We present LBS-AE; a self-supervised autoencoding algorithm for fitting articulated mesh models to point clouds. As input, we take a sequence of point clouds to be registered as well as an artist-rigged mesh, i.e. a template mesh equipped with a linear-blend skinning (LBS) deformation space parameterized by a skeleton hierarchy. As output, we learn an LBS-based autoencoder that produces registered meshes from the input point clouds. To bridge the gap between the artist-defined geometry and the captured point clouds, our autoencoder models pose-dependent deviations from the template geometry. During training, instead of using explicit correspondences, such as key points or pose supervision, our method leverages LBS deformations to bootstrap the learning process. To avoid poor local minima from erroneous point-to-point correspondences, we utilize a structured Chamfer distance based on part-segmentations, which are learned concurrently using self-supervision. We demonstrate qualitative results on real captured hands, and report quantitative evaluations on the FAUST benchmark for body registration. Our method achieves performance that is superior to other unsupervised approaches and comparable to methods using supervised examples.
EfficientHuman: Efficient Training and Reconstruction of Moving Human using Articulated 2D Gaussian
Chengdu Institute of Computer Applications, Chinese Academy of Sciences(中国科学院成都计算机应用研究所);Minzu University of China(民族大学);University of Chinese Academy of Sciences(中国科学院大学)
REArtGS: Reconstructing and Generating Articulated Objects via 3D Gaussian Splatting with Geometric and Motion Constraints
Hefei Institutes of Physical Science Chinese Academy of Sciences(合肥物理研究所中国科学院);University of Science and Technology of China(中国科学技术大学);Hefei University of Technology(合肥工业大学);Shanghai Jiao Tong University(上海交通大学);ByteDance(字节跳动)
We present MoRig, a method that automatically rigs character meshes driven by single-view point cloud streams capturing the motion of performing characters. Our method is also able to animate the 3D meshes according to the captured point cloud motion. MoRig's neural network encodes motion cues from the point clouds into features that are informative about the articulated parts of the performing character. These motion-aware features guide the inference of an appropriate skeletal rig for the input mesh, which is then animated based on the point cloud motion. Our method can rig and animate diver…
ETH Zürich(苏黎世联邦理工学院);Max Planck Institute for Intelligent Systems(马克斯·普朗克智能系统研究所);NVIDIA(英伟达);University of Tübingen(图宾根大学)
Neural fields have revolutionized the area of 3D reconstruction and novel view synthesis of rigid scenes. A key challenge in making such methods applicable to articulated objects, such as the human body, is to model the deformation of 3D locations between the rest pose (a canonical space) and the deformed space. We propose a new articulation module for neural fields, Fast-SNARF, which finds accurate correspondences between canonical space and posed space via iterative root finding. Fast-SNARF is a drop-in replacement in functionality to our previous work, SNARF, while significantly improving i…
Google Research(谷歌研究院);MPI for Informatics(马克斯·普朗克信息学研究所);University of Toronto(多伦多大学)
Efficient representation of articulated objects such as human bodies is an important problem in computer vision and graphics. To efficiently simulate deformation, existing approaches represent 3D objects using polygonal meshes and deform them using skinning techniques. This paper introduces neural articulated shape approximation (NASA), an alternative framework that enables efficient representation of articulated deformable objects using neural indicator functions that are conditioned on pose. Occupancy testing using NASA is straightforward, circumventing the complexity of meshes and the issue…
Imperial College London(帝国理工学院);Università della Svizzera italiana(瑞士意大利语区大学);Ariel AI(Ariel人工智能公司);Twitter, Inc.(推特公司)
Monocular 3D reconstruction of deformable objects, such as human body parts, has been typically approached by predicting parameters of heavyweight linear models. In this paper, we demonstrate an alternative solution that is based on the idea of encoding images into a latent non-linear representation of meshes. The prior on 3D hand shapes is learned by training an autoencoder with intrinsic graph convolutions performed in the spectral domain. The pre-trained decoder acts as a non-linear statistical deformable model. The latent parameters that reconstruct the shape and articulated pose of hands …
We address the problem of unsupervised learning of complex articulated object models from 3D range data. We describe an algorithm whose input is a set of meshes corresponding to different configurations of an articulated object. The algorithm automatically recovers a decomposition of the object into approximately rigid parts, the location of the parts in the different object instances, and the articulated object skeleton linking the parts. Our algorithm first registers allthe meshes using an unsupervised non-rigid technique described in a companion paper. It then segments the meshes using a gr…
Few-Shot Physically-Aware Articulated Mesh Generation via Hierarchical Deformation
Tsinghua University(清华大学);Shanghai Qi Zhi Institute(上海期智研究院);Beijing Institute for General Artificial Intelligence(北京通用人工智能研究院);Peking University(北京大学);Shanghai Artificial Intelligence Laboratory(上海人工智能实验室)
We propose deep virtual markers, a framework for estimating dense and accurate positional information for various types of 3D data. We design a concept and construct a framework that maps 3D points of 3D articulated models, like humans, into virtual marker labels. To realize the framework, we adopt a sparse convolutional neural network and classify 3D points of an articulated model into virtual marker labels. We propose to use soft labels for the classifier to learn rich and dense interclass relationships based on geodesic distance. To measure the localization accuracy of the virtual markers, …
ArticuTable: Generating Instance-Level Interactive Rigid-Articulated 3D Tabletop Scenes from a Single Image
Wuhan University(武汉大学);École Polytechnique Fédérale de Lausanne (EPFL)(洛桑联邦理工学院);University of North Texas(北德克萨斯大学);Australian National University(澳大利亚国立大学)
ETH Zürich(苏黎世联邦理工学院);Max Planck Institute for Intelligent Systems(马克斯·普朗克智能系统研究所);University of Tübingen(图宾根大学)
Neural implicit surface representations have emerged as a promising paradigm to capture 3D shapes in a continuous and resolution-independent manner. However, adapting them to articulated shapes is non-trivial. Existing approaches learn a backward warp field that maps deformed to canonical points. However, this is problematic since the backward warp field is pose dependent and thus requires large amounts of data to learn. To address this, we introduce SNARF, which combines the advantages of linear blend skinning (LBS) for polygonal meshes with those of neural implicit surfaces by learning a for…
Estimating 3D hand meshes from single RGB images is challenging, due to intrinsic 2D-3D mapping ambiguities and limited training data. We adopt a compact parametric 3D hand model that represents deformable and articulated hand meshes. To achieve the model fitting to RGB images, we investigate and contribute in three ways: 1) Neural rendering: inspired by recent work on human body, our hand mesh estimator (HME) is implemented by a neural network and a differentiable renderer, supervised by 2D segmentation masks and 3D skeletons. HME demonstrates good performance for estimating diverse hand shap…
SkelGen4D: Weakly-Supervised Skeleton-Based 4D Generation for Text-Driven Mesh Animation
School of Data Science, Lingnan University(岭南大学数据科学学院);Department of Computer Science and Engineering, Chinese University of Hong Kong(香港中文大学计算机科学与工程系);Autodesk Research(Autodesk研究院);Institute of Computer Applications, Shanghai Jiao Tong University(上海交通大学计算机应用研究所)