CVGRMar 30, 2020

AvatarMe: Realistically Renderable 3D Facial Reconstruction "in-the-wild"

arXiv:2003.13845v1179 citations
AI Analysis

This addresses the challenge of realistic 3D facial reconstruction for applications like virtual reality and gaming, representing a novel advancement rather than an incremental improvement.

The paper tackles the problem of reconstructing high-resolution photorealistic 3D faces from a single 'in-the-wild' image, achieving results that outperform existing methods by a significant margin and produce 4K by 6K-resolution 3D faces that bridge the uncanny valley.

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.

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