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Problem with texture alignment #29
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Same issue. Maybe someone know how to fix it? |
1 similar comment
Same issue. Maybe someone know how to fix it? |
As I understand it, the problem is as follows. For face-aligment this project use FAN. And it's project is not so good for detecting narrowed eyes - issue For example : Module for detecting facial landmarks here Maybe someone know more robust project for detecting facial landmarks? Please share it, and we can implement it for this project. |
Hi @mosvlad, that is great insight! Now that you said that I took a closer look at the README example that uses this same photo from mine and the eyes are indeed misaligned – this whole time I had assumed they were correctly placed. Re: landmark detection, I have used MTCNN with good results when I've run Microsoft's Deep 3D Facial Reconstruction model. Maybe it could become an option here to run MTCNN as an intermediate step to generate the landmarks before running DECA? |
I think i can implement model from Deep3DFaceReconstruction for detecting facial landmarks. Code look's simple for use. code for facial landmark detection from microsoft/Deep3DFaceReconstruction Use model
Load model
I will announce the results shortly. Thanks for the info on this project. |
@mosvlad Is the MS repo for 68 landmarks detection better? It would be wonderful if you share some results of MS results. |
@Zju-George |
@Zju-George @fefogarcia Some results.
But I'm still trying to find robust and accuracy model for 68 facial landmark. Next step, i'll try to comparse FAN and dlib It looks pretty accuracy |
DLIB facial landmark detector is much better than FAN for frontal images. Here sample of code for detect landmarks with DLIB. For use download shape_predictor_68_face_landmarks.dat
Next step implement DLIB landmarks for this project :) |
This project doesn't use landmark detection for anything other than getting a bounding box for the face - thus I think getting better landmark detection is not as important as you may think. You can investigate this in Internally, DECA computes landmarks itself, which is what is shown in the output. For training, the paper states that they used FAN to create ground-truth landmarks for all training data, so bad results in the trained model probably arise from bad landmarks used as ground truth in the training set. |
@timlod Here is reult for sample image: |
@mosvlad, just run into the same issue and confirmed your findings, thanks for sharing your experiences. But how did you correct UV texture with externally provided landmarks above? Based on my understanding of the source, DECA itself doesn't use landmarks when unwrapping input to the UV texture so there is no single point to feed it proper landmarks. Am I wrong on this one? Or are you applying some corrective stretching to the input image/unwrapped texture? |
@mosvlad I'd also be interested in how you used custom landmarks for the texture projection! |
@mosvlad |
Hi, Do u solve this problem~ |
@birdflies I think I figured out how @mosvlad solved it. Or at least I found a similar solution. In |
Thanks, do you solve problems : "the results are all black except for the face?"? |
@birdflies I haven't come across that problem myself. I use the |
Please can you share the model which you have used to generate full texture map |
Hi Vlad, Can you please elaborate on your findings? How did you get this to work? |
I found a hacky fix for how this eye alignment was affecting our work. Check it out here: There are a lot of very smart people on this board, maybe you can weigh in on how I could do this better. |
Hi folks, thank you for this mind-blowing model!!
I've been trying to use the reconstruction demo and while the geometry reconstruction works like magic, the texture is always misaligned, especially around the eyes. At first I thought it was an issue with the custom image I was using but then when I attempted one of the sample images provided I had the same result.
I then thought it might have been related to the low-poly, pre-displacement OBJ I was using, but then after fumbling around a bit with the normal map with no luck, I opened the high-detail OBJ to check the vertex colors and it turns out they were also misaligned in the same way
Have you guys seen this problem before? Maybe there's something in the MAT file I should be applying? Thank you in advance for any light you can shine on the issue!
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