为人脸编辑学习基于物理的材质和照明分解

IF 17.3 3区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING Computational Visual Media Pub Date : 2024-01-03 DOI:10.1007/s41095-022-0309-1
Qian Zhang, Vikas Thamizharasan, James Tompkin
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引用次数: 0

摘要

照明对于人像摄影至关重要,然而皮肤与入射光之间复杂的相互作用在图形学中的计算建模成本很高,而且很难通过计算机视觉进行分析重建。为了实现快速、可控的反射和光照编辑,我们开发了一种基于物理的分解方法,通过对路径追踪的人像图像进行深度学习前验来实现。以前的方法使用简化的材料模型或低频或低动态范围照明,很难在没有中间分解的情况下直接模拟镜面反射或重新照明。然而,我们估算了表面法线、皮肤反照率和粗糙度以及高频 HDRI 地图,并提出了一种估算漫反射和镜面反射成分的架构。在实验中,我们发现这种方法比简单的基线方法能更有效地表示真实的外观函数,从而获得更好的泛化效果和更高质量的编辑效果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

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Learning physically based material and lighting decompositions for face editing

Lighting is crucial for portrait photography, yet the complex interactions between the skin and incident light are expensive to model computationally in graphics and difficult to reconstruct analytically via computer vision. Alternatively, to allow fast and controllable reflectance and lighting editing, we developed a physically based decomposition through deep learned priors from path-traced portrait images. Previous approaches that used simplified material models or low-frequency or low-dynamic-range lighting struggled to model specular reflections or relight directly without intermediate decomposition. However, we estimate the surface normal, skin albedo and roughness, and high-frequency HDRI maps, and propose an architecture to estimate both diffuse and specular reflectance components. In our experiments, we show that this approach can represent the true appearance function more effectively than simpler baseline methods, leading to better generalization and higher-quality editing.

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来源期刊
Computational Visual Media
Computational Visual Media Computer Science-Computer Graphics and Computer-Aided Design
CiteScore
16.90
自引率
5.80%
发文量
243
审稿时长
6 weeks
期刊介绍: Computational Visual Media is a peer-reviewed open access journal. It publishes original high-quality research papers and significant review articles on novel ideas, methods, and systems relevant to visual media. Computational Visual Media publishes articles that focus on, but are not limited to, the following areas: • Editing and composition of visual media • Geometric computing for images and video • Geometry modeling and processing • Machine learning for visual media • Physically based animation • Realistic rendering • Recognition and understanding of visual media • Visual computing for robotics • Visualization and visual analytics Other interdisciplinary research into visual media that combines aspects of computer graphics, computer vision, image and video processing, geometric computing, and machine learning is also within the journal''s scope. This is an open access journal, published quarterly by Tsinghua University Press and Springer. The open access fees (article-processing charges) are fully sponsored by Tsinghua University, China. Authors can publish in the journal without any additional charges.
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