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Research map / 3D vision / Face and shape

AvatarMe: Realistically Renderable 3D Facial Reconstruction "In-the-Wild"

CVPR 2020 · 3D vision › Face and shape · approach: Face reflectance and relightable rendering · 187 citations (OpenAlex)

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Measured effects reported in the paper

What was changedWhereMeasuredEffect
Add geometry depth to the de-lighting network input (ablation)AvatarMe · RealFaceDB de-lightingdiffuse albedo qualityHelped
Use texture alone instead of texture with geometry (ablation)AvatarMe de-lighting network · RealFaceDB de-lightingdiffuse albedo qualityHurt
Use VGG feature-matching loss (ablation)AvatarMe image-translation networks · Image-to-image translation tasksperformanceHurt
Use high-resolution patches for inference instead of inferring the whole face at lower resolution (ablation)AvatarMe reflectance-map inference · In-the-wild face reconstructiondetail qualityHelped
Use diffuse albedo rather than the reconstructed texture containing highlights as input (ablation)AvatarMe specular-normal network · RealFaceDB specular-normal estimationspecular-normal qualityHelped
Add shape normals as geometric guidance to the translation-network input (ablation)AvatarMe image-translation networks · Reflectance-map estimationoutput detailHelped
Use tangent-space normals rather than object-space normals for specular-normal estimation (ablation)AvatarMe specular-normal network · RealFaceDB specular-normal estimationhigh-frequency detailHelped
Use diffuse albedo rather than baked-illumination texture to infer specular albedo (ablation)AvatarMe specular-albedo network · RealFaceDB specular-albedo estimationspecular-albedo qualityHelped
Use patch-based translation training instead of training on full-resolution maps (ablation)AvatarMe image-translation networks · High-resolution reflectance estimationtraining feasibilityHelped
Use super-resolution followed by de-lighting and reflectance-component estimationAvatarMe · In-the-wild face reconstructionrendering qualityHelped

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