SketchMetaFace: A Learning-based Sketching Interface for High-fidelity 3D Character Face Modeling

IF 4.7 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING IEEE Transactions on Visualization and Computer Graphics Pub Date : 2023-07-03 DOI:10.48550/arXiv.2307.00804
Zhongjin Luo, Dong Du, Heming Zhu, Yizhou Yu, Hongbo Fu, Xiaoguang Han
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Abstract

Modeling 3D avatars benefits various application scenarios such as AR/VR, gaming, and filming. Character faces contribute significant diversity and vividity as a vital component of avatars. However, building 3D character face models usually requires a heavy workload with commercial tools, even for experienced artists. Various existing sketch-based tools fail to support amateurs in modeling diverse facial shapes and rich geometric details. In this paper, we present SketchMetaFace - a sketching system targeting amateur users to model high-fidelity 3D faces in minutes. We carefully design both the user interface and the underlying algorithm. First, curvature-aware strokes are adopted to better support the controllability of carving facial details. Second, considering the key problem of mapping a 2D sketch map to a 3D model, we develop a novel learning-based method termed "Implicit and Depth Guided Mesh Modeling" (IDGMM). It fuses the advantages of mesh, implicit, and depth representations to achieve high-quality results with high efficiency. In addition, to further support usability, we present a coarse-to-fine 2D sketching interface design and a data-driven stroke suggestion tool. User studies demonstrate the superiority of our system over existing modeling tools in terms of the ease to use and visual quality of results. Experimental analyses also show that IDGMM reaches a better trade-off between accuracy and efficiency.
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SketchMetaFace:一种用于高保真三维人物面部建模的基于学习的绘制界面
建模3D化身有利于各种应用场景,如AR/VR、游戏和拍摄。角色脸作为化身的重要组成部分,具有显著的多样性和生动性。然而,构建3D人物面部模型通常需要使用商业工具来完成繁重的工作量,即使对于经验丰富的艺术家来说也是如此。现有的各种基于草图的工具无法支持业余爱好者对不同的面部形状和丰富的几何细节进行建模。在本文中,我们介绍了SketchMetaFace,这是一个面向业余用户的绘制系统,可以在几分钟内为高保真3D人脸建模。我们仔细设计了用户界面和底层算法。首先,采用曲率感知笔画,以更好地支持雕刻面部细节的可控性。其次,考虑到将二维草图映射到三维模型的关键问题,我们开发了一种新的基于学习的方法,称为“隐式和深度引导网格建模”(IDGMM)。它融合了网格表示、隐式表示和深度表示的优点,从而高效地获得高质量的结果。此外,为了进一步支持可用性,我们提供了一个粗略到精细的二维草图绘制界面设计和一个数据驱动的笔划建议工具。用户研究表明,我们的系统在易用性和结果的视觉质量方面优于现有的建模工具。实验分析还表明,IDGMM在精度和效率之间达到了更好的平衡。
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来源期刊
IEEE Transactions on Visualization and Computer Graphics
IEEE Transactions on Visualization and Computer Graphics 工程技术-计算机:软件工程
CiteScore
10.40
自引率
19.20%
发文量
946
审稿时长
4.5 months
期刊介绍: TVCG is a scholarly, archival journal published monthly. Its Editorial Board strives to publish papers that present important research results and state-of-the-art seminal papers in computer graphics, visualization, and virtual reality. Specific topics include, but are not limited to: rendering technologies; geometric modeling and processing; shape analysis; graphics hardware; animation and simulation; perception, interaction and user interfaces; haptics; computational photography; high-dynamic range imaging and display; user studies and evaluation; biomedical visualization; volume visualization and graphics; visual analytics for machine learning; topology-based visualization; visual programming and software visualization; visualization in data science; virtual reality, augmented reality and mixed reality; advanced display technology, (e.g., 3D, immersive and multi-modal displays); applications of computer graphics and visualization.
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