# AudioEar: Single-View Ear Reconstruction for Personalized Spatial Audio

arXiv: https://arxiv.org/abs/2301.12613 · HTML: https://mlsanity.com/paper/2301.12613/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 22 of its 55 references that are in the map.
- First posted on arXiv 30 Jan 2023.

## Builds on (most cited first, 22 of 22)

- [Deep Residual Learning for Image Recognition](https://mlsanity.com/paper/1512.03385/) (2015)
- [Adam: A Method for Stochastic Optimization](https://mlsanity.com/paper/1412.6980/) (2014)
- [A Style-Based Generator Architecture for Generative Adversarial Networks](https://mlsanity.com/paper/1812.04948/) (2018)
- [YOLOv4: Optimal Speed and Accuracy of Object Detection](https://mlsanity.com/paper/2004.10934/) (2020)
- [Learning an Animatable Detailed 3D Face Model from In-The-Wild Images](https://mlsanity.com/paper/2012.04012/) (2020)
- [Neural 3D Mesh Renderer](https://mlsanity.com/paper/1711.07566/) (2017)
- [Deeper Depth Prediction with Fully Convolutional Residual Networks](https://mlsanity.com/paper/1606.00373/) (2016)
- [Pose2Mesh: Graph Convolutional Network for 3D Human Pose and Mesh Recovery from a 2D Human Pose](https://mlsanity.com/paper/2008.09047/) (2020)
- [Learning to Predict 3D Objects with an Interpolation-based Differentiable Renderer](https://mlsanity.com/paper/1908.01210/) (2019)
- [MediaPipe Hands: On-device Real-time Hand Tracking](https://mlsanity.com/paper/2006.10214/) (2020)
- [SMPLicit: Topology-aware Generative Model for Clothed People](https://mlsanity.com/paper/2103.06871/) (2021)
- [Image GANs meet Differentiable Rendering for Inverse Graphics and Interpretable 3D Neural Rendering](https://mlsanity.com/paper/2010.09125/) (2020)
- [End-to-End Pseudo-LiDAR for Image-Based 3D Object Detection](https://mlsanity.com/paper/2004.03080/) (2020)
- [Model-based 3D Hand Reconstruction via Self-Supervised Learning](https://mlsanity.com/paper/2103.11703/) (2021)
- [Towards a complete 3D morphable model of the human head](https://mlsanity.com/paper/1911.08008/) (2019)
- [Combining 3D Morphable Models: A Large scale Face-and-Head Model](https://mlsanity.com/paper/1903.03785/) (2019)
- [WHENet: Real-time Fine-Grained Estimation for Wide Range Head Pose](https://mlsanity.com/paper/2005.10353/) (2020)
- [High-Fidelity Neural Human Motion Transfer from Monocular Video](https://mlsanity.com/paper/2012.10974/) (2020)
- [Boosting Point Clouds Rendering via Radiance Mapping](https://mlsanity.com/paper/2210.15107/) (2022)
- [The Unconstrained Ear Recognition Challenge](https://mlsanity.com/paper/1708.06997/) (2017)
- [A Human Ear Reconstruction Autoencoder](https://mlsanity.com/paper/2010.03972/) (2020)
- [Representation-Agnostic Shape Fields](https://mlsanity.com/paper/2203.10259/) (2022)

## Abstract (arXiv)

Spatial audio, which focuses on immersive 3D sound rendering, is widely applied in the acoustic industry. One of the key problems of current spatial audio rendering methods is the lack of personalization based on different anatomies of individuals, which is essential to produce accurate sound source positions. In this work, we address this problem from an interdisciplinary perspective. The rendering of spatial audio is strongly correlated with the 3D shape of human bodies, particularly ears. To this end, we propose to achieve personalized spatial audio by reconstructing 3D human ears with single-view images. First, to benchmark the ear reconstruction task, we introduce AudioEar3D, a high-quality 3D ear dataset consisting of 112 point cloud ear scans with RGB images. To self-supervisedly train a reconstruction model, we further collect a 2D ear dataset composed of 2,000 images, each one with manual annotation of occlusion and 55 landmarks, named AudioEar2D. To our knowledge, both datasets have the largest scale and best quality of their kinds for public use. Further, we propose AudioEarM, a reconstruction method guided by a depth estimation network that is trained on synthetic data, with two loss functions tailored for ear data. Lastly, to fill the gap between the vision and acoustics community, we develop a pipeline to integrate the reconstructed ear mesh with an off-the-shelf 3D human body and simulate a personalized Head-Related Transfer Function (HRTF), which is the core of spatial audio rendering. Code and data are publicly available at https://github.com/seanywang0408/AudioEar.
