-II, and test it on nine subject-rated IQA datasets, without any retraining or fine-tuning. The results show that with a straightforward DNN architecture, EONSS is able to outperform the very state-of-the-art in BIQA, both in terms of quality prediction performance and execution speed. This study strongly supports the view that the quantity and quality of meaningfully annotated training data, rather than a sophisticated network architecture or training strategy, is the dominating factor that determines the performance of DNN-based BIQA models. (Note: Since this is an ongoing project, the final versions of Waterloo Exploration-II database, quality annotations, and EONSS, will be made publicly available in the future when it culminates.)
CVAug 11, 2021
SIDER: Single-Image Neural Optimization for Facial Geometric Detail RecoveryAggelina Chatziagapi, ShahRukh Athar, Francesc Moreno-Noguer et al.
We present SIDER(Single-Image neural optimization for facial geometric DEtail Recovery), a novel photometric optimization method that recovers detailed facial geometry from a single image in an unsupervised manner. Inspired by classical techniques of coarse-to-fine optimization and recent advances in implicit neural representations of 3D shape, SIDER combines a geometry prior based on statistical models and Signed Distance Functions (SDFs) to recover facial details from single images. First, it estimates a coarse geometry using a morphable model represented as an SDF. Next, it reconstructs facial geometry details by optimizing a photometric loss with respect to the ground truth image. In contrast to prior work, SIDER does not rely on any dataset priors and does not require additional supervision from multiple views, lighting changes or ground truth 3D shape. Extensive qualitative and quantitative evaluation demonstrates that our method achieves state-of-the-art on facial geometric detail recovery, using only a single in-the-wild image.
CVAug 10, 2021
FLAME-in-NeRF : Neural control of Radiance Fields for Free View Face AnimationShahRukh Athar, Zhixin Shu, Dimitris Samaras
This paper presents a neural rendering method for controllable portrait video synthesis. Recent advances in volumetric neural rendering, such as neural radiance fields (NeRF), has enabled the photorealistic novel view synthesis of static scenes with impressive results. However, modeling dynamic and controllable objects as part of a scene with such scene representations is still challenging. In this work, we design a system that enables both novel view synthesis for portrait video, including the human subject and the scene background, and explicit control of the facial expressions through a low-dimensional expression representation. We leverage the expression space of a 3D morphable face model (3DMM) to represent the distribution of human facial expressions, and use it to condition the NeRF volumetric function. Furthermore, we impose a spatial prior brought by 3DMM fitting to guide the network to learn disentangled control for scene appearance and facial actions. We demonstrate the effectiveness of our method on free view synthesis of portrait videos with expression controls. To train a scene, our method only requires a short video of a subject captured by a mobile device.
CVDec 14, 2020
FaceDet3D: Facial Expressions with 3D Geometric Detail PredictionShahRukh Athar, Albert Pumarola, Francesc Moreno-Noguer et al.
Facial Expressions induce a variety of high-level details on the 3D face geometry. For example, a smile causes the wrinkling of cheeks or the formation of dimples, while being angry often causes wrinkling of the forehead. Morphable Models (3DMMs) of the human face fail to capture such fine details in their PCA-based representations and consequently cannot generate such details when used to edit expressions. In this work, we introduce FaceDet3D, a first-of-its-kind method that generates - from a single image - geometric facial details that are consistent with any desired target expression. The facial details are represented as a vertex displacement map and used then by a Neural Renderer to photo-realistically render novel images of any single image in any desired expression and view. The project website is: http://shahrukhathar.github.io/2020/12/14/FaceDet3D.html
CVOct 7, 2020
Variational Feature Disentangling for Fine-Grained Few-Shot ClassificationJingyi Xu, Hieu Le, Mingzhen Huang et al.
Fine-grained few-shot recognition often suffers from the problem of training data scarcity for novel categories.The network tends to overfit and does not generalize well to unseen classes due to insufficient training data. Many methods have been proposed to synthesize additional data to support the training. In this paper, we focus one enlarging the intra-class variance of the unseen class to improve few-shot classification performance. We assume that the distribution of intra-class variance generalizes across the base class and the novel class. Thus, the intra-class variance of the base set can be transferred to the novel set for feature augmentation. Specifically, we first model the distribution of intra-class variance on the base set via variational inference. Then the learned distribution is transferred to the novel set to generate additional features, which are used together with the original ones to train a classifier. Experimental results show a significant boost over the state-of-the-art methods on the challenging fine-grained few-shot image classification benchmarks.
CVNov 2, 2019
Self-supervised Deformation Modeling for Facial Expression EditingShahRukh Athar, Zhixin Shu, Dimitris Samaras
Recent advances in deep generative models have demonstrated impressive results in photo-realistic facial image synthesis and editing. Facial expressions are inherently the result of muscle movement. However, existing neural network-based approaches usually only rely on texture generation to edit expressions and largely neglect the motion information. In this work, we propose a novel end-to-end network that disentangles the task of facial editing into two steps: a " "motion-editing" step and a "texture-editing" step. In the "motion-editing" step, we explicitly model facial movement through image deformation, warping the image into the desired expression. In the "texture-editing" step, we generate necessary textures, such as teeth and shading effects, for a photo-realistic result. Our physically-based task-disentanglement system design allows each step to learn a focused task, removing the need of generating texture to hallucinate motion. Our system is trained in a self-supervised manner, requiring no ground truth deformation annotation. Using Action Units [8] as the representation for facial expression, our method improves the state-of-the-art facial expression editing performance in both qualitative and quantitative evaluations.
CVJun 16, 2018
Latent Convolutional ModelsShahRukh Athar, Evgeny Burnaev, Victor Lempitsky
We present a new latent model of natural images that can be learned on large-scale datasets. The learning process provides a latent embedding for every image in the training dataset, as well as a deep convolutional network that maps the latent space to the image space. After training, the new model provides a strong and universal image prior for a variety of image restoration tasks such as large-hole inpainting, superresolution, and colorization. To model high-resolution natural images, our approach uses latent spaces of very high dimensionality (one to two orders of magnitude higher than previous latent image models). To tackle this high dimensionality, we use latent spaces with a special manifold structure (convolutional manifolds) parameterized by a ConvNet of a certain architecture. In the experiments, we compare the learned latent models with latent models learned by autoencoders, advanced variants of generative adversarial networks, and a strong baseline system using simpler parameterization of the latent space. Our model outperforms the competing approaches over a range of restoration tasks.