text: We present SfSNet, an end-to-end learning framework for producing an accurate decomposition of an unconstrained human face image into shape, reflectance and illuminance. SfSNet is designed to reflect a physical lambertian rendering model. SfSNet learns from a mixture of labeled synthetic and unlabeled real world images. This allows the network to capture low frequency variations from synthetic and high frequency details from real images through the photometric reconstruction loss. SfSNet consists of a new decomposition architecture with residual blocks that learns a complete separation of albedo and normal. This is used along with the original image to predict lighting. SfSNet produces significantly better quantitative and qualitative results than state-of-the-art methods for inverse rendering and independent normal and illumination estimation.
  @cite_38: Lighting estimation from faces is an important task and has applications in many areas such as image editing, intrinsic image decomposition, and image forgery detection. We propose to train a deep Convolutional Neural Network (CNN) to regress lighting parameters from a single face image. Lacking massive ground truth lighting labels for face images in the wild, we use an existing method to estimate lighting parameters, which are treated as ground truth with noise. To alleviate the effect of such noise, we utilize the idea of Generative Adversarial Networks (GAN) and propose a Label Denoising Adversarial Network (LDAN). LDAN makes use of synthetic data with accurate ground truth to help train a deep CNN for lighting regression on real face images. Experiments show that our network outperforms existing methods in producing consistent lighting parameters of different faces under similar lighting conditions. To further evaluate the proposed method, we also apply it to regress object 2D key points where ground truth labels are available. Our experiments demonstrate its effectiveness on this application.
  @cite_7: We present a real-time deep learning framework for video-based facial performance capture---the dense 3D tracking of an actor's face given a monocular video. Our pipeline begins with accurately capturing a subject using a high-end production facial capture pipeline based on multi-view stereo tracking and artist-enhanced animations. With 5--10 minutes of captured footage, we train a convolutional neural network to produce high-quality output, including self-occluded regions, from a monocular video sequence of that subject. Since this 3D facial performance capture is fully automated, our system can drastically reduce the amount of labor involved in the development of modern narrative-driven video games or films involving realistic digital doubles of actors and potentially hours of animated dialogue per character. We compare our results with several state-of-the-art monocular real-time facial capture techniques and demonstrate compelling animation inference in challenging areas such as eyes and lips.
  @cite_0: 
  @cite_23: The 3D shapes of faces are well known to be discriminative. Yet despite this, they are rarely used for face recognition and always under controlled viewing conditions. We claim that this is a symptom of a serious but often overlooked problem with existing methods for single view 3D face reconstruction: when applied in the wild, their 3D estimates are either unstable and change for different photos of the same subject or they are over-regularized and generic. In response, we describe a robust method for regressing discriminative 3D morphable face models (3DMM). We use a convolutional neural network (CNN) to regress 3DMM shape and texture parameters directly from an input photo. We overcome the shortage of training data required for this purpose by offering a method for generating huge numbers of labeled examples. The 3D estimates produced by our CNN surpass state of the art accuracy on the MICC data set. Coupled with a 3D-3D face matching pipeline, we show the first competitive face recognition results on the LFW, YTF and IJB-A benchmarks using 3D face shapes as representations, rather than the opaque deep feature vectors used by other modern systems.
  @cite_25: It has been recently shown that neural networks can recover the geometric structure of a face from a single given image. A common denominator of most existing face geometry reconstruction methods is the restriction of the solution space to some low-dimensional subspace. While such a model significantly simplifies the reconstruction problem, it is inherently limited in its expressiveness. As an alternative, we propose an Image-to-Image translation network that jointly maps the input image to a depth image and a facial correspondence map. This explicit pixel-based mapping can then be utilized to provide high quality reconstructions of diverse faces under extreme expressions, using a purely geometric refinement process. In the spirit of recent approaches, the network is trained only with synthetic data, and is then evaluated on “in-the-wild” facial images. Both qualitative and quantitative analyses demonstrate the accuracy and the robustness of our approach.
  @cite_17: We present a novel approach for real-time facial reenactment of a monocular target video sequence (e.g., Youtube video). The source sequence is also a monocular video stream, captured live with a commodity webcam. Our goal is to animate the facial expressions of the target video by a source actor and re-render the manipulated output video in a photo-realistic fashion. To this end, we first address the under-constrained problem of facial identity recovery from monocular video by non-rigid model-based bundling. At run time, we track facial expressions of both source and target video using a dense photometric consistency measure. Reenactment is then achieved by fast and efficient deformation transfer between source and target. The mouth interior that best matches the re-targeted expression is retrieved from the target sequence and warped to produce an accurate fit. Finally, we convincingly re-render the synthesized target face on top of the corresponding video stream such that it seamlessly blends with the real-world illumination. We demonstrate our method in a live setup, where Youtube videos are reenacted in real time.
summary: Another direction of research is to estimate shape or illumination of a face independently. Recently many research works aim to reconstruct the shape of real world faces by learning from synthetic data; by fitting a 3DMM @cite_23 @cite_7 @cite_17 , by predicting a depth map and subsequent non-rigid deformation to obtain a mesh @cite_25 and by regressing a normal map @cite_0 . Similarly @cite_38 proposed a method to estimate lighting directly from a face. These learning based independent component estimation methods can not be trained with unlabeled real world data and thus suffer from the ability to handle unseen face modalities. In contrast our joint estimation approach performs the complete decomposition while allowing us to train on unlabeled real world images using our SfS-supervision'.