Learnable HMD Facial De-occlusion for VR Applications in a Person-Specific Setting
Immersive technologies such as Virtual Reality (VR) and Augmented Reality (AR) are among the fasted growing and fascinated technology today. As the name suggests, these technologies promise to provide users with a much better experience using immersive head-mounted displays. Medicine, culture, education, and architecture are some areas that have already taken advantage of this technology. Popular video conferencing platforms such as Microsoft Teams, Zoom, and Google Meet is working to improve user experience by allowing users to use their digital avatars. Nevertheless, they lack immersiveness and realism. What if we extend these applications to virtual reality platforms so people can feel lively talking to each other? Integrating virtual reality platforms in collaborative spaces such as virtual telepresence systems have become quite popular after globalization since it enables multiple users to share the same virtual environment, thus mimicking real-life face-to-face interactions. For a better immersive experience in virtual telepresence/communication systems, it is essential to recover the entire face, including the portion masked by the headsets (e.g., Head-Mounted Displays abbreviated as HMDs). Several methods have been proposed in the literature that deal with this problem in various forms, such as HMD removal and face inpainting. Despite some remarkable explorations, none of these methods promises to provide usable results as expected in virtual reality platforms. Addressing these challenges in the real-world deployment of AR/VR-based applications draws emerging attention. Considering the existing limitations and usability of previous solutions, we explore various research challenges and propose a practical approach to facial de-occlusion/HMD removal for virtual telepresence systems. This thesis is well-documented to motivate and introduce the audience to various research challenges in facial de-occlusion, familiarizing them with existing solutions and their inapplicability in our problem domain, followed by the idea and formulation of our proposed solution to tackle the problem. With this view, the first chapter lays the outline of this thesis. In the second chapter, we propose a method for facial de-occlusion and discuss the importance of personalized facial de-occlusion methods in enhancing the sense of realism in virtual environments. The third chapter talks about the refinement of to previously proposed network in improving the reconstruction of the eye region. Last but not least, the final chapter briefly discusses the existing face datasets in face reconstruction and inpainting, followed by an overview of the dataset we collected for this work, from acquisition to making it usable for training deep learning models. In addition, we also attempt to extend image-based facial de-occlusion to video frames using off-the-shelf approaches, briefly explained in Appendix A.
|Year of completion:||November 2022|
|Advisor :||Avinash Sharma, Anoop M Namboodiri|