Search arXiv⌕ Search

arXiv · 2507.12493

WaFusion: A Wavelet-Enhanced Diffusion Framework for Face Morph Generation

Abstract

Biometric face morphing poses a critical challenge to identity verification systems, undermining their security and robustness. To address this issue, we propose WaFusion, a novel framework combining wavelet decomposition and diffusion models to generate high-quality, realistic morphed face images efficiently. WaFusion leverages the structural details captured by wavelet transforms and the generative capabilities of diffusion models, producing face morphs with minimal artifacts. Experiments conducted on FERET, FRGC, FRLL, and WVU Twin datasets demonstrate WaFusion's superiority over state-of-the-art methods, producing high-resolution morphs with fewer artifacts. Our framework excels across key biometric metrics, including the Attack Presentation Classification Error Rate (APCER), Bona Fide Presentation Classification Error Rate (BPCER), and Equal Error Rate (EER). This work sets a new benchmark in biometric morph generation, offering a cutting-edge and efficient solution to enhance biometric security systems.

Explore related subjects

Keep this discovery

Explore connections, maps & timelines

BibTeXRIS

Seyed Rasoul Hosseini, Omid Ahmadieh, Jeremy Dawson, Nasser Nasrabadi. 2025-07-15. WaFusion: A Wavelet-Enhanced Diffusion Framework for Face Morph Generation. https://arxiv.org/abs/2507.12493

Cite the original work for its findings. Save a collection to share your selection of sources.

KEEP EXPLORING

Related papers

A Neural Hierarchical-Matrix Preconditioner for Real-Time GPU Solves

Interactive simulation solves Ax=b for a sparse SPD A that changes every frame, inside an 8-16 ms budget. At a few thousand unknowns, the setup of algebraic multigrid alone exceeds that budget, while Jacobi and other local preconditioners have no setup but cannot move error across the domain. We learn a preconditioner for this gap: a graph-and-attention network predicts an SPD approximate inverse in H^2-matrix format. On a spatially ordered 3D mesh, blocks of the true inverse lose rank as the clusters they couple move apart; the nested bases of the format follow that decay, so inference and apply are dominated by leaf-block work linear in N, where a dense inverse costs N^2. Our main finding concerns training. Probe losses reach M only through a product with A, so their gradient vanishes on the near-null modes that set the conjugate-gradient iteration count. A truncated Kaporin condition number has no such factor; changing only the objective cuts iterations on a held-out frame from 116 to 33. On a ladder of stiff tetrahedral diffusion problems ours alone fits an 8.3 ms (120 fps) frame from N=572 to 3,647.

cs.GR↗

ARS-Avatar: Animatable and Relightable Surfel Avatars with Learnable Ambient Occlusion

Creating animatable and relightable human avatars from multi-view images remains challenging, as pose-dependent deformation, materials, and light visibility are intrinsically coupled in images. In this paper, we present ARS-Avatar, a novel method using surfel representation for high-quality, animatable, and relightable human avatars from multi-view images captured under unknown illumination. We first extract deformation priors from the template mesh and leverage as additional details beyond driving poses to facilitate faithful estimation of surfel attributes and reconstruction of animatable avatar. To support relighting, the deferred shading is employed to estimate BRDF materials. We further introduce a differentiable screen-space ambient occlusion formulation that enables gradient-based optimization of body-part specific occlusion radii through finite differences, providing an efficient approximation of light visibility that can be jointly optimized with the avatar. Extensive experiments demonstrate that ARS-Avatar achieves high-fidelity appearance reconstruction and physically-based material estimation, while enabling realistic animation and relighting under novel poses and illuminations.

cs.GR↗

Opacity Is Not Just Opacity

Web graphics travel with content across pages and themes, where changing backgrounds can require recoloring and maintenance. Opacity already makes a fixed object's appearance depend on its background, yet is usually understood only as how much the object obscures it. In fact, opacity controls the scaling of the object-background color difference; transparency is only one effect of this relationship. Zero places the output at the background and one at the source color, but difference scaling need not stop at either position. We retain the compositing expression and extend the coefficient domain from $[0,1]$ to the real numbers: negative values reverse the difference, whereas values above one expand it in the same direction. We focus on same-direction expansion for reusing Web graphics across backgrounds. Each object carries a fixed source color and coefficient, while the actual background determines the enhancement direction. Background-adaptive contrast enhancement thus becomes part of the object's compositing properties, reducing the design and maintenance of separate color variants. The implementation reuses the original equation without increasing the per-pixel arithmetic operation count within the same pipeline. Enumerating all 8-bit sRGB source colors on 16 predefined light and dark canvases, a fixed $α=1.1$ increases the contrast ratio in 99.8145% of combinations. Without changing source colors, 4.8346% of all combinations newly reach the $3:1$ contrast threshold. Output validation and timing across three browsers demonstrate implementation in the same WebGL pipeline, with no sustained additional runtime observed.

cs.GR↗