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PIGan: Pose Invariant face reenactment for game character using a GAN-based face rotation technique

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The recent emergence of generative adversarial networks (GANs) accelerate the research on face reenactment. Face reenactment is a technique for synthesizing a face image of desired expressions from a source face using a target image of desired expressions or a vector with facial expression information. In this paper, we propose a GAN architecture-based method for reenacting the expressions of game characters with various angles through a rotation module and action unit (AU) vectors. In the first step, we devise a rotate module that synthesizes the frontalized face images from the face of a game character with arbitrary poses. This prevents the side effects of the face poses in reenacting the facial expressions. We feed the frontalized image as well as a vector with facial expression information to the generator in order to synthesize a face with the desired expression. The generator generates an attention mask indicating a region of interest of facial expression and a color mask indicating color information for the expression. This allows us to synthesize a reenacted image that generates facial expressions while preserving the identity and other attachments of a game character. The attention mask and color mask incorporate to synthesize a reenacted image with target expression. Finally, we recover the original pose of a character from the frontalized reenacted image.

Abstract

The recent emergence of generative adversarial networks (GANs) accelerate the research on face reenactment. Face reenactment is a technique for synthesizing a face image of desired expressions from a source face using a target image of desired expressions or a vector with facial expression information. In this paper, we propose a GAN architecture-based method for reenacting the expressions of game characters with various angles through a rotation module and action unit (AU) vectors. In the first step, we devise a rotate module that synthesizes the frontalized face images from the face of a game character with arbitrary poses. This prevents the side effects of the face poses in reenacting the facial expressions. We feed the frontalized image as well as a vector with facial expression information to the generator in order to synthesize a face with the desired expression. The generator generates an attention mask indicating a region of interest of facial expression and a color mask indicating color information for the expression. This allows us to synthesize a reenacted image that generates facial expressions while preserving the identity and other attachments of a game character. The attention mask and color mask incorporate to synthesize a reenacted image with target expression. Finally, we recover the original pose of a character from the frontalized reenacted image.

참고문헌 (33)

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