Facial De-occlusion Network for Virtual Telepresence Systems Surabhi Gupta Ashwath Shetty Avinash Sharma International Institute of Information Technology Hyderabad

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Facial De-occlusion Network for Virtual Telepresence Systems
Surabhi Gupta Ashwath Shetty Avinash Sharma
International Institute of Information Technology Hyderabad
{surabhi.gupta, ashwath.shetty}@research.iiit.ac.in
asharma@iiit.ac.in
Abstract
To see what is not in the image is one of the broader mis-
sions of computer vision. Technology to inpaint images has
made significant progress with the coming of deep learning.
This paper proposes a method to tackle occlusion specific
to human faces. Virtual presence is a promising direction
in communication and recreation for the future. However,
Virtual Reality (VR) headsets occlude a significant portion
of the face, hindering the photo-realistic appearance of the
face in the virtual world. State-of-the-art image inpainting
methods for de-occluding the eye region does not give us-
able results. To this end, we propose a working solution
that gives usable results to tackle this problem enabling the
use of the real-time photo-realistic de-occluded face of the
user in VR settings.
This is an extended abstract of our CRV 2022 poster pa-
per [4].
1. Introduction
Face is a principle in any dialogue. Modern technol-
ogy in the face-to-face conversation has gone from video
to virtual presence over a distance. With the coming of Vir-
tual Reality (VR), which promises to provide realism, most
technology has been developed around creating a virtual
avatar. Nonetheless, using an avatar reduces the immer-
sion and the sense of self-bringing in an uncanny valley. [6]
shows that increasing realism in the avatar does not improve
the experience. The very construct of a VR headset restricts
the use of the face, hindering the real-time broadcast of the
user’s face.
VR environment improves immersion and user experi-
ence [11], but the occlusion of the face brings down this po-
tential. Existing methods of reconstructing the face while
using a VR device do not give usable results. The primary
research challenge with the face completion/inpainting task
comes from its ill-posed nature as a significant part of the
face is occluded by HMD. Learning a single common face
Input
(Occluded)
Reconstructed
(Un-occluded)
Groundtruth
(Un-occluded)
Figure 1. The proposed approach reconstruct unoccluded face im-
age with high-quality even in presence of apparels.
de-occlusion network with the capability to hallucinate di-
verse expressions in varying appearances and head poses
across a large set of human faces is difficult to achieve. It
is due to the broad space of facial geometry and appearance
as well as the highly subjective way of articulating expres-
sions/emotions across individuals [1]. This motivates us
to devise a person-specific model that gives usable results
with high visual appeal and enables the use of the real-time
photo-realistic inpainted face of the user in VR.
Traditional inpainting methods [1416] do not general-
ize to even slight non-frontal head poses and suffer from
a loss of identity. Methods using an additional reference
image to preserve identity also fail to scale beyond frontal
head pose [9,12]. Elgharib et al. shows that training a
person-specific model is an effective way to model high-
frequency details in generating frontal views from egocen-
tric frames [3].
As proposed, our method de-occludes face images to en-
able virtual presence without using 3D models. Previous
methods that predict view conditioned texture and mesh ge-
ometry from HMD occluded input need calibrated multi-
arXiv:2210.12622v1 [cs.CV] 23 Oct 2022
摘要:

FacialDe-occlusionNetworkforVirtualTelepresenceSystemsSurabhiGuptaAshwathShettyAvinashSharmaInternationalInstituteofInformationTechnologyHyderabadfsurabhi.gupta,ashwath.shettyg@research.iiit.ac.inasharma@iiit.ac.inAbstractToseewhatisnotintheimageisoneofthebroadermis-sionsofcomputervision.Technologyt...

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