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How did you evaluate the NME of your model and PRNet in 3D face reconstruction?

Open deepdarkfans opened this issue 4 years ago • 7 comments

PRNet has different dimensions than any other model because the neck part is removed. When I evaluated PRNet and your model, I found that PRNet's has the worst NME, probably because I removed some dimensions from the ground truth, so how did you evaluate the two models?

deepdarkfans avatar Feb 01 '21 07:02 deepdarkfans

hi, how to get NME of PRNet,i get a bigger result compare to the NME paper. hope your reply!thanks!

Nancyh-e avatar Mar 30 '21 08:03 Nancyh-e

Hi @deepdarkfans , did you get your answer? I have the same question as we get 43K vertices using PRNet but the groundtruth for AFLW2000 data set has 53K vertices.

HOMGH avatar Jul 16 '21 09:07 HOMGH

Hi @deepdarkfans , did you get your answer? I have the same question as we get 43K vertices using PRNet but the groundtruth for AFLW2000 data set has 53K vertices.

No, but I have a method you can try. When calculating NME, you can multiply the ground truth of AFLW2000 by the weight matrix of the PRNet loss function, which should ignore the neck part

deepdarkfans avatar Jul 20 '21 12:07 deepdarkfans

hi, how to get NME of PRNet,i get a bigger result compare to the NME paper. hope your reply!thanks!

I have a method you can try. When calculating NME, you can multiply the ground truth of AFLW2000 by the weight matrix of the PRNet loss function, which should ignore the neck part

deepdarkfans avatar Jul 20 '21 12:07 deepdarkfans

Hi @deepdarkfans , did you get your answer? I have the same question as we get 43K vertices using PRNet but the groundtruth for AFLW2000 data set has 53K vertices.

No, but I have a method you can try. When calculating NME, you can multiply the ground truth of AFLW2000 by the weight matrix of the PRNet loss function, which should ignore the neck part

Thank you for your reply. Where can I find this weight matrix? Do you mean the uv_face _mask in ./Data folder? (below) But this can be multiplied by the uv position map not the vertices. So should we first convert AFLW2000 ground truth to uv position map and then multiply with this map? image

HOMGH avatar Jul 20 '21 17:07 HOMGH

Yes, you need to convert AFLW2000 to UV position map,

deepdarkfans avatar Jul 21 '21 08:07 deepdarkfans

Yes, you need to convert AFLW2000 to UV position map,

Awesome! Thanks :)

HOMGH avatar Jul 21 '21 12:07 HOMGH