Abstract:We introduce a high-fidelity portrait shadow removal model that can effectively enhance the image of a portrait by predicting its appearance under disturbing shadows and highlights. Portrait shadow removal is a highly ill-posed problem where multiple plausible solutions can be found based on a single image. While existing works have solved this problem by predicting the appearance residuals that can propagate local shadow distribution, such methods are often incomplete and lead to unnatural predictions, especially for portraits with hard shadows. We overcome the limitations of existing local propagation methods by formulating the removal problem as a generation task where a diffusion model learns to globally rebuild the human appearance from scratch as a condition of an input portrait image. For robust and natural shadow removal, we propose to train the diffusion model with a compositional repurposing framework: a pre-trained text-guided image generation model is first fine-tuned to harmonize the lighting and color of the foreground with a background scene by using a background harmonization dataset; and then the model is further fine-tuned to generate a shadow-free portrait image via a shadow-paired dataset. To overcome the limitation of losing fine details in the latent diffusion model, we propose a guided-upsampling network to restore the original high-frequency details (wrinkles and dots) from the input image. To enable our compositional training framework, we construct a high-fidelity and large-scale dataset using a lightstage capturing system and synthetic graphics simulation. Our generative framework effectively removes shadows caused by both self and external occlusions while maintaining original lighting distribution and high-frequency details. Our method also demonstrates robustness to diverse subjects captured in real environments.
Abstract:Human emotional expression is inherently dynamic, complex, and fluid, characterized by smooth transitions in intensity throughout verbal communication. However, the modeling of such intensity fluctuations has been largely overlooked by previous audio-driven talking-head generation methods, which often results in static emotional outputs. In this paper, we explore how emotion intensity fluctuates during speech, proposing a method for capturing and generating these subtle shifts for talking-head generation. Specifically, we develop a talking-head framework that is capable of generating a variety of emotions with precise control over intensity levels. This is achieved by learning a continuous emotion latent space, where emotion types are encoded within latent orientations and emotion intensity is reflected in latent norms. In addition, to capture the dynamic intensity fluctuations, we adopt an audio-to-intensity predictor by considering the speaking tone that reflects the intensity. The training signals for this predictor are obtained through our emotion-agnostic intensity pseudo-labeling method without the need of frame-wise intensity labeling. Extensive experiments and analyses validate the effectiveness of our proposed method in accurately capturing and reproducing emotion intensity fluctuations in talking-head generation, thereby significantly enhancing the expressiveness and realism of the generated outputs.
Abstract:Existing portrait relighting methods struggle with precise control over facial shadows, particularly when faced with challenges such as handling hard shadows from directional light sources or adjusting shadows while remaining in harmony with existing lighting conditions. In many situations, completely altering input lighting is undesirable for portrait retouching applications: one may want to preserve some authenticity in the captured environment. Existing shadow editing methods typically restrict their application to just the facial region and often offer limited lighting control options, such as shadow softening or rotation. In this paper, we introduce COMPOSE: a novel shadow editing pipeline for human portraits, offering precise control over shadow attributes such as shape, intensity, and position, all while preserving the original environmental illumination of the portrait. This level of disentanglement and controllability is obtained thanks to a novel decomposition of the environment map representation into ambient light and an editable gaussian dominant light source. COMPOSE is a four-stage pipeline that consists of light estimation and editing, light diffusion, shadow synthesis, and finally shadow editing. We define facial shadows as the result of a dominant light source, encoded using our novel gaussian environment map representation. Utilizing an OLAT dataset, we have trained models to: (1) predict this light source representation from images, and (2) generate realistic shadows using this representation. We also demonstrate comprehensive and intuitive shadow editing with our pipeline. Through extensive quantitative and qualitative evaluations, we have demonstrated the robust capability of our system in shadow editing.
Abstract:We present Perm, a learned parametric model of human 3D hair designed to facilitate various hair-related applications. Unlike previous work that jointly models the global hair shape and local strand details, we propose to disentangle them using a PCA-based strand representation in the frequency domain, thereby allowing more precise editing and output control. Specifically, we leverage our strand representation to fit and decompose hair geometry textures into low- to high-frequency hair structures. These decomposed textures are later parameterized with different generative models, emulating common stages in the hair modeling process. We conduct extensive experiments to validate the architecture design of \textsc{Perm}, and finally deploy the trained model as a generic prior to solve task-agnostic problems, further showcasing its flexibility and superiority in tasks such as 3D hair parameterization, hairstyle interpolation, single-view hair reconstruction, and hair-conditioned image generation. Our code and data will be available at: https://github.com/c-he/perm.
Abstract:We present \textsc{Perm}, a learned parametric model of human 3D hair designed to facilitate various hair-related applications. Unlike previous work that jointly models the global hair shape and local strand details, we propose to disentangle them using a PCA-based strand representation in the frequency domain, thereby allowing more precise editing and output control. Specifically, we leverage our strand representation to fit and decompose hair geometry textures into low- to high-frequency hair structures. These decomposed textures are later parameterized with different generative models, emulating common stages in the hair modeling process. We conduct extensive experiments to validate the architecture design of \textsc{Perm}, and finally deploy the trained model as a generic prior to solve task-agnostic problems, further showcasing its flexibility and superiority in tasks such as 3D hair parameterization, hairstyle interpolation, single-view hair reconstruction, and hair-conditioned image generation. Our code and data will be available at: \url{https://github.com/c-he/perm}.
Abstract:We present LRM-Zero, a Large Reconstruction Model (LRM) trained entirely on synthesized 3D data, achieving high-quality sparse-view 3D reconstruction. The core of LRM-Zero is our procedural 3D dataset, Zeroverse, which is automatically synthesized from simple primitive shapes with random texturing and augmentations (e.g., height fields, boolean differences, and wireframes). Unlike previous 3D datasets (e.g., Objaverse) which are often captured or crafted by humans to approximate real 3D data, Zeroverse completely ignores realistic global semantics but is rich in complex geometric and texture details that are locally similar to or even more intricate than real objects. We demonstrate that our LRM-Zero, trained with our fully synthesized Zeroverse, can achieve high visual quality in the reconstruction of real-world objects, competitive with models trained on Objaverse. We also analyze several critical design choices of Zeroverse that contribute to LRM-Zero's capability and training stability. Our work demonstrates that 3D reconstruction, one of the core tasks in 3D vision, can potentially be addressed without the semantics of real-world objects. The Zeroverse's procedural synthesis code and interactive visualization are available at: https://desaixie.github.io/lrm-zero/.
Abstract:At the core of portrait photography is the search for ideal lighting and viewpoint. The process often requires advanced knowledge in photography and an elaborate studio setup. In this work, we propose Holo-Relighting, a volumetric relighting method that is capable of synthesizing novel viewpoints, and novel lighting from a single image. Holo-Relighting leverages the pretrained 3D GAN (EG3D) to reconstruct geometry and appearance from an input portrait as a set of 3D-aware features. We design a relighting module conditioned on a given lighting to process these features, and predict a relit 3D representation in the form of a tri-plane, which can render to an arbitrary viewpoint through volume rendering. Besides viewpoint and lighting control, Holo-Relighting also takes the head pose as a condition to enable head-pose-dependent lighting effects. With these novel designs, Holo-Relighting can generate complex non-Lambertian lighting effects (e.g., specular highlights and cast shadows) without using any explicit physical lighting priors. We train Holo-Relighting with data captured with a light stage, and propose two data-rendering techniques to improve the data quality for training the volumetric relighting system. Through quantitative and qualitative experiments, we demonstrate Holo-Relighting can achieve state-of-the-arts relighting quality with better photorealism, 3D consistency and controllability.
Abstract:Creating controllable 3D human portraits from casual smartphone videos is highly desirable due to their immense value in AR/VR applications. The recent development of 3D Gaussian Splatting (3DGS) has shown improvements in rendering quality and training efficiency. However, it still remains a challenge to accurately model and disentangle head movements and facial expressions from a single-view capture to achieve high-quality renderings. In this paper, we introduce Rig3DGS to address this challenge. We represent the entire scene, including the dynamic subject, using a set of 3D Gaussians in a canonical space. Using a set of control signals, such as head pose and expressions, we transform them to the 3D space with learned deformations to generate the desired rendering. Our key innovation is a carefully designed deformation method which is guided by a learnable prior derived from a 3D morphable model. This approach is highly efficient in training and effective in controlling facial expressions, head positions, and view synthesis across various captures. We demonstrate the effectiveness of our learned deformation through extensive quantitative and qualitative experiments. The project page can be found at http://shahrukhathar.github.io/2024/02/05/Rig3DGS.html
Abstract:Recent advancements in the text-to-3D task leverage finetuned text-to-image diffusion models to generate multi-view images, followed by NeRF reconstruction. Yet, existing supervised finetuned (SFT) diffusion models still suffer from multi-view inconsistency and the resulting NeRF artifacts. Although training longer with SFT improves consistency, it also causes distribution shift, which reduces diversity and realistic details. We argue that the SFT of multi-view diffusion models resembles the instruction finetuning stage of the LLM alignment pipeline and can benefit from RL finetuning (RLFT) methods. Essentially, RLFT methods optimize models beyond their SFT data distribution by using their own outputs, effectively mitigating distribution shift. To this end, we introduce Carve3D, a RLFT method coupled with the Multi-view Reconstruction Consistency (MRC) metric, to improve the consistency of multi-view diffusion models. To compute MRC on a set of multi-view images, we compare them with their corresponding renderings of the reconstructed NeRF at the same viewpoints. We validate the robustness of MRC with extensive experiments conducted under controlled inconsistency levels. We enhance the base RLFT algorithm to stabilize the training process, reduce distribution shift, and identify scaling laws. Through qualitative and quantitative experiments, along with a user study, we demonstrate Carve3D's improved multi-view consistency, the resulting superior NeRF reconstruction quality, and minimal distribution shift compared to longer SFT. Project webpage: https://desaixie.github.io/carve-3d.
Abstract:Portrait harmonization aims to composite a subject into a new background, adjusting its lighting and color to ensure harmony with the background scene. Existing harmonization techniques often only focus on adjusting the global color and brightness of the foreground and ignore crucial illumination cues from the background such as apparent lighting direction, leading to unrealistic compositions. We introduce Relightful Harmonization, a lighting-aware diffusion model designed to seamlessly harmonize sophisticated lighting effect for the foreground portrait using any background image. Our approach unfolds in three stages. First, we introduce a lighting representation module that allows our diffusion model to encode lighting information from target image background. Second, we introduce an alignment network that aligns lighting features learned from image background with lighting features learned from panorama environment maps, which is a complete representation for scene illumination. Last, to further boost the photorealism of the proposed method, we introduce a novel data simulation pipeline that generates synthetic training pairs from a diverse range of natural images, which are used to refine the model. Our method outperforms existing benchmarks in visual fidelity and lighting coherence, showing superior generalization in real-world testing scenarios, highlighting its versatility and practicality.