SPLiT: Single Portrait Lighting Estimation via a Tetrad of Face Intrinsics

IEEE TPAMI 2024.02

1Peking University, 2Beijing University of Posts and Telecommunications 3Zhejiang University #Co-first authors *Corresponding author

SPLiT estimates a tetrad of face intrinsics (diffuse albedo A, surface normal N, diffuse shading D, and specular reflection S) and uses spherically distributed components to estimate lighting.

Abstract

This paper proposes a novel pipeline to estimate a non-parametric environment map with high dynamic range from a single human face image.

Lighting-independent and -dependent intrinsic images of the face are first estimated separately in a cascaded network. The influence of face geometry on the two lighting-dependent intrinsics, diffuse shading and specular reflection, are further eliminated by distributing the intrinsics pixel-wise onto spherical representations using the surface normal as indices. This results in two representations simulating images of a diffuse sphere and a glossy sphere under the input scene lighting. Taking into account the distinctive nature of light sources and ambient terms, we further introduce a two-stage lighting estimator to predict both accurate and realistic lighting from these two representations. Our model is trained supervisedly on a large-scale and high-quality synthetic face image dataset.

We demonstrate that our method allows accurate and detailed lighting estimation and intrinsic decomposition, outperforming state-of-the-art methods both qualitatively and quantitatively on real face images.

Pipeline

The pipeline of SPLiT. The tetrad intrinsic decomposition module predicts the tetrad of face intrinsics $\{ \mathbf{A}, \mathbf{N}, \mathbf{D}, \mathbf{S} \}$ from the input image $\mathbf{I}$ by cascaded networks, $f_\mathrm{AN}$ and $f_\mathrm{DS}$. The lighting-dependent shading $\{ \mathbf{D}, \mathbf{S} \}$ are distributed onto spherical representations $\{ \mathbf{D}^\circ, \mathbf{S}^\circ \}$ using $\mathbf{N}$ as per-pixel indices. The spherical lighting estimation module takes $\{ \mathbf{D}^\circ, \mathbf{S}^\circ \}$ and the constant normal map $\mathbf{N}^\circ$ as input. Taking into account the different nature of HDR light sources and ambient lights, it first estimates light sources and the ambient lights by the light source network $f_\mathrm{src}$, then enriches realistic textures into the ambient environment by the ambient texture network $f_\mathrm{amb}$ and the discriminator $f_\mathrm{disc}$ via a generative adversarial network (GAN) framework.

Dataset

SPLiT is trained and validated on a large-scale and high-quality synthetic face image dataset containing labels of intrinsic components and lighting. This dataset is built on the FaceScape 3D face dataset.

Comparisons are conducted on a test dataset containing real face images and corresponding ground-truth environment lighting, including Laval Face&Lighting database and our newly captured dataset.

Comparisons

We compare SPLiT on lighting estimation against state-of-the-art methods. Lighting estimates from left to right: (a) ground truth, (b) SPLiT (ours), (c) SPLiT (ours) w/o $f_\mathrm{amb}$, (d) LIDP, (e) FaceProbe, (f) HDRLE, (g) HyFRIS. Some entries (indicated as “$\ominus$”) are unavailable.

Applications

Relighting virtual objects for realistic insertion using the estimated lighting.

Lighting transfer between portraits using the estimated lighting and face intrinsic components.

BibTeX

@article{split2023,
    author = {Fan Fei and Yean Cheng and Yongjie Zhu and Qian Zheng and Si Li and Gang Pan and Boxin Shi},
    journal = {IEEE Transactions on Pattern Analysis and Machine Intelligence},
    title = {SPLiT: Single Portrait Lighting Estimation via a Tetrad of Face Intrinsics},
    year = {2024},
    volume = {46},
    number = {02},
    issn = {1939-3539},
    pages = {1079-1092},
    doi = {10.1109/TPAMI.2023.3328453},
    publisher = {IEEE Computer Society},
    address = {Los Alamitos, CA, USA},
    month = {feb}
}