CVDec 6, 2022Code
3DGazeNet: Generalizing Gaze Estimation with Weak-Supervision from Synthetic ViewsEvangelos Ververas, Polydefkis Gkagkos, Jiankang Deng et al.
Developing gaze estimation models that generalize well to unseen domains and in-the-wild conditions remains a challenge with no known best solution. This is mostly due to the difficulty of acquiring ground truth data that cover the distribution of faces, head poses, and environments that exist in the real world. Most recent methods attempt to close the gap between specific source and target domains using domain adaptation. In this work, we propose to train general gaze estimation models which can be directly employed in novel environments without adaptation. To do so, we leverage the observation that head, body, and hand pose estimation benefit from revising them as dense 3D coordinate prediction, and similarly express gaze estimation as regression of dense 3D eye meshes. To close the gap between image domains, we create a large-scale dataset of diverse faces with gaze pseudo-annotations, which we extract based on the 3D geometry of the scene, and design a multi-view supervision framework to balance their effect during training. We test our method in the task of gaze generalization, in which we demonstrate improvement of up to 30% compared to state-of-the-art when no ground truth data are available, and up to 10% when they are. The project material are available for research purposes at https://github.com/Vagver/3DGazeNet.
CVAug 3, 2022
Free-HeadGAN: Neural Talking Head Synthesis with Explicit Gaze ControlMichail Christos Doukas, Evangelos Ververas, Viktoriia Sharmanska et al.
We present Free-HeadGAN, a person-generic neural talking head synthesis system. We show that modeling faces with sparse 3D facial landmarks are sufficient for achieving state-of-the-art generative performance, without relying on strong statistical priors of the face, such as 3D Morphable Models. Apart from 3D pose and facial expressions, our method is capable of fully transferring the eye gaze, from a driving actor to a source identity. Our complete pipeline consists of three components: a canonical 3D key-point estimator that regresses 3D pose and expression-related deformations, a gaze estimation network and a generator that is built upon the architecture of HeadGAN. We further experiment with an extension of our generator to accommodate few-shot learning using an attention mechanism, in case more than one source images are available. Compared to the latest models for reenactment and motion transfer, our system achieves higher photo-realism combined with superior identity preservation, while offering explicit gaze control.
CVJan 27
MaDiS: Taming Masked Diffusion Language Models for Sign Language GenerationRonglai Zuo, Rolandos Alexandros Potamias, Qi Sun et al.
Sign language generation (SLG) aims to translate written texts into expressive sign motions, bridging communication barriers for the Deaf and Hard-of-Hearing communities. Recent studies formulate SLG within the language modeling framework using autoregressive language models, which suffer from unidirectional context modeling and slow token-by-token inference. To address these limitations, we present MaDiS, a masked-diffusion-based language model for SLG that captures bidirectional dependencies and supports efficient parallel multi-token generation. We further introduce a tri-level cross-modal pretraining scheme that jointly learns from token-, latent-, and 3D physical-space objectives, leading to richer and more grounded sign representations. To accelerate model convergence in the fine-tuning stage, we design a novel unmasking strategy with temporal checkpoints, reducing the combinatorial complexity of unmasking orders by over $10^{41}$ times. In addition, a mixture-of-parts embedding layer is developed to effectively fuse information stored in different part-wise sign tokens through learnable gates and well-optimized codebooks. Extensive experiments on CSL-Daily, Phoenix-2014T, and How2Sign demonstrate that MaDiS achieves superior performance across multiple metrics, including DTW error and two newly introduced metrics, SiBLEU and SiCLIP, while reducing inference latency by nearly 30%. Code and models will be released on our project page.
CVMar 24
FG-Portrait: 3D Flow Guided Editable Portrait AnimationYating Xu, Yunqi Miao, Evangelos Ververas et al.
Motion transfer from the driving to the source portrait remains a key challenge in the portrait animation. Current diffusion-based approaches condition only on the driving motion, which fails to capture source-to-driving correspondences and consequently yields suboptimal motion transfer. Although flow estimation provides an alternative, predicting dense correspondences from 2D input is ill-posed and often yields inaccurate animation. We address this problem by introducing 3D flows, a learning-free and geometry-driven motion correspondence directly computed from parametric 3D head models. To integrate this 3D prior into diffusion model, we introduce 3D flow encoding to query potential 3D flows for each target pixel to indicate its displacement back to the source location. To obtain 3D flows aligned with 2D motion changes, we further propose depth-guided sampling to accurately locate the corresponding 3D points for each pixel. Beyond high-fidelity portrait animation, our model further supports user-specified editing of facial expression and head pose. Extensive experiments demonstrate the superiority of our method on consistent driving motion transfer as well as faithful source identity preservation.
CVDec 5, 2023
Neural Sign Actors: A diffusion model for 3D sign language production from textVasileios Baltatzis, Rolandos Alexandros Potamias, Evangelos Ververas et al.
Sign Languages (SL) serve as the primary mode of communication for the Deaf and Hard of Hearing communities. Deep learning methods for SL recognition and translation have achieved promising results. However, Sign Language Production (SLP) poses a challenge as the generated motions must be realistic and have precise semantic meaning. Most SLP methods rely on 2D data, which hinders their realism. In this work, a diffusion-based SLP model is trained on a curated large-scale dataset of 4D signing avatars and their corresponding text transcripts. The proposed method can generate dynamic sequences of 3D avatars from an unconstrained domain of discourse using a diffusion process formed on a novel and anatomically informed graph neural network defined on the SMPL-X body skeleton. Through quantitative and qualitative experiments, we show that the proposed method considerably outperforms previous methods of SLP. This work makes an important step towards realistic neural sign avatars, bridging the communication gap between Deaf and hearing communities.
CVApr 29, 2024
SAGS: Structure-Aware 3D Gaussian SplattingEvangelos Ververas, Rolandos Alexandros Potamias, Jifei Song et al.
Following the advent of NeRFs, 3D Gaussian Splatting (3D-GS) has paved the way to real-time neural rendering overcoming the computational burden of volumetric methods. Following the pioneering work of 3D-GS, several methods have attempted to achieve compressible and high-fidelity performance alternatives. However, by employing a geometry-agnostic optimization scheme, these methods neglect the inherent 3D structure of the scene, thereby restricting the expressivity and the quality of the representation, resulting in various floating points and artifacts. In this work, we propose a structure-aware Gaussian Splatting method (SAGS) that implicitly encodes the geometry of the scene, which reflects to state-of-the-art rendering performance and reduced storage requirements on benchmark novel-view synthesis datasets. SAGS is founded on a local-global graph representation that facilitates the learning of complex scenes and enforces meaningful point displacements that preserve the scene's geometry. Additionally, we introduce a lightweight version of SAGS, using a simple yet effective mid-point interpolation scheme, which showcases a compact representation of the scene with up to 24$\times$ size reduction without the reliance on any compression strategies. Extensive experiments across multiple benchmark datasets demonstrate the superiority of SAGS compared to state-of-the-art 3D-GS methods under both rendering quality and model size. Besides, we demonstrate that our structure-aware method can effectively mitigate floating artifacts and irregular distortions of previous methods while obtaining precise depth maps. Project page https://eververas.github.io/SAGS/.
CVNov 24, 2024
ZeroGS: Training 3D Gaussian Splatting from Unposed ImagesYu Chen, Rolandos Alexandros Potamias, Evangelos Ververas et al.
Neural radiance fields (NeRF) and 3D Gaussian Splatting (3DGS) are popular techniques to reconstruct and render photo-realistic images. However, the pre-requisite of running Structure-from-Motion (SfM) to get camera poses limits their completeness. While previous methods can reconstruct from a few unposed images, they are not applicable when images are unordered or densely captured. In this work, we propose ZeroGS to train 3DGS from hundreds of unposed and unordered images. Our method leverages a pretrained foundation model as the neural scene representation. Since the accuracy of the predicted pointmaps does not suffice for accurate image registration and high-fidelity image rendering, we propose to mitigate the issue by initializing and finetuning the pretrained model from a seed image. Images are then progressively registered and added to the training buffer, which is further used to train the model. We also propose to refine the camera poses and pointmaps by minimizing a point-to-camera ray consistency loss across multiple views. Experiments on the LLFF dataset, the MipNeRF360 dataset, and the Tanks-and-Temples dataset show that our method recovers more accurate camera poses than state-of-the-art pose-free NeRF/3DGS methods, and even renders higher quality images than 3DGS with COLMAP poses. Our project page is available at https://aibluefisher.github.io/ZeroGS.
CVNov 26, 2024
Signs as Tokens: A Retrieval-Enhanced Multilingual Sign Language GeneratorRonglai Zuo, Rolandos Alexandros Potamias, Evangelos Ververas et al.
Sign language is a visual language that encompasses all linguistic features of natural languages and serves as the primary communication method for the deaf and hard-of-hearing communities. Although many studies have successfully adapted pretrained language models (LMs) for sign language translation (sign-to-text), the reverse task-sign language generation (text-to-sign)-remains largely unexplored. In this work, we introduce a multilingual sign language model, Signs as Tokens (SOKE), which can generate 3D sign avatars autoregressively from text inputs using a pretrained LM. To align sign language with the LM, we leverage a decoupled tokenizer that discretizes continuous signs into token sequences representing various body parts. During decoding, unlike existing approaches that flatten all part-wise tokens into a single sequence and predict one token at a time, we propose a multi-head decoding method capable of predicting multiple tokens simultaneously. This approach improves inference efficiency while maintaining effective information fusion across different body parts. To further ease the generation process, we propose a retrieval-enhanced SLG approach, which incorporates external sign dictionaries to provide accurate word-level signs as auxiliary conditions, significantly improving the precision of generated signs. Extensive qualitative and quantitative evaluations demonstrate the effectiveness of SOKE.
CVJul 19, 2020
Learning to Generate Customized Dynamic 3D Facial ExpressionsRolandos Alexandros Potamias, Jiali Zheng, Stylianos Ploumpis et al.
Recent advances in deep learning have significantly pushed the state-of-the-art in photorealistic video animation given a single image. In this paper, we extrapolate those advances to the 3D domain, by studying 3D image-to-video translation with a particular focus on 4D facial expressions. Although 3D facial generative models have been widely explored during the past years, 4D animation remains relatively unexplored. To this end, in this study we employ a deep mesh encoder-decoder like architecture to synthesize realistic high resolution facial expressions by using a single neutral frame along with an expression identification. In addition, processing 3D meshes remains a non-trivial task compared to data that live on grid-like structures, such as images. Given the recent progress in mesh processing with graph convolutions, we make use of a recently introduced learnable operator which acts directly on the mesh structure by taking advantage of local vertex orderings. In order to generalize to 4D facial expressions across subjects, we trained our model using a high resolution dataset with 4D scans of six facial expressions from 180 subjects. Experimental results demonstrate that our approach preserves the subject's identity information even for unseen subjects and generates high quality expressions. To the best of our knowledge, this is the first study tackling the problem of 4D facial expression synthesis.
CVNov 18, 2019
Towards a complete 3D morphable model of the human headStylianos 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.
CVAug 26, 2019
SliderGAN: Synthesizing Expressive Face Images by Sliding 3D Blendshape ParametersEvangelos Ververas, Stefanos Zafeiriou
Image-to-image (i2i) translation is the dense regression problem of learning how to transform an input image into an output using aligned image pairs. Remarkable progress has been made in i2i translation with the advent of Deep Convolutional Neural Networks (DCNNs) and particular using the learning paradigm of Generative Adversarial Networks (GANs). In the absence of paired images, i2i translation is tackled with one or multiple domain transformations (i.e., CycleGAN, StarGAN etc.). In this paper, we study a new problem, that of image-to-image translation, under a set of continuous parameters that correspond to a model describing a physical process. In particular, we propose the SliderGAN which transforms an input face image into a new one according to the continuous values of a statistical blendshape model of facial motion. We show that it is possible to edit a facial image according to expression and speech blendshapes, using sliders that control the continuous values of the blendshape model. This provides much more flexibility in various tasks, including but not limited to face editing, expression transfer and face neutralisation, comparing to models based on discrete expressions or action units.
CVNov 12, 2018
Deep Neural Network Augmentation: Generating Faces for Affect AnalysisDimitrios Kollias, Shiyang Cheng, Evangelos Ververas et al.
This paper presents a novel approach for synthesizing facial affect; either in terms of the six basic expressions (i.e., anger, disgust, fear, joy, sadness and surprise), or in terms of valence (i.e., how positive or negative is an emotion) and arousal (i.e., power of the emotion activation). The proposed approach accepts the following inputs: i) a neutral 2D image of a person; ii) a basic facial expression or a pair of valence-arousal (VA) emotional state descriptors to be generated, or a path of affect in the 2D VA Space to be generated as an image sequence. In order to synthesize affect in terms of VA, for this person, $600,000$ frames from the 4DFAB database were annotated. The affect synthesis is implemented by fitting a 3D Morphable Model on the neutral image, then deforming the reconstructed face and adding the inputted affect, and blending the new face with the given affect into the original image. Qualitative experiments illustrate the generation of realistic images, when the neutral image is sampled from thirteen well known lab-controlled or in-the-wild databases, including Aff-Wild, AffectNet, RAF-DB; comparisons with Generative Adversarial Networks (GANs) show the higher quality achieved by the proposed approach. Then, quantitative experiments are conducted, in which the synthesized images are used for data augmentation in training Deep Neural Networks to perform affect recognition over all databases; greatly improved performances are achieved when compared with state-of-the-art methods, as well as with GAN-based data augmentation, in all cases.
CVDec 15, 2017
Multi-Attribute Robust Component Analysis for Facial UV MapsStylianos Moschoglou, Evangelos Ververas, Yannis Panagakis et al.
Recently, due to the collection of large scale 3D face models, as well as the advent of deep learning, a significant progress has been made in the field of 3D face alignment "in-the-wild". That is, many methods have been proposed that establish sparse or dense 3D correspondences between a 2D facial image and a 3D face model. The utilization of 3D face alignment introduces new challenges and research directions, especially on the analysis of facial texture images. In particular, texture does not suffer any more from warping effects (that occurred when 2D face alignment methods were used). Nevertheless, since facial images are commonly captured in arbitrary recording conditions, a considerable amount of missing information and gross outliers is observed (e.g., due to self-occlusion, or subjects wearing eye-glasses). Given that many annotated databases have been developed for face analysis tasks, it is evident that component analysis techniques need to be developed in order to alleviate issues arising from the aforementioned challenges. In this paper, we propose a novel component analysis technique that is suitable for facial UV maps containing a considerable amount of missing information and outliers, while additionally, incorporates knowledge from various attributes (such as age and identity). We evaluate the proposed Multi-Attribute Robust Component Analysis (MA-RCA) on problems such as UV completion and age progression, where the proposed method outperforms compared techniques. Finally, we demonstrate that MA-RCA method is powerful enough to provide weak annotations for training deep learning systems for various applications, such as illumination transfer.