Physically-Based Face Model Learning
Physically-Based Face Model Learning
Ruilong Li1,2∗ Karl Bladin1∗ Yajie Zhao1∗ Chinmay Chinara1 Owen Ingraham1
Pengda Xiang1,2 Xinglei Ren Pratusha Prasad1
1
Bipin Kishore Jun Xing1 Hao Li 1,2,3
1
1 2 3
USC Institute for Creative Technologies University of Southern California Pinscreen
Identity
Expression
IdNet TexNet
Identity latent
ExpNet Geometry
Map
Expression latent Final Maps
We introduce a comprehensive framework for learning physically based face models from highly constrained facial scan data. Our deep
learning based approach for 3D morphable face modeling seizes the fidelity of nearly 4000 high resolution face scans encompassing
expression and identity separation (a). The model (b) combines a multitude of anatomical and physically based face attributes to generate
an infinite number of digitized faces (c). Our model generates faces at pore level geometry resolution (d).
Abstract 1. Introduction
Based on a combined data set of 4000 high resolution
Graphical virtual representations of humans are at the
facial scans, we introduce a non-linear morphable face
center of many endeavors in the fields of computer vision
model, capable of producing multifarious face geometry of
and graphics, with applications ranging from cultural me-
pore-level resolution, coupled with material attributes for
dia such as video games, film, and telecommunication to
use in physically-based rendering. We aim to maximize the
medical, biometric modeling, and forensics [6].
variety of the participant’s face identities, while increasing
the robustness of correspondence between unique compo- Designing, modeling, and acquiring high fidelity data for
nents, including middle-frequency geometry, albedo maps, face models of virtual characters is costly and requires spe-
specular intensity maps and high-frequency displacement cialized scanning equipment and a team of skilled artists
details. Our deep learning based generative model learns to and engineers [17, 5, 37]. Due to limiting and restrictive
correlate albedo and geometry, which ensures the anatom- data policies of VFX studios, in conjunction with the ab-
ical correctness of the generated assets. We demonstrate sence of a shared platform that regards the sovereignty of,
potential use of our generative model for novel identity gen- and incentives for the individuals’ data contributions, there
eration, model fitting, interpolation, animation, high fidelity is a large discrepancy in the fidelity of models trained on
data visualization, and low-to-high resolution data domain publicly available data, and those used in large budget game
transferring. We hope the release of this generative model and film production. A single, unified model would democ-
will encourage further cooperation between all graphics, ratize the use of generated assets, shorten production cycles
vision, and data focused professionals, while demonstrating and boost quality and consistency, while incentivizing inno-
the cumulative value of every individual’s complete biomet- vative applications in many markets and fields of research.
ric profile. The unification of a facial scan data set in a 3D mor-
phable face model (3DMM) [7, 12, 41, 6] promotes the fa-
vorable property of representing facial scan data in a com-
∗ Joint first authors pact form, retaining the statistical properties of the source
without exposing the characteristics of any individual data Our main contributions are:
point in the original data set.
• The first published upscaling of a database of high res-
Previous methods, including traditional methods [7, 12,
olution (4K) physically based face model assets.
27, 34, 16, 9], or deep learning [42, 38] to represent 3D face
shapes; lack high resolution (sub-millimeter, < 1mm) geo- • A cascading generative face model, enabling control
metric detail, use limited representations of facial anatomy, of identity and expressions, as well as physically based
or forgo the physically based material properties required surface materials modeled in a low dimensional feature
by modern visual effects (VFX) production pipelines. Phys- space.
ically based material intrinsics have proven difficult to es-
timate through the optimization of unconstrained image • The first morphable face model built for full 3D real
data due to ambiguities and local minima in analisys-by- time and offline rendering applications, with more rel-
synthesis problems, while highly constrained data capture evant anatomical face parts than previously seen.
remains percise but expensive [6]. Although variations
occur due to different applications, most face representa- 2. Related Work
tions used in VFX employ a set of texture maps of at least Facial Capture Systems Physical object scanning de-
4096 × 4096 (4K) pixels resolution. At a minimum, this vices span a wide range of categories; from single RGB
set encorporates diffuse albedo, specular intensity, and dis- cameras [14, 39], to active [3, 17], and passive [4]
placement (or surface normals). light stereo capture setups, and depth sensors based on
Our goal is to build a physically-based, high-resolution time-of-flight or stereo re-projection. Multi-view stereo-
generative face model to begin bridging these parallel, but photogrammetry (MVS) [4] is the most readily available
in some ways divergent, visualization fields; aligning the method for 3D face capturing. However, due to its many
efforts of vision and graphics researchers. Building such advantages over other methods (capture speed, physically-
a model requires high-resolution facial geometry, material based material capturing, resolution), polarized spherical
capturing and automatic registration of multiple assets. The gradient illumination scanning [17] remains state-of-the-art
handling of said data has traditionally required extensive for high-resolution facial scanning. A mesoscopic geome-
manual work, thus scaling such a database is non-trivial. try reconstruction is bootstrapped using an MVS prior, uti-
For the model to be light weight these data need to be com- lizing omni-directional illumination, and progressively fi-
pressed into a compact form that enables controlled recon- nalized using a process known as photometric stereo [17].
struction based on novel input. Traditional methods such as The algorithm promotes the physical reflectance properties
PCA [7] and bi-linear models [12] − which are limited by of dielectric materials such as skin; specifically the separa-
memory size, computing power, and smoothing due to in- ble nature of specular and subsurface light reflections [29].
herent linearity − are not suitable for high-resolution data. This enables accurate estimation of diffuse albedo and spec-
By leveraging state-of-the-art physically-based facial ular intensity as well as pore-level detailed geometry.
scanning [17, 25], in a Light Stage setting, we enable acqui-
sition of diffuse albedo and specular intensity texture maps 3D Morphable Face Models The first published work
in addition to 4K displacement. All scans are registered on morphable face models by Blanz and Vetter [7] repre-
using an automated pipeline that considers pose, geome- sented faces as dense surface geometry and texture, and
try, anatomical morphometrics, and dense correspondence modeled both variations as separate PCA models learned
of 26 expressions per subject. A shared 2D UV param- from around 200 subject scans. To allow intuitive con-
eterization data format [15, 43, 38], enables training of a trol; attributes, such as gender and fullness of faces, were
non-linear 3DMM, while the head, eyes, and teeth are rep- mapped to components of the PCA parameter space. This
resented using a linear PCA model. Hence, we propose a model, known as the Basel Face Model [33] was released
hybrid approach to enable a wide set of head geometry as- for use in the research community, and was later extended to
sets as well as avoiding the assumption of linearity in face a more diverse linear face model learnt from around 10,000
deformations. scans [9, 8].
Our model fully disentangles identity from expressions, To incorporate facial expressions, Vlasic et al. [45] pro-
and provides manipulation using a pair of low dimensional posed a multi-linear model to jointly estimate the varia-
feature vectors. To generate coupled geometry and albedo, tions in identity, viseme, and expression, and Cao et al. [12]
we designed a joint discriminator to ensure consistency, built a comprehensive bi-linear model (identity and expres-
along with two separate discriminators to maintain their sion) covering 20 different expressions from 150 subjects
individual quality. Inference and up-scaling of before- learned from RGBD data. Both of these models adopt a
mentioned skin intrinsics enable recovery of 4K resolution tensor-based method under the assumption that facial ex-
texture maps. pressions can be modeled using a small number of discrete
(a) (b) (c) (d) (e)
LS 4k × 4k 3.9M 4k × 4k 79 26
TG 8k × 8k 3.5M N/A 99 20
0 0
15 25 35 45 55 65 75 Asian Indian Black White Hispanic Middle
Eastern
LightStage Age interval (yrs) LightStage Ethnicity
Triplegangers Triplegangers
Identity Super
Network Resolution
~ ( , ) 256x256 1K
Identity latent Texture
Inference Assemble
Super
and
Resolution
Render
256x256 1K
Expression
Network Expression
geometry
~ ( , ) Expression Inferred maps Up-sampled maps Rendered image of combined assets
Expression latent offset
Figure 5: Overview of generative pipeline. Latent vectors for identity and expression serve as input for generating the final face model.
Figure 6: Identity generative network. The identity generator Figure 7: Expression generative network. The expression genera-
Gid produces albedo and geometry which get checked against tor Gexp generates offsets which get checked against ground truth
ground truth (GT) data by the discriminators, Dalbedo , Djoint , offsets by the discriminator Dexp . The regressor Rexp produces
0
and Dgeometry during training. an estimate of the latent code Zexp so that the L1 loss Lexp can be
modeled.
the base geometry (Section 3.2). The details of each com-
ponent are elaborated on in Section 4.1, 4.2, and 4.3. which also makes the learning of expressions independent
from identity. Similar to the Identity network, the expres-
4.1. Identity Network
sion network adopts Style-GAN as the base structure. To al-
The goal of our Identity network is to model the cross low for intuitive control over expressions, we use the blend-
correlation between geometry and albedo to generate con- shape weights, which correspond to the strength of 25 or-
sistent, diverse and biologically accurate identities. The net- thogonal facial activation units, as network input. We in-
work is built upon the Style-GAN architecture [23], that can troduce a pre-trained expression regression network Rexp
produce high-quality, style-controllable sample images. to predict the expression weights from the generated image,
To achieve consistency, we designed 3 discriminators and force this prediction to be similar to the input latent
as shown in Fig.6, including individual discriminators for code Zexp . We then force the generator to understand the in-
albedo (Dalbedo ) and geometry (Dgeometry ), to ensure the put latent code Zexp under the perspective of the pre-trained
quality and sharpness of the generated maps, and an addi- expression regression network. As a result, each dimension
tional joint discriminator (Djoint ) to learn their correlated of the latent code Zexp will control the corresponding ex-
distribution. Djoint is formulated as follows: pression defined in the original blendshape set. The loss we
introduce here is:
Ladv = min max Ex∼pdata (x) log Djoint (A) +
Gid Djoint
(1) Lexp =k Zexp − Zexp k
0
(2)
Ez∼pz (z) log (1 − Djoint (Gid (z))) .
This loss, Lexp , will be back propagated during training to
where pdata (x) and pz (z) represent the distributions of real enforce the orthogonality of each blending unit. We mini-
paired albedo and geometry x and noise variables z in the mize the following losses to train the network:
domain of A respectively.
4.2. Expression Network L = Lexp exp
l2 + β1 Ladv + β2 Lexp (3)
our model’s reconstructions. On average, our method’s Limitations and Future work In our model, expression
MSE is 1.2mm while FaceWarehouse’s is 2.4mm. This and identity are modeled separately without considering
shows that for expression fitting, our non-linear model nu- their correlation. Thus the reconstructed expression off-
merically outperforms a linear model of the same dimen- set will not include middle-frequency geometry of an in-
sionality. dividual’s expression, as different subjects will have unique
To demonstrate our generative identity model’s coverage representations of the same action unit. Our future work
of the training data, we show the gender, and age distribu- will include modeling of this correlation. Since our expres-
tions of the original training data and 5000 randomly gener- sion generation model requires neural network inference
ated samples in Fig.12. The generated distributions are well and re-sampling of 3D geometry it is not currently as user
aligned with the source. friendly as blendshape modeling. Its ability to re-target pre-
recorded animation sequences will have to be tested further
6.4. Applications
to be conclusive. One issue of our identity model arises in
To test the extent of our identity model’s parameter applications that require fitting to 2D imagery, which ne-
space, we apply it to scanned mesh registration by reversing cessitates an additional differentiable rendering component.
the GAN to fit the latent code of a target image [28]. As our A potential problem is fitting lighting in conjunction with
model requires a 2D parameterized geometry input, we first shape as complex material models make the problem less
use our linear model to align the scans using landmarks, and tractable. A possible solution could be an image-based re-
then parameterize it to UV space after Laplacian morphing lighting method [40, 30] applying a neural network to con-
of the surface. We compare our fitting results with widely vert the rendering process to an image manipulation prob-
used (linear) morphable face models in Fig.13. This evalua- lem. The model will be continuously updated with new fea-
tion does not prove the ability to register unconstrained data tures such as variable eye textures and hair as well as more
but shows that our model is able to reconstruct novel faces anatomically relevant components such as skull, jaw, and
by the virtue of it’s non-linearity, to a degree unobtainable neck joints by combining data sources through collabora-
by linear models. tive efforts. To encourage democratization and wide use
Another application of our model is transferring low- cases we will explore encryption techniques such as fed-
quality scans into the domain of our model by fitting using erated learning, homomorphic encryption, and zero knowl-
both MSE loss and discriminator loss. In Fig.14, we show edge proofs which have the effect of increasing subjects’
examples of data enhancement of low resolution scans. anonymity.
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