数字服装样品展示中的人像身份一致性迁移学习

IF 0.9 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Computer Animation and Virtual Worlds Pub Date : 2024-06-10 DOI:10.1002/cav.2278
Luyuan Wang, Yiqian Wu, Yong-Liang Yang, Chen Liu, Xiaogang Jin
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引用次数: 0

摘要

服装网购行业的迅猛发展需要创新的解决方案,以实现带有虚拟人像的高质量数字服装样品展示。然而,开发这样的显示屏成本过高,而且容易产生众所周知的 "不可思议谷 "效应,即近似人类的人工制品会让人感到恐怖和厌恶,从而影响用户体验。为了有效缓解 "不可思议谷 "效应,提高数字服装样本展示的整体真实性,我们提出了一个新颖的照片逼真人像生成框架。我们的主要想法是利用迁移学习来学习从渲染肖像的潜空间到真实肖像的身份一致性映射。在推理阶段,化身的输入肖像可以通过改变外观风格直接转换为逼真肖像,同时保持面部特征。为此,我们收集了一个新的数据集--Daz-Rendered-Faces-HQ(DRFHQ),专门用于渲染风格的肖像。我们利用这个数据集对 StyleGAN2-FFHQ 生成器进行微调,使用我们精心设计的框架,帮助保留与面部特征相关的几何和颜色特征。我们使用不同性别、年龄和种族的肖像对我们的框架进行了评估。定性和定量评估以及消融研究凸显了我们的方法相对于最先进方法的优势。
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Identity-consistent transfer learning of portraits for digital apparel sample display

The rapid development of the online apparel shopping industry demands innovative solutions for high-quality digital apparel sample displays with virtual avatars. However, developing such displays is prohibitively expensive and prone to the well-known “uncanny valley” effect, where a nearly human-looking artifact arouses eeriness and repulsiveness, thus affecting the user experience. To effectively mitigate the “uncanny valley” effect and improve the overall authenticity of digital apparel sample displays, we present a novel photo-realistic portrait generation framework. Our key idea is to employ transfer learning to learn an identity-consistent mapping from the latent space of rendered portraits to that of real portraits. During the inference stage, the input portrait of an avatar can be directly transferred to a realistic portrait by changing its appearance style while maintaining the facial identity. To this end, we collect a new dataset, Daz-Rendered-Faces-HQ (DRFHQ), specifically designed for rendering-style portraits. We leverage this dataset to fine-tune the StyleGAN2-FFHQ generator, using our carefully crafted framework, which helps to preserve the geometric and color features relevant to facial identity. We evaluate our framework using portraits with diverse gender, age, and race variations. Qualitative and quantitative evaluations, along with ablation studies, highlight our method's advantages over state-of-the-art approaches.

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来源期刊
Computer Animation and Virtual Worlds
Computer Animation and Virtual Worlds 工程技术-计算机:软件工程
CiteScore
2.20
自引率
0.00%
发文量
90
审稿时长
6-12 weeks
期刊介绍: With the advent of very powerful PCs and high-end graphics cards, there has been an incredible development in Virtual Worlds, real-time computer animation and simulation, games. But at the same time, new and cheaper Virtual Reality devices have appeared allowing an interaction with these real-time Virtual Worlds and even with real worlds through Augmented Reality. Three-dimensional characters, especially Virtual Humans are now of an exceptional quality, which allows to use them in the movie industry. But this is only a beginning, as with the development of Artificial Intelligence and Agent technology, these characters will become more and more autonomous and even intelligent. They will inhabit the Virtual Worlds in a Virtual Life together with animals and plants.
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