基于任意视角人体图像生成正面人像

IF 0.9 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Computer Animation and Virtual Worlds Pub Date : 2024-07-23 DOI:10.1002/cav.2234
Yong Zhang, Yuqing Zhang, Lufei Chen, Baocai Yin, Yongliang Sun
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引用次数: 0

摘要

人的正面图像包含人类最丰富的细节特征,可有效帮助行为识别、虚拟试衣等应用。虽然有许多卓越的网络致力于人物图像生成任务,但它们大多需要精确的目标姿势作为网络输入。然而,目标姿态标注既困难又耗时。在这项工作中,我们基于提出的锚姿势集和生成式对抗网络,首次提出了一种正面人物图像生成网络。具体来说,我们的方法首先根据提出的锚姿态集对输入的人体图像进行粗略正面姿态分类,并对粗略正面姿态的所有关键点进行回归,从而估计出准确的正面姿态。然后,我们将估计出的正面姿势视为目标姿势,并基于生成式对抗网络构建双流生成器,以交叉方式更新人物的形状和外观特征,生成逼真的正面人物图像。在极具挑战性的 CMU Panoptic 数据集上的实验表明,我们的方法可以从任意视角的人体图像中生成逼真的正面图像。
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Frontal person image generation based on arbitrary-view human images

Frontal person images contain the richest detailed features of humans, which can effectively assist in behavioral recognition, virtual dress fitting and other applications. While many remarkable networks are devoted to the person image generation task, most of them need accurate target poses as the network inputs. However, the target pose annotation is difficult and time-consuming. In this work, we proposed a first frontal person image generation network based on the proposed anchor pose set and the generative adversarial network. Specifically, our method first classify a rough frontal pose to the input human image based on the proposed anchor pose set, and regress all key points of the rough frontal pose to estimate an accurate frontal pose. Then, we consider the estimated frontal pose as the target pose, and construct a two-stream generator based on the generative adversarial network to update the person's shape and appearance feature in a crossing way and generate a realistic frontal person image. Experiments on the challenging CMU Panoptic dataset show that our method can generate realistic frontal images from arbitrary-view human images.

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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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