A deep learning framework is proposed to directly predict re-topologized facial meshes from synthetic multiview images generated with Visage Craft, an in-house physically based rendering system using an Appearance 3D Morphable Model (A3DMM).
Abstract
Creating re-topologized 3D facial meshes is essential for high-quality facial animation but remains labor-intensive and time-consuming. This dissertation explores more efficient approaches for capturing production-ready facial meshes through: (1) the development of VarIS, a custom light sphere for capturing high-resolution stereo geometry and reflectance maps; (2) analysis of camera parameters affecting automatic 2D and 3D landmarking; (3) synthetic-data methods for training neural face regression; and (4) techniques for improving neural multi-view face-shape regression. While VarIS enables photorealistic face capture, its operational and processing costs motivate a more scalable approach. A deep learning framework is therefore proposed to directly predict re-topologized facial meshes from synthetic multiview images generated with Visage Craft, an in-house physically based rendering system using an Appearance 3D Morphable Model (A3DMM). The system produces standardized meshes ready for rigging and animation with minimal human supervision. Results show that incorporating accurate camera intrinsics and extrinsics improves landmark accuracy and geometric consistency, while 3D landmark regularization further improves reconstruction quality.
Three-dimensional (3D) face reconstruction from a single two-dimensional (2D) image enables the creation of personalized 3D avatars that preserve facial identity for immersive applications in the metaverse. This thesis aims to develop a realistic 3D human avatar generation framework for the metaverse platform MANGOs (M...
Creating photorealistic 3D human avatars with realistic upper-body motion remains challenging. Existing approaches either focus on the head and overlook hand gestures, or reconstruct the full body but fail to preserve fine-grained facial fidelity and hand pose accuracy. As a result, current methods struggle to capture...
A. Javanmardi, Vippin Kumar Jeetmal, Christen Millerdurai et al.· Computer graphics forum (Pri...· 0 citations
Lightstage facial capture produces production-quality digital humans, but it is resource and labor-intensive. Multi-camera setups, hours of computation, and massive data storage create bottlenecks that hinder iterative workflows. This paper introduces FaceSnap, an end-to-end framework that streamlines capture via a two...
Rukhshanda Hussain, No'e Artru, Emeline Got et al.· 0 citations
Face-Edit-Attributes, the largest collection of $169$ facial editing attributes focused on hair, accessories, and pose edits, is presented, which shows that most models performed hair and accessory edits well, but struggled with editing pose.
This paper presents FacePipe, a low-cost 3D facial capture and animation solution based on a conventional RGB camera and integrated with Blender. The system was developed from design requirements derived from an exploratory review, workflow analysis, and technology-selection criteria focused on low-cost hardware availa...
Artur Tavares de Carvalho Cruz, Calíope Corrêa de Araújo, Willams de Lima Costa et al.· Journal of the Brazilian Com...· 0 citations
Deep learning systems perform mainly within the 2D for a single image domain and take the face as a single-dimension representation, losing sight of the 3D anatomy of sheep and cross-landmark spatial relationships that are intrinsic to the clinically proven Sheep Pain Facial Expression Scale (SPFES). This paper present...
A. Noor, Luís Almeida, Mohamed Daoudi· 0 citations
We use cookies to run the site and, with your consent, for analytics and to show ads.
See our Cookie Policy.