Source-linked AI summary
Towards High-Fidelity 3D Face Reconstruction from In-the-Wild Images Using Graph Convolutional Networks
Jiangke Lin, Yi Yuan, Tianjia Shao, Kun Zhou
TL;DR
3DMM-based methods recover facial shape from single images, but their textures lack input-image fidelity, while generative alternatives require a difficult-to-prepare high-resolution UV-map database. The paper refines an initial 3DMM texture with image details on mesh vertices using GCNs, avoiding that database. It reports better qualitative and quantitative comparisons than state-of-the-art methods, while noting a MICC evaluation difference that may lower its scores.
Problem
3DMM textures lack the fidelity of input images, and high-fidelity generative methods require a large, laborious-to-capture high-resolution UV-map database that is not publicly available.
Source: §1 · pp. 1–2Method
The method refines an initial 3DMM texture with image details by using GCNs to predict detailed colors for mesh vertices rather than reconstructing a UV map.
Source: §1 · p. 2Results
The authors report that their results outperform state-of-the-art methods in both qualitative and quantitative comparisons.
Source: §1 · p. 2Takeaways & Limitations
The method generates realistic high-fidelity face textures from single images without requiring a captured high-resolution face-texture dataset.
Source: §6 · p. 8For MICC comparisons, the evaluated meshes omit ears and neck regions and use rendered images for similarity scores; the authors say these factors may lead to lower scores.
Source: §5.2 · p. 7
Abstract
from arXiv · showhide
3D Morphable Model (3DMM) based methods have achieved great success in recovering 3D face shapes from single-view images. However, the facial textures recovered by such methods lack the fidelity as exhibited in the input images. Recent work demonstrates high-quality facial texture recovering with generative networks trained from a large-scale database of high-resolution UV maps of face textures, which is hard to prepare and not publicly available. In this paper, we introduce a method to reconstruct 3D facial shapes with high-fidelity textures from single-view images in-the-wild, without the need to capture a large-scale face texture database. The main idea is to refine the initial texture generated by a 3DMM based method with facial details from the input image. To this end, we propose to use graph convolutional networks to reconstruct the detailed colors for the mesh vertices instead of reconstructing the UV map. Experiments show that our method can generate high-quality results and outperforms state-of-the-art methods in both qualitative and quantitative comparisons.
1. Introduction
3DMMs recover facial shape and albedo from single images, but their textures lack input-image detail; high-fidelity alternatives require a difficult-to-prepare, unavailable database of high-resolution UV maps. This paper refines a 3DMM texture with image details on mesh vertices using GCNs, without requiring that database.
1. Introduction
- The 3DMM texture lacks input-image detail, while high-fidelity UV-map generation methods require a large, laborious-to-capture database that is not publicly available.The paper identifies this data requirement as infeasible for ordinary users.Source: §1 · pp. 1–2
- The proposed method refines the globally reasonable initial 3DMM texture with image details by predicting detailed colors for mesh vertices using GCNs instead of reconstructing a UV map.The stated aim is high-fidelity texture reconstruction from a single image without capturing a large-scale face texture database.Source: §1 · p. 2
- The coarse-to-fine framework combines 3DMM coefficient regression with image-feature extraction, differentiable rendering for self-supervision, and GAN loss for texture refinement.The CNN regresses 3DMM and rendering parameters; a pretrained CNN extracts face features for the GCN.Source: §1 · p. 2
- The authors report that their results outperform state-of-the-art methods in both qualitative and quantitative comparisons.The paper presents this as a contribution of its evaluation.Source: §1 · p. 2
2. Related Work
Related work describes 3DMMs as PCA-based models of facial identity, expression, and texture, and reviews fitting, texture-reconstruction, and graph-convolution approaches that inform this method.
2.1. Morphable 3D Face Models
- The Basel Face Model registers a template mesh to scanned faces using Optimal Step Nonrigid ICP, then applies PCA to create a low-dimensional model; this paper uses it as its 3DMM.The broader 3DMM family represents facial identity, expression, and texture from multiple scans.Source: §2.1 · p. 2
2.2. Fitting a Morphable Face Model
- Classical template fitting is sensitive to input lighting, expression, and pose, while deep-learning regressors still face difficulties under complex in-the-wild conditions.Differentiable rendering compares a rendered face with the input image, enabling unsupervised or weakly supervised training without paired data; this work adopts tf-mesh-renderer [13].Source: §2.2 · pp. 2–3
2.3. Texture of Morphable Face Models
- Deng et al. [11] regress 3DMM shape and texture coefficients, but their generated texture remains limited by the 3DMM texture model; this method uses that scheme for a coarse texture and refines it with image details.The GCN refinement is described as the stage that adds the image details.Source: §2.3 · p. 3
2.4. Graph Convolutional Networks
- Graph-convolution methods provide operations on mesh data, and CoMA [27] motivates this method's use of a learned image-feature embedding decoded into detailed face-mesh vertex colors.ChebyNet [9] approximates spectral filters with truncated Chebyshev polynomials, avoiding Fourier-basis computation.Source: §2.4 · p. 3
3. Approach
The approach combines 3DMM-based coarse reconstruction with GCN-based texture refinement to produce detailed vertex colors, with adversarial training applied to the refinement module.
3. Approach
- The feature-extraction module uses a Regressor for 3DMM coefficients, pose, and lighting, and FaceNet for image features used in detail refinement and identity preservation.The outputs support the subsequent texture-refinement module.Source: §3 · p. 4
- The texture-refinement module uses a GCN Decoder to generate detailed vertex colors from FaceNet features and a GCN Refiner to refine Regressor-generated vertex colors.A combiner merges the two color outputs into final vertex colors.Source: §3 · p. 4
- A Discriminator applies adversarial training to improve the texture-refinement module's output.Source: §3 · p. 4
3.1. 3DMM Coefficients Regression
A CNN regresses 3DMM and rendering parameters from the input image, while a pretrained FaceNet supplies features for vertex-detail decoding and identity-preserving loss.
3.1. 3DMM Coefficients Regression
- The CNN regresses a 257-dimensional vector containing identity, expression, and texture coefficients, face pose, and lighting; the coefficients yield face positions and albedo.The vector contains 80 identity, 64 expression, 80 texture, 6 pose, and 27 lighting values.Source: §3.1 · p. 4
- A pretrained FaceNet embedding serves both as input for the Decoder to generate detailed mesh-vertex albedo and as the feature representation for identity-preserving loss.Source: §3.1 · p. 4
3.2. Differentiable Rendering
The method trains through a differentiable renderer by comparing a rendered 3D face with its input image. Rendering uses the regressed shape, texture, pose, and lighting.
3.2. Differentiable Rendering
- The mesh is rendered with predicted parameters, and losses are computed from differences between the rendered image and the input image.The renderer interpolates mesh colors and normals at pixels.Source: §3.2 · p. 4
- The regressed shape, texture, and pose produce a projected face albedo, which is illuminated with estimated lighting to form the final rendered image.That rendered image is compared with the input to compute the loss.Source: §3.2 · p. 4
- Figure 3 presents the input image, the render with albedo only, and the render with illuminated texture, in that order.Source: Figure 3 · p. 4
3.3. Texture Refinement Module
The refinement module predicts detailed albedo colors directly for mesh vertices rather than reconstructing a UV map. It combines feature-driven decoding with refinement of 3DMM colors.
3.3. Texture Refinement Module
- The module directly refines mesh-vertex albedo RGB values instead of representing facial texture as a UV map.It comprises a Decoder, a Refiner, and a combine net.Source: §3.3 · p. 4
- Chebyshev-polynomial spectral convolutions provide mesh filtering using a kernel over the scaled Laplacian.The convolution layer maps input features to output features with trainable parameters.Source: §3.3 · pp. 4–5
- The Decoder maps FaceNet features to vertex albedo colors, while the Refiner updates vertex colors from the 3DMM model.The Decoder uses spectral residual blocks; the Refiner uses similar blocks with downsampling and upsampling layers.Source: §3.3 · p. 5
- The combine net concatenates Decoder and Refiner outputs, then applies a graph convolutional layer and tanh activation to produce final vertex colors.Source: §3.3 · p. 5
- A discriminator is trained on input 2D images and rendered reconstructed faces as part of the adversarial strategy.The paper notes that it does not use real 3D face data and follows Wasserstein GAN training with gradient penalty.Source: §3.3 · p. 5
3.4. Losses
The training losses compare rendered faces with inputs at pixel, identity-feature, and vertex levels, with an adversarial objective also applied to rendered images.
3.4.1 Pixel-wise Loss
- Pixel-wise loss compares the input and illuminated rendering only over segmented face regions, excluding areas outside the projected mesh.The regions include the face, eyebrows, eyes, nose, and mouth; segmentation follows a pretrained network.Source: §3.4.1 · p. 5, Figure 4 · p. 5
3.4.2 Identity-Preserving Loss
- Identity-preserving loss uses cosine distance to keep FaceNet features of the input and rendered images close, addressing cases where pixel loss may not preserve likeness.The feature vectors are extracted from the input and rendered images by FaceNet.Source: §3.4.2 · p. 5
3.4.3 Vertex-wise Loss
- Vertex-wise loss uses regressor-predicted texture or image-projected vertex colors as assistance, gradually reducing its weight during refinement training.It compares those albedo values with refined or illuminated albedo values across vertices.Source: §3.4.3 · pp. 5–6
3.4.4 Adversarial Loss
- The adversarial loss follows Improved Wasserstein GAN, using input images, rendered refined-texture images, and interpolated samples for its gradient penalty.The interpolated samples lie along straight lines between samples from the input and rendered-image distributions.Source: §3.4.4 · p. 6
4. Implementation Details
Implementation uses aligned CelebA images and a Basel Face Model, with a pretrained regressor and face-segmentation network. Training warms up the refinement losses before inference.
4. Implementation Details
- The implementation uses aligned CelebA images, the Basel Face Model, and a regressor that predicts 3DMM coefficients, pose, and lighting.Inputs are 224 × 224 pixels, and meshes have 35,709 vertices.Source: §4 · p. 6
- During refinement training, σ1 starts at 0 and σ4 at 1, then after one warm-up epoch σ1 rises to 1 while σ4 falls to 0.σ2 = 0.2 and σ3 = 0.001 remain fixed.Source: §4 · p. 6
- At inference, the network processes about 50 images per second in parallel on an NVIDIA 1080Ti GPU.Source: §4 · p. 6
5. Experimental Results
The method is compared with prior 3D face reconstruction approaches qualitatively and through image-based metrics, then examined through ablations and higher-resolution inputs. The authors report stronger results across multiple metrics and describe improvements from the full model and higher resolution.
5.1. Qualitative Comparison
5.2. Quantitative Comparison
- Evaluation compares input images with projected face-region renderings because the authors lack 3D ground-truth data.Metrics include L1, PSNR, SSIM, face-recognition feature similarity, and a distribution comparison on MICC; the authors note that MICC mesh coverage differs from [13] and may lower their scores.Source: §5.2 · pp. 6–7
- Our reconstructions outperform prior methods across multiple evaluation metrics, with both face-recognition networks finding them more likely to depict the same person as the input.The comparison uses pixel-level and perceptual metrics; the supplied table caption identifies Table 1 as the quantitative comparison.Source: §5.2 · p. 7, Table 1 · p. 8
5.3. Ablation Study
- The ablation describes progressively more detailed, realistic predictions as the model moves beyond coarse 3DMM texture, adds adversarial training, and incorporates vertex-level refinement.Replacing GCNs with fully connected or UV-space convolutional layers does not improve performance; the authors attribute this to parameter count and underuse of 3D facial spatial information.Source: §5.3 · p. 8, Table 2 · p. 8
- Training and testing on higher-resolution CelebA-HQ images helps reduce checkerboard-like artifacts and produce better results.Figure 8 compares results from 224 × 224 and 512 × 512 inputs.Source: §5.3 · p. 8, Figure 8 · p. 8
6. Conclusions
The paper presents a single-view 3D face reconstruction method that produces high-fidelity textures using graph convolutional networks. It does not require capturing high-resolution face-texture datasets, and the authors identify reducing checkerboard artifacts and generating more detailed shapes and expressions as future work.
- The method reconstructs face shapes with high-fidelity textures from single-view images.Source: §6 · p. 8
- The authors report using graph convolutional networks to generate high-fidelity face textures without capturing high-resolution face-texture datasets.Source: §6 · p. 8
- Future work will target checkerboard-like artifacts and more detailed face shapes and expressions.Source: §6 · p. 8