Normalized Synthesis Using StyleGAN and Perceptual Refinement

Huiwen Luo Koki Nagano Han-Wei Kung Qingguo Xu Zejian Wang Lingyu Wei Liwen Hu Hao Li Pinscreen

input image reconstruction rendering

Figure 1: Given a single photograph, we can reconstruct a high-quality textured 3D face with neutral expression and nor- malized lighting condition. Our approach can handle extremely challenging cases and our generated avatars are animation friendly and suitable for complex relighting in virtual environments.

Abstract two-stage approach to address this problem. First, we adopt a highly robust normalized 3D face generator by embed- We introduce a highly robust GAN-based framework for ding a non-linear morphable face model into a StyleGAN2 digitizing a normalized 3D avatar of a person from a sin- network. This allows us to generate detailed but normalized gle unconstrained photo. While the input image can be of a facial assets. This inference is then followed by a perceptual smiling person or taken in extreme lighting conditions, our refinement step that uses the generated assets as regulariza- method can reliably produce a high-quality textured model tion to cope with the limited available training samples of of a person’s face in neutral expression and skin textures normalized faces. We further introduce a Normalized Face under diffuse lighting condition. Cutting-edge 3D face re- Dataset, which consists of a combination photogrammetry construction methods use non-linear morphable face mod- scans, carefully selected photographs, and generated fake els combined with GAN-based decoders to capture the like- people with neutral expressions in diffuse lighting condi- ness and details of a person but fail to produce neutral head tions. While our prepared dataset contains two orders of models with unshaded albedo textures which is critical for magnitude less subjects than cutting edge GAN-based 3D creating relightable and animation-friendly avatars for in- facial reconstruction methods, we show that it is possible to tegration in virtual environments. The key challenges for produce high-quality normalized face models for very chal- existing methods to work is the lack of training and ground lenging unconstrained input images, and demonstrate supe- truth data containing normalized 3D faces. We propose a rior performance to the current state-of-the-art.

Hao Li is affiliated with Pinscreen and UC Berkeley; Koki Nagano is currently at NVIDIA. This work was fully conducted at Pinscreen.

11662 1. Introduction using a perceptual refinement stage based on iterative op- timization using a differentiable renderer. StyleGAN2 has proven to be highly expressive in generating and represent- ing real world images using an inversion step to convert im- age to latent vector [3, 60, 4, 33] and we are adopting the same two step GAN-inversion approach to learn facial ge- ometry and texture jointly. To enable 3D neutral face in- ference from an input image, we connect the image with the embedding space of our non-linear 3DMM using an identity regression network based on identity features from FaceNet [58]. To train a sufficiently effective generator, we introduce a new Normalized Face Dataset which consists of a combination of high-fidelity photogrammetry scans, frontal and neutral portraits in diffuse lighting conditions, as well as fake subjects generated using a pre-trained Style- GAN2 network with FFHQ dataset [39]. Figure 2: Automated digitization of normalized 3D avatars Despite our data augmentation effort, we show that our from a single photo. two-stage approach is still necessary to handle the large variation of possible facial appearances, expressions and lighting conditions. We demonstrate the robustness of our The creation of high-fidelity virtual avatars have been digitization framework on a wide range of extremely chal- mostly reserved to professional production studios and typ- lenging examples, and provide extensive evaluations and ically involves sophisticated equipment and controlled cap- comparisons with current state-of-the-art methods. Our ture environments. Automated 3D face digitization meth- method outperforms existing techniques in terms of digitiz- ods that are based on unconstrained images such as selfies ing textured 3D face models with neutral expressions and or downloaded internet pictures are gaining popularity for diffuse lighting conditions. Our normalized 3D avatars can a wide range of consumer applications, such as immersive be converted into parametric models with complete bodies telepresence, video games, or social media apps based on and hair, and the solution is suitable for animation, relight- personalized avatars. ing, and integration with game engines as shown in Fig. 2. Cutting-edge single-view avatar digitization solutions We summarize our key contributions as follows: are based on non-linear 3D morphable face models (3DMM) generated from GANs [66, 65, 28, 45], outper- • We propose the first StyleGAN2-based approach for forming traditional linear models [10] which often lack fa- digitizing a 3D face model with neutral expressions cial details and likeness of the subject. To successfully train and diffusely lit textures from an unconstrained image. these networks, hundreds of thousands of subjects in vari- • We present a two-stage digitization framework which ous lighting conditions, poses, and expressions are needed. consists of a robust normalized face model inference While highly detailed 3D face models can be recovered, stage followed by a perception-based iterative face re- the generated textures have the lighting of the environment finement step. baked in, and expressions are often difficult to neutralize • We introduce a new data generation approach and making these methods unsuitable for applications that re- dataset based on a combination of photogrammetry quire relighting or facial animation. In particular, inconsis- scans, photographs of expression and lighting normal- tent textured models are obtained when images are taken ized subjects, and generated fake subjects. under different lighting conditions. • Our method outperforms existing single-view 3D face Collecting the same volume of 3D face data with neu- reconstruction techniques for generating normalized tral expressions and controlled lighting condition is in- faces, and we also show that our digitization approach tractable. Hence, we introduce a GAN-based facial digitiza- works using limited subjects for training. tion framework that can generate a high-quality textured 3D face model with neutral expression and normalized lighting 2. Related Works using only thousands of real world subjects. Our approach consists of dividing the problem into two stages. The first While a wide range of avatar digitization solutions exist stage uses a non-linear morphable face model embedded for professional production, they mostly rely on sophisti- into a StyleGAN2 [40] network to robustly generate de- cated 3d scanning equipment (e.g., multi-view stereo, pho- tailed and clean assets of a normalized face. The likeness tometric stereo, depth sensors etc.) and controlled capture of the person is then transferred from the input photograph settings [8, 30, 25]. We focus our discussion on monocular

11663 3D face reconstruction methods as they provide the most ac- ometries [51, 55, 76, 19, 5, 45, 49]. With the help of differ- cessible and flexible way of creating avatars for end-users, entiable renderers [63, 29, 56], several methods [66, 65, 45] where only a selfie or downloaded internet photo is needed. have demonstrated high-fidelity 3D face reconstructions us- ing non-linear morphable face models using fully unsuper- vised or weakly supervised learning, which is possible us- 3D Morphable Face Models. Linear 3D Morphable ing massive amounts of images in the wild. While the re- Models (3DMM) have been introduced by Blanz and Vet- constructed faces are highly detailed and accurate w.r.t. the ter [10] two decades ago, and have been established as the original input image, the generated assets are not suitable de-facto standard for 3D face reconstruction from uncon- for relightable avatars nor animation friendly, since lighting strained input images. The linear parametric face model en- conditions of the environment and expressions are baked codes shape and textures using principal component analy- into the output. Our work focuses on producing normalized sis (PCA) built from 200 laser scans. Various extensions of 3D avatars with unshaded albedo textures and neutral ex- this work include the use of larger numbers of high-fidelity pressions. Due to the limited availability of training data 3D face scans [12, 11], web images [41], as well as facial with normalized faces and the wide variation of facial ap- expressions often based on PCA or Facial Action Coding pearances and capture conditions, the problem is signifi- Systems(FACS)-based blendshapes [9, 68, 16]. cantly more challenging and ill-posed. The low dimensionality and effectiveness of 3DMMs make them suitable for robust 3D face modeling as well as facial performance capture in monocular settings. To Generative Adversarial Network. We adopt Style- reconstruct a textured 3D face model from a photograph, GAN2 [40] to encode our non-linear morphable 3D face conventional methods iteratively optimize for shape, tex- model. Among all generative models in , Gen- ture, and lighting condition by minimizing energy terms erative Adversarial Networks (GANs) [31] have achieved based on constraints such as facial landmarks, pixel col- a great success in producing realistic 2D natural images, ors [10, 57, 26, 61, 15, 37, 64, 27, 17, 48], or depth in- nearly indistinguishable from real world images. After formation if available such as for the case of RGB-D sen- a series of advancements, state-of-the-art GANs like PG- sors [70, 69, 13, 46, 35, 50, 36]. GAN [38], BigGAN [14] and StyleGAN/StyleGAN2 [39, While robust face reconstruction is possible, linear face 40] have proven to be also effective in generating high res- models combined with gradient optimization-based opti- olution images and the ability to handle an extremely wide mization are ineffective in handling the wide variation of range of variations. In this work, we mainly focus on adopt- facial appearances and challenging input photographs. For ing StyleGAN2 [40] to jointly learn facial geometry and instance, detailed facial hair and wrinkles are hard to gen- texture, since its intermediate latent representation has been erate and the likeness of the original subject is typically proven effective to best reconstruct a plausible target image lost after the reconstruction. Deep learning-based inference with clean assets [3, 60, 4, 33]. techniques [71, 28, 21, 29, 63, 67, 22, 7, 63] were later in- troduced and have demonstrated significantly more robust Facial Image Normalization. To address the problem facial digitization capabilities but they are still ineffective of unwanted lighting and expressions during facial digiti- in capturing facial geometric and appearance detail due to zation, several methods have been introduced to normal- the linearity and low dimensionality of the face model. Sev- ize unconstrained portraits. Cole et al. [20] introduced eral post-processing techniques exist and use inferred linear a deep learning-based image synthesis framework based face models to generate high-fidelity facial assets such as on FaceNet’s latent code [58], allowing one to generate a albedo, normal, and specular maps for relightable avatar frontal face with neutral expression and normalized lighting rendering [43, 18, 72]. AvatarMe [43] for instance uses from an input photograph. More recently, Nagano et al [53] GANFIT [28] to generate a linear 3DMM model as input improved the method to generate higher resolution facial to their post processing framework. Our proposed method assets for the purpose generating high-fidelity avatars. In can be used as alternative input to AvatarMe, and we com- particular, their method breaks down the inference problem pare it to GANFIT later in Section 4. into multiple steps, solving explicitly for perspective undis- More recently, non-linear 3DMMs have been introduced. tortion, lighting normalization, followed by pose frontal- Instead of representing facial shapes and appearances as a ization and expression neutralization. While the successful linear combination of basis vectors, these models are for- normalized portraits were demonstrated, their method rely mulated implicitly as decoders using neural networks where on transferring details from the input subject to the gener- the 3D faces are generated directly from latent vectors. ated output. Furthermore, both methods rely on the linear Some of these methods use fully connected layers or 2D 3DMMs for expression neutralization and thus cannot cap- convolutions in image space [66, 6, 24, 65, 47], while oth- ture detailed appearance variations. Neutralizing expres- ers use decoders in the mesh domain to represent local ge- sion from nonlinear 3DMM, however, is not straightforward

11664 since the feature space of identity and expression are often

Generated Discriminator Real / Fake entangled. Our new normalization framework with GAN- albedo map albedo based reconstruction fills in this gap. 3. Normalized 3D Avatar Digitization Mapping Synthesis Discriminator Real / Fake Network Network joint Concatenate

Albedo map Inference Stage Random Value latent code Z ∼ N(μ, σ) w ∈

Generated position map Real / Fake Identity Synthesis Discriminator FaceNet Renderer Regressor Network position

Input image FaceNet feature StyleGAN2 latent code w Rendering head

Initialization Position map Figure 4: GAN-based geometry and texture synthesis. Albedo map Refinement Stage

Synthesis Differentiable Network renderer and the neutral albedo texture, as well as to generate high fidelity and diverse 3D neutral faces from a latent vector. In- Optimized latent code w Rendering image

Position map spired by [47], we adopt the StyleGAN2 [40] architecture to w regularization train a morphable face model using 3D geometry and albedo PSPNet Perceptual loss

Identity loss texture as shown in Fig. 4. Rather than predicting vertex Input image Face mask positions directly, we infer vertex position offsets relative ResNet50 to the mean face mesh to improve numerical stability. To Camera jointly learn geometry and texture, we project the geome- try representation of classical linear 3DMMs S ∈ R3×N , Figure 3: Two-stage facial digitization framework. The avatar is firstly predicted in the inference stage, and then which consists of a set of N = 13557 vertices on the face improved to match the input image in the refinement stage. surface, onto a UV space using cylindrical parameteriza- tion. The vertex map is then rasterized to a 3-channel posi- × An overview of our two-stage facial digitization frame- tion map with 256 256 pixels. Furthermore, we train 3 dis- work is illustrated in Fig. 3. At the inference stage, criminators jointly, including 2 individual ones for albedo our system uses a pre-trained face recognition network and vertex position as well as a joint discriminator taking FaceNet [58] to extract a person-specific facial embedding both maps as input. The individual discriminators ensure feature given an unconstrained input image. This identity the quality and sharpness of each generated map, while the feature is then mapped to the latent vector w ∈ W+ in joint discriminator can learn and preserve their correlated the latent space of our Synthesis Network using an Identity distribution. This GAN is trained solely from the provided Regressor. The synthesis network decodes w to an expres- ground truth 3D geometries and albedo textures without any sion neutral face geometry and a normalized albedo texture. knowledge of the identity features. For the refinement, the latent vector w produced by the in- Discriminator Optimized Ground truth albedo loss ference is then optimized iteratively using a differentiable albedo map albedo map renderer by minimizing the perceptual difference between the input image and the rendered one via gradient descent. Concatenate Discriminator Synthesis joint loss Network 3.1. Robust GAN-Based Facial Inference L1 pixel loss Concatenate

Our synthesis network G generates the geometry as well Optimized latent code as the texture in UV space. Each pixel in the UV map repre- w ∈ Optimized Ground truth position map Discriminator position map sents the 3D position and the RGB albedo color of the cor- position loss responding vertex using a 6-channel tuple (r, g, b, x, y, z). Differentiable renderer The synthesis network is first trained using a GAN to en- sure robust and high quality mapping from any normal dis- Perceptual loss tributed latent vector Z ∼ N (µ, σ). Then, the identity re- gression network R is trained by freezing G to ensure ac- curate mapping from the identity feature of an input image. Figure 5: Our GAN-inversion searches a corresponding w, Further details of each network are described below. which can reconstruct the target geometry and texture. We train our synthesis network to embed a nonlinear 3D Morphable Model into its latent space, in order to model After obtaining G, we retrieve the corresponding input the cross correlation between the 3D neutral face geometry latent code via our code inversion algorithm. Inspired by [3,

11665 77], we choose the disentangled and extended latent space shown in Fig. 6. We further emphasize that all images in our W+ := R14×512 of StyleGAN2 as the inversion space to Normalized Face Dataset are frontal and have neutral ex- achieve better reconstruction accuracy. As shown in Fig. 5, pressions. Also, these images have well conditioned diffuse we adopt an optimization approach to find the embedding of scene illuminations, which are preferred for conventional a target pair of position and albedo map with the following gradient descent-based 3D face reconstruction methods. loss function: For each synthesized image, we apply light normaliza- tion [53] and 3D face fitting based on Face2Face [64] to L L λ1L λ2L (1) inv = pix + LPIPS + adv generate a 3D face geometry and then project the light nor- where Lpix is the L1 pixel error of the synthesized position malized image for the albedo texture. Instead of using and texture maps, LLPIPS is the LPIPS distance [74] as a the linear 3DMM completely, which results in coarse and perceptual loss, and Ladv is the adversarial loss favoring re- smooth geometry, we first run our inference pipeline to gen- alistic reconstruction results using the three discriminators erate the 3D geometry and take it as the initialization for the trained with G. Note that while LPIPS outperforms other Face2Face optimization. After optimization, the resulting perceptual metrics in practice [74], it is trained with real geometry is in fact the non-linear geometry predicted from images and measuring the perceptual loss directly on our our inference pipeline plus a linear combination of blend- UV maps would lead to unstable results. Therefore, we use shape basis optimized by Face2Face, thus preserving its a differentiable renderer [56] to render the geometry and non-linear expressiveness. Also note that the frontal poses texture maps from three fixed camera viewpoints and com- of the input images facilitate our direct projections onto UV pute the perceptual loss based on these renderings. Finally, space to reconstruct high-fidelity texture maps. the identity regressor R can be trained using the solved la- The complete training procedure works as follows: we tent codes of the synthesis network and their corresponding first collect a high quality Scan Dataset with 431 subjects identity features from the input images. with accurate photogrammetry scans, with 63 subjects from 3D Scan Store [1] and 368 subjects from Triplegangers [2]. 3.2. Unsupervised Dataset Expansion The synthesis network G0 is then trained from such scan data, and is then temporarily frozen for latent code inversion and the training of identity regressor R0. These bootstrap- ping networks (R0,G0) trained on the small Scan Dataset are applied onto our Normalized Face Dataset to infer the geometry and texture, which are then optimized and/or cor- rected by the Face2Face algorithm. Next, the improved geometry and texture are added back into the training of (R0,G0) to obtain the fine-tuned networks (R1,G1) with improved accuracy and robustness. Our final Normalized Face Dataset consists of 5601 Figure 6: Examples of synthetic faces from our Normalized Face Dataset. subjects, with 368 subjects from Triplegangers, 597 from Chicago Face Dataset (CFD) [52], 230 from the com- pound facial expressions (CFE) dataset [23], from The While datasets exist for frontal human face images in 153 CMU Multi-PIE Face Dataset [32], from Radboud Faces neutral expression [52, 23, 32, 42], the amount of such 67 Database (RaFD) [42], and the remaining generated data is still limited and the lighting conditions often vary 4186 by our method. We use most of the frontal and neutral face between datasets. Instead of manually collecting more images that are available to increase diversity, but still rely images from the Internet for expanding our training data, on the large volume of synthetic data for the training. we propose an automatic approach to produce frontal neu- tral portraits based on the pre-trained StyleGAN2 network 3.3. Perceptual Refinement trained with FFHQ dataset. Similar to a recent technique for semantic face editing [60], we train a neural network While the inference pipeline described in Sec. 3.1 with to predict identity attributes α of an input image in latent training data from Sec. 3.2 can reliably infer the normal- space. We used images collected from internet as input ized texture and geometry from an unconstrained image, a and estimate each α and apply it to wmean. wmean is a second stage with perceptual refinement can help determine fixed value in latent space, which could generate a mean a neighbor of the predicted latent code in the embedding and frontalized face. We then use a latent editing vec- space that matches the input image better. The work from tor β to neutralize the expressions. The final latent value Shi et al. [62] shows that an embedding space learned for ′ w = wmean + α + β produces a frontalized and neutral- face recognition is often noisy and ambiguous due to the ized face by feeding into StyleGAN2. Some examples are nature of fully unconstrained input data. While FaceNet

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Figure 14: Failure cases in our experiments. (a) shows a failure where the specularity at the chin is baked into the generated result; (b) shows that the robustness of the recon-

(a) (b) (c) (d) struction result is affected by the exaggerated expression.

Figure 13: Qualitative comparison with state-of-the-art face normalization method [53]. From left to right, we show (a) 5. Discussion input image; (b) our reconstructed result; (c) image-based face normalization result generated by Nagano et al. [53]; We have demonstrated a StyleGAN2-based digitization (d) Face2Face reconstruction result based on (c). approach using a non-linear 3DMM that can reliably gener- ate high-quality normalized textured 3D face models from challenging unconstrained input photos. Despite the lim- Tran et al. [65] Deng et al. [21] Ours ited amount of available training data (only thousands of 1.935mm 1.568mm 1.557mm subjects), we have shown that our two-stage face inference Table 1: Quantitative comparison of with other 3D face re- method combined with a hybrid Normalized Face Dataset construction methods. is effective in digitizing relightable and animation friendly avatars and can produce results of quality comparable to state-of-the-art techniques where generated faces are not Tran et al. [65] Deng et al. [21] Ours normalized. Our experiments show that simply adopting 0.304 0.392 0.205 existing methods using limited normalized facial training Table 2: Quantitative comparison on texture. data is insufficient to capture the likeness and fine-scale details of the original subject, but a perceptual refinement stage is necessary to transfer person-specific facial charac- teristics from the input photo. Our experiments also show Tables 1 and 2. For geometric accuracy, we randomly select that perceptual loss enables more robust matching using 20 scans from FaceScape, and for each method, we compute deep features than only pixel loss, and is able to better pre- the average point to mesh distance between the monocular serve semantically meaningful facial features. Compared reconstructed geometry and the ground truth scan. The pro- to state-of-the-art non-linear 3DMMs, our generated face posed model has smaller reconstruction errors than other models can produce lighting and expression normalized state-of-the-art ones. For texture evaluation, we augment face models, which is a requirement for seamless integra- the input images with lighting variations and compute the tion of avatars in virtual environments. Furthermore, our mean L1 pixel loss between generated textures from each experiments also indicate that our results are not only per- method and the ground truth. Our method generates tex- ceptually superior, but also quantitatively more accurate and tures that are less sensitive to lighting conditions. robust than existing methods.

Implementation Details. All our networks are trained on Limitations and Future Work. As shown in Fig. 14, the a desktop machine with Intel i7-6800K CPU, 32GB RAM effectiveness of our method in generating faces with nor- and one NVIDIA TITAN GTX (24GB RAM) GPU using malized expressions and lighting is limited by imperfect PyTorch [54]. The StyleGAN2 network training takes 13 training data and challenging input photos. In particular, days with the Normalized Face Dataset. We use the Py- some expressions and specularities can still be found in the Torch implementation [59] and remove the noise injection generated results. Furthermore, the fundamental problem of layer in the original implementation to remove the stochas- disentangling identity from expressions, or lighting condi- tic noise inputs and enable full control of the generated re- tions from skin tones is ill-posed. Nevertheless, we believe sults from the latent vector. Our identity regression net- that such disentanglement can be improved using superior work is composed of four fully connected layers with Leaky training data. In the future, we would like to explore how ReLU activations, and the training takes 1 hour to converge to increase the resolution and fidelity of the digitized assets with the same training data. At the testing stage, inference and potentially combine our method with high-fidelity fa- takes 0.13 s and refinement takes 45 s for 200 iterations. cial asset inference techniques such as [43, 18, 72].

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