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FreeUV: Ground-Truth-Free Realistic Facial UV Texture Recovery via Cross-Assembly Inference Strategy
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FreeUV recovers complete facial UV textures from single in-the-wild face images by training two separate Stable Diffusion ControlNet-style networks without UV ground truth and combining them at inference via Cross-Assembly.
Problem
Recovering high-quality 3D facial UV textures from single-view in-the-wild images is hard because existing methods need costly captured or StyleGAN-synthesized UV ground truth, which limits generalization to makeup, wrinkles, and occlusions.
Approach
Train an appearance network (CLIP-based flaw-tolerant detail extractor with channel attention, masked UV to in-the-wild face) and a structure network (ControlNet, masked 3DMM face to 3DMM UV) independently on non-UV-ground-truth data, then assemble their UV-specific modules into a pretrained Stable Diffusion model at inference for UV-to-UV texture completion.
Key results
- On FFHQ, FreeUV reaches CLIP-I 0.8490, DINO-I 0.7559 and FID 142.39, beating HRN, UV-IDM and the FLAME-based makeup method.
- Ablation: channel attention in the appearance network plus self-attention in the structure network gives the best RMSE 0.0276, SSIM 0.8001, LPIPS 0.0463, PSNR 30.848.
- Inference takes about 4.75 seconds per image with 30 DDIM steps and guidance scale 1.4.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| use FreeUV instead of HRN | facial UV texture recovery · FFHQ | CLIP-I: 0.8327 -> 0.8490 | Helped |
| use FreeUV instead of HRN | facial UV texture recovery · CelebAMask-HQ | CLIP-I: 0.8259 -> 0.8272 | Helped |
| use FreeUV instead of FLAME-based | facial UV texture recovery · LPFF | FID: 142.82 -> 158.55 | Hurt |
| replace channel attention with self-attention in the appearance network (ablation) | FreeUV · 3D face rendering comparison | RMSE: 0.0276 -> 0.0302 | Hurt |
| use self-attention in the appearance network and channel attention in the structure network (ablation) | FreeUV · 3D face rendering comparison | RMSE: 0.0276 -> 0.0367 | Hurt |
| replace self-attention with channel attention in the structure network (ablation) | FreeUV · 3D face rendering comparison | RMSE: 0.0276 -> 0.0379 | Hurt |
| remove 2D landmarks from appearance-network alignment (ablation) | FreeUV · 3D face rendering comparison | RMSE: 0.0276 -> 0.0292 | Hurt |
| remove Lab-space color adjustment (ablation) | FreeUV · 3D face rendering comparison | RMSE: 0.0276 -> 0.0282 | Hurt |
| vary classifier-free guidance scale (ablation) | FreeUV · UV texture recovery | visual detail and noise | Mixed |
Surprising findings
- Swapping attention designs between the two networks (channel attention in the structure network) degrades alignment, supporting the claim that UV-to-2D and 2D-to-UV mappings need different attention.
Limitations
- Struggles with very fine-grained elements such as accessories, spots and blemishes, which may shift in position or count.
- When regions are occluded (e.g., by a hat), the network may extend surrounding details, reducing localized accuracy.
- Training data filtering was manual, removing images with segmentation errors, hair, or occlusions.
Experimental setup
Datasets: FFHQ CelebAMask-HQ LPFF
Benchmarks: FFHQ CelebAMask-HQ LPFF
Metrics: CLIP-I DINO-I FID RMSE SSIM LPIPS PSNR
Baselines: Deep3Dface FFHQ-UV HRN UV-IDM Makeup Prior Models
Builds on: Stable Diffusion ControlNet Stable-Makeup CLIP
Closest papers by meaning
- OMGTex: One-stage Multi-style Facial Texture Reconstruction without Geometry Guidance (CVPR 2026 · similarity 0.90)
- Towards High-Fidelity 3D Face Reconstruction From In-the-Wild Images Using Graph Convolutional Networks (CVPR 2020 · similarity 0.89)
- FFHQ-UV: Normalized Facial UV-Texture Dataset for 3D Face Reconstruction (CVPR 2023 · similarity 0.89)
- UV-IDM: Identity-Conditioned Latent Diffusion Model for Face UV-Texture Generation (CVPR 2024 · similarity 0.88)
- Blind Face Restoration under Extreme Conditions: Leveraging 3D-2D Prior Fusion for Superior Structural and Texture Recovery (AAAI 2024 · similarity 0.87)
- PSHuman: Photorealistic Single-image 3D Human Reconstruction using Cross-Scale Multiview Diffusion and Explicit Remeshing (CVPR 2025 · similarity 0.85)
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