BlendFields: Few-Shot Example-Driven Facial Modeling
Authors: Kacper Kania, Stephan J. Garbin, Andrea Tagliasacchi, Virginia Estellers, Kwang Moo Yi, Julien Valentin, Tomasz Trzciński, Marek Kowalski
AI-generated Key Points
- Accurate visualizations of human faces require both coarse and fine-level details of facial geometry and appearance
- Existing methods either rely on data-driven approaches or fail to capture fine details due to reliance on geometric face models
- BlendFields is a new method that bridges this gap by drawing inspiration from traditional computer graphics techniques
- BlendFields extends VolTeMorph to enable modeling of high-frequency information such as expression wrinkles in a few-shot setting
- Correctives to neural field representations are introduced and activated according to local deformations, making facial modeling more accessible
- The model generalizes beyond facial modeling, showing its effectiveness in modeling wrinkles on a deformable object made of rubber
- BlendFields finds a sweet spot between volumetric representations and explicit models by using limited amounts of data to learn missing details in controlled models and combining them together
- BlendFields overcomes limitations of Neural Radiance Fields (NeRF) by using a limited amount of data while still being able to learn fine-grained effects on top of smooth volumetric deformations
- Overall, BlendFields is an effective method for generating faithful visualizations of human faces that captures both coarse and fine-level details while also being applicable beyond facial modeling.
Abstract: Generating faithful visualizations of human faces requires capturing both coarse and fine-level details of the face geometry and appearance. Existing methods are either data-driven, requiring an extensive corpus of data not publicly accessible to the research community, or fail to capture fine details because they rely on geometric face models that cannot represent fine-grained details in texture with a mesh discretization and linear deformation designed to model only a coarse face geometry. We introduce a method that bridges this gap by drawing inspiration from traditional computer graphics techniques. Unseen expressions are modeled by blending appearance from a sparse set of extreme poses. This blending is performed by measuring local volumetric changes in those expressions and locally reproducing their appearance whenever a similar expression is performed at test time. We show that our method generalizes to unseen expressions, adding fine-grained effects on top of smooth volumetric deformations of a face, and demonstrate how it generalizes beyond faces.
Tools for this paper
Ask questions about this paper to our AI assistant
You can also chat with multiple papers at once here.
The previous summary was created more than a year ago and can be re-run (if necessary) by clicking on the Run button below.
Similar papers summarized with our AI tools
Navigate through even more similar papers through a
tree representationLook for similar papers (in beta version)
We compare the title and abstract with papers indexed in our database. For arXiv papers, we search within the same category; for DOI and other sources, we search across sources and subjects. You can rerun the search as our database grows.
Disclaimer: The AI-based summarization tool and virtual assistant provided on this website may not always provide accurate and complete summaries or responses. We encourage you to carefully review and evaluate the generated content to ensure its quality and relevance to your needs.