EA Play FIFA 23 F1™ 22 Madden NFL 23 Apex Legends Battlefield™ 2042 The Sims 4 Electronic Arts Home Electronics Arts Home Latest Games Coming Soon Free-To-Play EA SPORTS EA Originals Games Library EA app Deals PC PlayStation Xbox Nintendo Switch Mobile Pogo The EA app EA Play Competitive Gaming Playtesting Company Careers News Technology EA Studios EA Partners Our Commitments Positive Play Inclusion & Diversity Social Impact People & Culture Environment Help Forums Player and Parental Tools Accessibility Press Investors Latest Games Coming Soon Free-To-Play EA SPORTS EA Originals Games Library EA app Deals PC PlayStation Xbox Nintendo Switch Mobile Pogo The EA app EA Play Competitive Gaming Playtesting Company Careers News Technology EA Studios EA Partners Our Commitments Positive Play Inclusion & Diversity Social Impact People & Culture Environment Help Forums Player and Parental Tools Accessibility Press Investors

Towards Optimal Training Distribution for Photo-to-Face Models

This presentation was delivered at the Center for Advanced Signal and Image Sciences (CASIS) 28th Annual Workshop on 5 June 2024, which was held at the Lawrence Livermore National Laboratory.

Authors: Igor Borovikov and Karine Levonyan

How do we best construct game avatars from photos?

There’s a great deal of interest in personalizing game avatars with photos of players’ faces. Training an ML model to predict 3D facial parameters from a photo requires abundant training data.

In games, the training data for photo-to-parameters ML models is synthetic so as to circumvent legal, licensing, and copyright issues. The training data consists of rendered images and the corresponding facial parameters. Randomizing the authoring parameters within some plausible distribution allows us to create realistic heads and train accurate photo-to-parameters models. This approach is well-established. However, some challenges remain.

A large volume of data is needed to prevent overfitting. Also, the distribution of parameters for training may be biased due to the design decisions. The biases may lead to lower accuracy for some faces and require a variety of data to overcome overfitting, which results in longer training cycles.

This presentation discusses a work in progress with an optimized view of the training data. It assumes fewer "sufficiently different" yet realistic human faces to better approximate distributions in the wild. The minimality and realism come from using latent spaces of FaceNet (or a similar DNN) used for facial recognition. The initial training dataset undergoes filtering to spread embedding vectors uniformly with a predefined distance when mapped to the latent space of FaceNet (i.e., we drop faces that are too similar).

The presentation discusses the proposed approach's challenges, advantages, and early results.

Download the presentation deck (PDF 3.4 MB).

Related News

Improving Generalization in Game Agents with Imitation Learning

SEED
Jul 16, 2024

Proud Voices: What Pride Means To Our Employees

Electronic Arts Inc.
Jul 2, 2024
Proud Voices: What Pride Means To Our Employees

Invasive Plants vs. Frosties: saving our planet, one plant at a time

Electronic Arts Inc.
Jun 27, 2024
EA’s Heather Nightingale has launched an initiative known as Invasive Plants vs. Frosties, helping local ecology thrive.