Artem Sevastopolsky

CV
h-index41
15papers
1,082citations
Novelty52%
AI Score50

15 Papers

CVOct 18, 2022Code
How to Boost Face Recognition with StyleGAN?

Artem Sevastopolsky, Yury Malkov, Nikita Durasov et al.

State-of-the-art face recognition systems require vast amounts of labeled training data. Given the priority of privacy in face recognition applications, the data is limited to celebrity web crawls, which have issues such as limited numbers of identities. On the other hand, self-supervised revolution in the industry motivates research on the adaptation of related techniques to facial recognition. One of the most popular practical tricks is to augment the dataset by the samples drawn from generative models while preserving the identity. We show that a simple approach based on fine-tuning pSp encoder for StyleGAN allows us to improve upon the state-of-the-art facial recognition and performs better compared to training on synthetic face identities. We also collect large-scale unlabeled datasets with controllable ethnic constitution -- AfricanFaceSet-5M (5 million images of different people) and AsianFaceSet-3M (3 million images of different people) -- and we show that pretraining on each of them improves recognition of the respective ethnicities (as well as others), while combining all unlabeled datasets results in the biggest performance increase. Our self-supervised strategy is the most useful with limited amounts of labeled training data, which can be beneficial for more tailored face recognition tasks and when facing privacy concerns. Evaluation is based on a standard RFW dataset and a new large-scale RB-WebFace benchmark. The code and data are made publicly available at https://github.com/seva100/stylegan-for-facerec.

CVMar 23, 2023
TriPlaneNet: An Encoder for EG3D Inversion

Ananta R. Bhattarai, Matthias Nießner, Artem Sevastopolsky

Recent progress in NeRF-based GANs has introduced a number of approaches for high-resolution and high-fidelity generative modeling of human heads with a possibility for novel view rendering. At the same time, one must solve an inverse problem to be able to re-render or modify an existing image or video. Despite the success of universal optimization-based methods for 2D GAN inversion, those applied to 3D GANs may fail to extrapolate the result onto the novel view, whereas optimization-based 3D GAN inversion methods are time-consuming and can require at least several minutes per image. Fast encoder-based techniques, such as those developed for StyleGAN, may also be less appealing due to the lack of identity preservation. Our work introduces a fast technique that bridges the gap between the two approaches by directly utilizing the tri-plane representation presented for the EG3D generative model. In particular, we build upon a feed-forward convolutional encoder for the latent code and extend it with a fully-convolutional predictor of tri-plane numerical offsets. The renderings are similar in quality to the ones produced by optimization-based techniques and outperform the ones by encoder-based methods. As we empirically prove, this is a consequence of directly operating in the tri-plane space, not in the GAN parameter space, while making use of an encoder-based trainable approach. Finally, we demonstrate significantly more correct embedding of a face image in 3D than for all the baselines, further strengthened by a probably symmetric prior enabled during training.

CVNov 4, 2025
Densemarks: Learning Canonical Embeddings for Human Heads Images via Point Tracks

Dmitrii Pozdeev, Alexey Artemov, Ananta R. Bhattarai et al.

We propose DenseMarks - a new learned representation for human heads, enabling high-quality dense correspondences of human head images. For a 2D image of a human head, a Vision Transformer network predicts a 3D embedding for each pixel, which corresponds to a location in a 3D canonical unit cube. In order to train our network, we collect a dataset of pairwise point matches, estimated by a state-of-the-art point tracker over a collection of diverse in-the-wild talking heads videos, and guide the mapping via a contrastive loss, encouraging matched points to have close embeddings. We further employ multi-task learning with face landmarks and segmentation constraints, as well as imposing spatial continuity of embeddings through latent cube features, which results in an interpretable and queryable canonical space. The representation can be used for finding common semantic parts, face/head tracking, and stereo reconstruction. Due to the strong supervision, our method is robust to pose variations and covers the entire head, including hair. Additionally, the canonical space bottleneck makes sure the obtained representations are consistent across diverse poses and individuals. We demonstrate state-of-the-art results in geometry-aware point matching and monocular head tracking with 3D Morphable Models. The code and the model checkpoint will be made available to the public.

66.0CVMay 5
Large-Scale High-Quality 3D Gaussian Head Reconstruction from Multi-View Captures

Evangelos Ntavelis, Sean Wu, Mohamad Shahbazi et al.

We propose HeadsUp, a scalable feed-forward method for reconstructing high-quality 3D Gaussian heads from large-scale multi-camera setups. Our method employs an efficient encoder-decoder architecture that compresses input views into a compact latent representation. This latent representation is then decoded into a set of UV-parameterized 3D Gaussians anchored to a neutral head template. This UV representation decouples the number of 3D Gaussians from the number and resolution of input images, enabling training with many high-resolution input views. We train and evaluate our model on an internal dataset with more than 10,000 subjects, which is an order of magnitude larger than existing multi-view human head datasets. HeadsUp achieves state-of-the-art reconstruction quality and generalizes to novel identities without test-time optimization. We extensively analyze the scaling behavior of our model across identities, views, and model capacity, revealing practical insights for quality-compute trade-offs. Finally, we highlight the strength of our latent space by showcasing two downstream applications: generating novel 3D identities and animating the 3D heads with expression blendshapes.

CVFeb 27, 2025
Avat3r: Large Animatable Gaussian Reconstruction Model for High-fidelity 3D Head Avatars

Tobias Kirschstein, Javier Romero, Artem Sevastopolsky et al.

Traditionally, creating photo-realistic 3D head avatars requires a studio-level multi-view capture setup and expensive optimization during test-time, limiting the use of digital human doubles to the VFX industry or offline renderings. To address this shortcoming, we present Avat3r, which regresses a high-quality and animatable 3D head avatar from just a few input images, vastly reducing compute requirements during inference. More specifically, we make Large Reconstruction Models animatable and learn a powerful prior over 3D human heads from a large multi-view video dataset. For better 3D head reconstructions, we employ position maps from DUSt3R and generalized feature maps from the human foundation model Sapiens. To animate the 3D head, our key discovery is that simple cross-attention to an expression code is already sufficient. Finally, we increase robustness by feeding input images with different expressions to our model during training, enabling the reconstruction of 3D head avatars from inconsistent inputs, e.g., an imperfect phone capture with accidental movement, or frames from a monocular video. We compare Avat3r with current state-of-the-art methods for few-input and single-input scenarios, and find that our method has a competitive advantage in both tasks. Finally, we demonstrate the wide applicability of our proposed model, creating 3D head avatars from images of different sources, smartphone captures, single images, and even out-of-domain inputs like antique busts. Project website: https://tobias-kirschstein.github.io/avat3r/

CVDec 21, 2023
HeadCraft: Modeling High-Detail Shape Variations for Animated 3DMMs

Artem 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.

CVNov 27, 2024
GaussianSpeech: Audio-Driven Gaussian Avatars

Shivangi Aneja, Artem Sevastopolsky, Tobias Kirschstein et al.

We introduce GaussianSpeech, a novel approach that synthesizes high-fidelity animation sequences of photo-realistic, personalized 3D human head avatars from spoken audio. To capture the expressive, detailed nature of human heads, including skin furrowing and finer-scale facial movements, we propose to couple speech signal with 3D Gaussian splatting to create realistic, temporally coherent motion sequences. We propose a compact and efficient 3DGS-based avatar representation that generates expression-dependent color and leverages wrinkle- and perceptually-based losses to synthesize facial details, including wrinkles that occur with different expressions. To enable sequence modeling of 3D Gaussian splats with audio, we devise an audio-conditioned transformer model capable of extracting lip and expression features directly from audio input. Due to the absence of high-quality datasets of talking humans in correspondence with audio, we captured a new large-scale multi-view dataset of audio-visual sequences of talking humans with native English accents and diverse facial geometry. GaussianSpeech consistently achieves state-of-the-art performance with visually natural motion at real time rendering rates, while encompassing diverse facial expressions and styles.

GRJun 25, 2025
3DGH: 3D Head Generation with Composable Hair and Face

Chengan He, Junxuan Li, Tobias Kirschstein et al.

We present 3DGH, an unconditional generative model for 3D human heads with composable hair and face components. Unlike previous work that entangles the modeling of hair and face, we propose to separate them using a novel data representation with template-based 3D Gaussian Splatting, in which deformable hair geometry is introduced to capture the geometric variations across different hairstyles. Based on this data representation, we design a 3D GAN-based architecture with dual generators and employ a cross-attention mechanism to model the inherent correlation between hair and face. The model is trained on synthetic renderings using carefully designed objectives to stabilize training and facilitate hair-face separation. We conduct extensive experiments to validate the design choice of 3DGH, and evaluate it both qualitatively and quantitatively by comparing with several state-of-the-art 3D GAN methods, demonstrating its effectiveness in unconditional full-head image synthesis and composable 3D hairstyle editing. More details will be available on our project page: https://c-he.github.io/projects/3dgh/.

CVMay 8, 2025
GeomHair: Reconstruction of Hair Strands from Colorless 3D Scans

Rachmadio Noval Lazuardi, Artem Sevastopolsky, Egor Zakharov et al. · eth-zurich

We propose a novel method that reconstructs hair strands directly from colorless 3D scans by leveraging multi-modal hair orientation extraction. Hair strand reconstruction is a fundamental problem in computer vision and graphics that can be used for high-fidelity digital avatar synthesis, animation, and AR/VR applications. However, accurately recovering hair strands from raw scan data remains challenging due to human hair's complex and fine-grained structure. Existing methods typically rely on RGB captures, which can be sensitive to the environment and can be a challenging domain for extracting the orientation of guiding strands, especially in the case of challenging hairstyles. To reconstruct the hair purely from the observed geometry, our method finds sharp surface features directly on the scan and estimates strand orientation through a neural 2D line detector applied to the renderings of scan shading. Additionally, we incorporate a diffusion prior trained on a diverse set of synthetic hair scans, refined with an improved noise schedule, and adapted to the reconstructed contents via a scan-specific text prompt. We demonstrate that this combination of supervision signals enables accurate reconstruction of both simple and intricate hairstyles without relying on color information. To facilitate further research, we introduce Strands400, the largest publicly available dataset of hair strands with detailed surface geometry extracted from real-world data, which contains reconstructed hair strands from the scans of 400 subjects.

CVDec 17, 2020
Relightable 3D Head Portraits from a Smartphone Video

Artem Sevastopolsky, Savva Ignatiev, Gonzalo Ferrer et al.

In this work, a system for creating a relightable 3D portrait of a human head is presented. Our neural pipeline operates on a sequence of frames captured by a smartphone camera with the flash blinking (flash-no flash sequence). A coarse point cloud reconstructed via structure-from-motion software and multi-view denoising is then used as a geometric proxy. Afterwards, a deep rendering network is trained to regress dense albedo, normals, and environmental lighting maps for arbitrary new viewpoints. Effectively, the proxy geometry and the rendering network constitute a relightable 3D portrait model, that can be synthesized from an arbitrary viewpoint and under arbitrary lighting, e.g. directional light, point light, or an environment map. The model is fitted to the sequence of frames with human face-specific priors that enforce the plausibility of albedo-lighting decomposition and operates at the interactive frame rate. We evaluate the performance of the method under varying lighting conditions and at the extrapolated viewpoints and compare with existing relighting methods.

CVSep 6, 2020
TRANSPR: Transparency Ray-Accumulating Neural 3D Scene Point Renderer

Maria Kolos, Artem Sevastopolsky, Victor Lempitsky

We propose and evaluate a neural point-based graphics method that can model semi-transparent scene parts. Similarly to its predecessor pipeline, ours uses point clouds to model proxy geometry, and augments each point with a neural descriptor. Additionally, a learnable transparency value is introduced in our approach for each point. Our neural rendering procedure consists of two steps. Firstly, the point cloud is rasterized using ray grouping into a multi-channel image. This is followed by the neural rendering step that "translates" the rasterized image into an RGB output using a learnable convolutional network. New scenes can be modeled using gradient-based optimization of neural descriptors and of the rendering network. We show that novel views of semi-transparent point cloud scenes can be generated after training with our approach. Our experiments demonstrate the benefit of introducing semi-transparency into the neural point-based modeling for a range of scenes with semi-transparent parts.

CVJun 19, 2019
Neural Point-Based Graphics

Kara-Ali Aliev, Artem Sevastopolsky, Maria Kolos et al.

We present a new point-based approach for modeling the appearance of real scenes. The approach uses a raw point cloud as the geometric representation of a scene, and augments each point with a learnable neural descriptor that encodes local geometry and appearance. A deep rendering network is learned in parallel with the descriptors, so that new views of the scene can be obtained by passing the rasterizations of a point cloud from new viewpoints through this network. The input rasterizations use the learned descriptors as point pseudo-colors. We show that the proposed approach can be used for modeling complex scenes and obtaining their photorealistic views, while avoiding explicit surface estimation and meshing. In particular, compelling results are obtained for scene scanned using hand-held commodity RGB-D sensors as well as standard RGB cameras even in the presence of objects that are challenging for standard mesh-based modeling.

CVNov 28, 2018
Coordinate-based Texture Inpainting for Pose-Guided Image Generation

Artur Grigorev, Artem Sevastopolsky, Alexander Vakhitov et al.

We present a new deep learning approach to pose-guided resynthesis of human photographs. At the heart of the new approach is the estimation of the complete body surface texture based on a single photograph. Since the input photograph always observes only a part of the surface, we suggest a new inpainting method that completes the texture of the human body. Rather than working directly with colors of texture elements, the inpainting network estimates an appropriate source location in the input image for each element of the body surface. This correspondence field between the input image and the texture is then further warped into the target image coordinate frame based on the desired pose, effectively establishing the correspondence between the source and the target view even when the pose change is drastic. The final convolutional network then uses the established correspondence and all other available information to synthesize the output image. A fully-convolutional architecture with deformable skip connections guided by the estimated correspondence field is used. We show state-of-the-art result for pose-guided image synthesis. Additionally, we demonstrate the performance of our system for garment transfer and pose-guided face resynthesis.

CVApr 30, 2018
Stack-U-Net: Refinement Network for Image Segmentation on the Example of Optic Disc and Cup

Artem Sevastopolsky, Stepan Drapak, Konstantin Kiselev et al.

In this work, we propose a special cascade network for image segmentation, which is based on the U-Net networks as building blocks and the idea of the iterative refinement. The model was mainly applied to achieve higher recognition quality for the task of finding borders of the optic disc and cup, which are relevant to the presence of glaucoma. Compared to a single U-Net and the state-of-the-art methods for the investigated tasks, very high segmentation quality has been achieved without a need for increasing the volume of datasets. Our experiments include comparison with the best-known methods on publicly available databases DRIONS-DB, RIM-ONE v.3, DRISHTI-GS, and evaluation on a private data set collected in collaboration with University of California San Francisco Medical School. The analysis of the architecture details is presented, and it is argued that the model can be employed for a broad scope of image segmentation problems of similar nature.

CVApr 4, 2017
Optic Disc and Cup Segmentation Methods for Glaucoma Detection with Modification of U-Net Convolutional Neural Network

Artem Sevastopolsky

Glaucoma is the second leading cause of blindness all over the world, with approximately 60 million cases reported worldwide in 2010. If undiagnosed in time, glaucoma causes irreversible damage to the optic nerve leading to blindness. The optic nerve head examination, which involves measurement of cup-to-disc ratio, is considered one of the most valuable methods of structural diagnosis of the disease. Estimation of cup-to-disc ratio requires segmentation of optic disc and optic cup on eye fundus images and can be performed by modern computer vision algorithms. This work presents universal approach for automatic optic disc and cup segmentation, which is based on deep learning, namely, modification of U-Net convolutional neural network. Our experiments include comparison with the best known methods on publicly available databases DRIONS-DB, RIM-ONE v.3, DRISHTI-GS. For both optic disc and cup segmentation, our method achieves quality comparable to current state-of-the-art methods, outperforming them in terms of the prediction time.