Recent monocular human performance capture approaches have shown compelling dense tracking results of the full body from a single RGB camera. However, existing methods either do not estimate clothing at all or model cloth deformation with simple geometric priors instead of taking into account the underlying physical principles. This leads to noticeable artifacts in their reconstructions, e.g. baked-in wrinkles, implausible deformations that seemingly defy gravity, and intersections between cloth and body. To address these problems, we propose a person-specific, learning-based method that integrates a simulation layer into the training process to provide for the first time physics supervision in the context of weakly supervised deep monocular human performance capture. We show how integrating physics into the training process improves the learned cloth deformations, allows modeling clothing as a separate piece of geometry, and largely reduces cloth-body intersections. Relying only on weak 2D multi-view supervision during training, our approach leads to a significant improvement over current state-of-the-art methods and is thus a clear step towards realistic monocular capture of the entire deforming surface of a clothed human.
We present a novel method to learn temporally consistent 3D reconstruction of clothed people from a monocular video. Recent methods for 3D human reconstruction from monocular video using volumetric, implicit or parametric human shape models, produce per frame reconstructions giving temporally inconsistent output and limited performance when applied to video. In this paper, we introduce an approach to learn temporally consistent features for textured reconstruction of clothed 3D human sequences from monocular video by proposing two advances: a novel temporal consistency loss function; and hybri…
Existing approaches for 3D garment reconstruction either assume a predefined template for the garment geometry (restricting them to fixed clothing styles) or yield vertex colored meshes (lacking high-frequency textural details). Our novel framework co-learns geometric and semantic information of garment surface from the input monocular image for template-free textured 3D garment digitization. More specifically, we propose to extend PeeledHuman representation to predict the pixel-aligned, layered depth and semantic maps to extract 3D garments. The layered representation is further exploited to …
We present PHORHUM, a novel, end-to-end trainable, deep neural network methodology for photorealistic 3D human reconstruction given just a monocular RGB image. Our pixel-aligned method estimates detailed 3D geometry and, for the first time, the unshaded surface color together with the scene illumination. Observing that 3D supervision alone is not sufficient for high fidelity color reconstruction, we introduce patch-based rendering losses that enable reliable color reconstruction on visible parts of the human, and detailed and plausible color estimation for the non-visible parts. Moreover, our …
Carnegie Mellon University(卡内基梅隆大学);Facebook Reality Labs Research(Facebook现实实验室研究部门);Facebook AI Research(Facebook人工智能研究院)
We present a method to capture temporally coherent dynamic clothing deformation from a monocular RGB video input. In contrast to the existing literature, our method does not require a pre-scanned personalized mesh template, and thus can be applied to in-the-wild videos. To constrain the output to a valid deformation space, we build statistical deformation models for three types of clothing: T-shirt, short pants and long pants. A differentiable renderer is utilized to align our captured shapes to the input frames by minimizing the difference in both silhouette, segmentation, and texture. We dev…
Tsinghua University(清华大学);The University of Hong Kong(香港大学)
We introduce MulayCap, a novel human performance capture method using a monocular video camera without the need for pre-scanning. The method uses "multi-layer" representations for geometry reconstruction and texture rendering, respectively. For geometry reconstruction, we decompose the clothed human into multiple geometry layers, namely a body mesh layer and a garment piece layer. The key technique behind is a Garment-from-Video (GfV) method for optimizing the garment shape and reconstructing the dynamic cloth to fit the input video sequence, based on a cloth simulation model which is effectiv…
Shenzhen Campus of SYSU(中山大学深圳校区);UiT The Arctic University of Norway(挪威北极大学);UC San Diego(加利福尼亚大学圣迭戈分校);Momo(陌陌科技)
Virtual 3D try-on can provide an intuitive and realistic view for online shopping and has a huge potential commercial value. However, existing 3D virtual try-on methods mainly rely on annotated 3D human shapes and garment templates, which hinders their applications in practical scenarios. 2D virtual try-on approaches provide a faster alternative to manipulate clothed humans, but lack the rich and realistic 3D representation. In this paper, we propose a novel Monocular-to-3D Virtual Try-On Network (M3D-VTON) that builds on the merits of both 2D and 3D approaches. By integrating 2D information e…
Max Planck Institute for Intelligent Systems(马克斯·普朗克智能系统研究所);ETH Zürich(苏黎世联邦理工学院)
While recent work has shown progress on extracting clothed 3D human avatars from a single image, video, or a set of 3D scans, several limitations remain. Most methods use a holistic representation to jointly model the body and clothing, which means that the clothing and body cannot be separated for applications like virtual try-on. Other methods separately model the body and clothing, but they require training from a large set of 3D clothed human meshes obtained from 3D/4D scanners or physics simulations. Our insight is that the body and clothing have different modeling requirements. While the…
Clothing plays a fundamental role in digital humans. Current approaches to animate 3D garments are mostly based on realistic physics simulation, however, they typically suffer from two main issues: high computational run-time cost, which hinders their development; and simulation-to-real gap, which impedes the synthesis of specific real-world cloth samples. To circumvent both issues we propose PERGAMO, a data-driven approach to learn a deformable model for 3D garments from monocular images. To this end, we first introduce a novel method to reconstruct the 3D geometry of garments from a single i…
ETH Zürich(苏黎世联邦理工学院);Max Planck Institute for Intelligent Systems, Tübingen(马克斯·普朗克智能系统研究所(蒂宾根));University of Tübingen(蒂宾根大学)
In this paper, we aim to create generalizable and controllable neural signed distance fields (SDFs) that represent clothed humans from monocular depth observations. Recent advances in deep learning, especially neural implicit representations, have enabled human shape reconstruction and controllable avatar generation from different sensor inputs. However, to generate realistic cloth deformations from novel input poses, watertight meshes or dense full-body scans are usually needed as inputs. Furthermore, due to the difficulty of effectively modeling pose-dependent cloth deformations for diverse …
International Institute of Information Technology Hyderabad(海得拉巴国际信息技术学院)
3D human body reconstruction from monocular images is an interesting and ill-posed problem in computer vision with wider applications in multiple domains. In this paper, we propose SHARP, a novel end-to-end trainable network that accurately recovers the detailed geometry and appearance of 3D people in loose clothing from a monocular image. We propose a sparse and efficient fusion of a parametric body prior with a non-parametric peeled depth map representation of clothed models. The parametric body prior constraints our model in two ways: first, the network retains geometrically consistent body…
Recent advancements in deep learning have enabled 3D human body reconstruction from a monocular image, which has broad applications in multiple domains. In this paper, we propose SHARP (SHape Aware Reconstruction of People in loose clothing), a novel end-to-end trainable network that accurately recovers the 3D geometry and appearance of humans in loose clothing from a monocular image. SHARP uses a sparse and efficient fusion strategy to combine parametric body prior with a non-parametric 2D representation of clothed humans. The parametric body prior enforces geometrical consistency on the body…
In this paper, we present a method of clothes retargeting; generating the potential poses and deformations of a given 3D clothing template model to fit onto a person in a single RGB image. The problem is fundamentally ill-posed as attaining the ground truth data is impossible, i.e., images of people wearing the different 3D clothing template model at exact same pose. We address this challenge by utilizing large-scale synthetic data generated from physical simulation, allowing us to map 2D dense body pose to 3D clothing deformation. With the simulated data, we propose a semi-supervised learning…
We present a novel learning framework for cloth deformation by embedding virtual cloth into a tetrahedral mesh that parametrizes the volumetric region of air surrounding the underlying body. In order to maintain this volumetric parameterization during character animation, the tetrahedral mesh is constrained to follow the body surface as it deforms. We embed the cloth mesh vertices into this parameterization of three-dimensional space in order to automatically capture much of the nonlinear deformation due to both joint rotations and collisions. We then train a convolutional neural network to re…
Facebook Reality Labs(Facebook现实实验室);Technical University Munich(慕尼黑工业大学)
We present a novel method to generate accurate and realistic clothing deformation from real data capture. Previous methods for realistic cloth modeling mainly rely on intensive computation of physics-based simulation (with numerous heuristic parameters), while models reconstructed from visual observations typically suffer from lack of geometric details. Here, we propose an original framework consisting of two modules that work jointly to represent global shape deformation as well as surface details with high fidelity. Global shape deformations are recovered from a subspace model learned from 3…
Max Planck Institute for Informatics(马克斯·普朗克信息学研究所);Saarland Informatics Campus(萨尔兰信息学园区)
Monocular 3D human performance capture is indispensable for many applications in computer graphics and vision for enabling immersive experiences. However, detailed capture of humans requires tracking of multiple aspects, including the skeletal pose, the dynamic surface, which includes clothing, hand gestures as well as facial expressions. No existing monocular method allows joint tracking of all these components. To this end, we propose HiFECap, a new neural human performance capture approach, which simultaneously captures human pose, clothing, facial expression, and hands just from a single R…
University of Science and Technology of China(中国科学技术大学);Image Derivative Inc(图像衍生公司);Zhejiang University(浙江大学)
We propose SelfRecon, a clothed human body reconstruction method that combines implicit and explicit representations to recover space-time coherent geometries from a monocular self-rotating human video. Explicit methods require a predefined template mesh for a given sequence, while the template is hard to acquire for a specific subject. Meanwhile, the fixed topology limits the reconstruction accuracy and clothing types. Implicit representation supports arbitrary topology and can represent high-fidelity geometry shapes due to its continuous nature. However, it is difficult to integrate multi-fr…
University of Tübingen(图宾根大学);Max Planck Institute for Informatics(马克斯·普朗克信息学研究所);Facebook Reality Labs(Facebook现实实验室)
We present Neural Generalized Implicit Functions(Neural-GIF), to animate people in clothing as a function of the body pose. Given a sequence of scans of a subject in various poses, we learn to animate the character for new poses. Existing methods have relied on template-based representations of the human body (or clothing). However such models usually have fixed and limited resolutions, require difficult data pre-processing steps and cannot be used with complex clothing. We draw inspiration from template-based methods, which factorize motion into articulation and non-rigid deformation, but gen…
Kagoshima University(鹿儿岛大学);Kyushu University(九州大学);Nara Institute of Science and Technology(奈良先端科学技术大学院大学);Osaka University(大阪大学);Microsoft Research Asia(微软亚洲研究院);Microsoft Corp(微软公司)
Reconstruction of the shape and motion of humans from RGB-D is a challenging problem, receiving much attention in recent years. Recent approaches for full-body reconstruction use a statistic shape model, which is built upon accurate full-body scans of people in skin-tight clothes, to complete invisible parts due to occlusion. Such a statistic model may still be fit to an RGB-D measurement with loose clothes but cannot describe its deformations, such as clothing wrinkles. Observed surfaces may be reconstructed precisely from actual measurements, while we have no cues for unobserved surfaces. Fo…
Max Planck Institute for Intelligent Systems(马克斯·普朗克智能系统研究所);ETH Zurich(苏黎世联邦理工学院)
Learning to regress 3D human body shape and pose (e.g.~SMPL parameters) from monocular images typically exploits losses on 2D keypoints, silhouettes, and/or part-segmentation when 3D training data is not available. Such losses, however, are limited because 2D keypoints do not supervise body shape and segmentations of people in clothing do not match projected minimally-clothed SMPL shapes. To exploit richer image information about clothed people, we introduce higher-level semantic information about clothing to penalize clothed and non-clothed regions of the image differently. To do so, we train…
TU Braunschweig(布伦瑞克工业大学);Max Planck Institute for Informatics(马克斯·普朗克信息学研究所)
We present a novel method for high detail-preserving human avatar creation from monocular video. A parameterized body model is refined and optimized to maximally resemble subjects from a video showing them from all sides. Our avatars feature a natural face, hairstyle, clothes with garment wrinkles, and high-resolution texture. Our paper contributes facial landmark and shading-based human body shape refinement, a semantic texture prior, and a novel texture stitching strategy, resulting in the most sophisticated-looking human avatars obtained from a single video to date. Numerous results show th…
Instituto de Investigación en Ingeniería de Aragón (I3A)(阿拉贡工程研究院(I3A));Universidad de Zaragoza(萨拉戈萨大学)
Monocular SLAM in deformable scenes will open the way to multiple medical applications like computer-assisted navigation in endoscopy, automatic drug delivery or autonomous robotic surgery. In this paper we propose a novel method to simultaneously track the camera pose and the 3D scene deformation, without any assumption about environment topology or shape. The method uses an illumination-invariant photometric method to track image features and estimates camera motion and deformation combining reprojection error with spatial and temporal regularization of deformations. Our results in simulated…
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)
Capturing the dynamically deforming 3D shape of clothed human is essential for numerous applications, including VR/AR, autonomous driving, and human-computer interaction. Existing methods either require a highly specialized capturing setup, such as expensive multi-view imaging systems, or they lack robustness to challenging body poses. In this work, we propose a method capable of capturing the dynamic 3D human shape from a monocular video featuring challenging body poses, without any additional input. We first build a 3D template human model of the subject based on a learned regression model. …
Institut de Robòtica i Informàtica Industrial, CSIC-UPC(加泰罗尼亚理工大学-西班牙国家研究委员会工业机器人与计算机视觉研究所)
We introduce PhysXNet, a learning-based approach to predict the dynamics of deformable clothes given 3D skeleton motion sequences of humans wearing these clothes. The proposed model is adaptable to a large variety of garments and changing topologies, without need of being retrained. Such simulations are typically carried out by physics engines that require manual human expertise and are subjectto computationally intensive computations. PhysXNet, by contrast, is a fully differentiable deep network that at inference is able to estimate the geometry of dense cloth meshes in a matter of millisecon…
Kinematics-Driven Gaussian Shape Deformation for Blurry Monocular Dynamic Scenes
AI Institute, Seoul National University(首尔国立大学人工智能研究所);Interdisciplinary Program in Neuroscience, Seoul National University(首尔国立大学神经科学跨学科项目);Gwangju Institute of Science(全州科学技术学院);NAVER AI Lab(NAVER AI实验室)
DFKI(德国人工智能研究中心);University of Kaiserslautern(凯泽斯劳滕大学)
Monocular dense 3D reconstruction of deformable objects is a hard ill-posed problem in computer vision. Current techniques either require dense correspondences and rely on motion and deformation cues, or assume a highly accurate reconstruction (referred to as a template) of at least a single frame given in advance and operate in the manner of non-rigid tracking. Accurate computation of dense point tracks often requires multiple frames and might be computationally expensive. Availability of a template is a very strong prior which restricts system operation to a pre-defined environment and scena…
We present FITE, a First-Implicit-Then-Explicit framework for modeling human avatars in clothing. Our framework first learns implicit surface templates representing the coarse clothing topology, and then employs the templates to guide the generation of point sets which further capture pose-dependent clothing deformations such as wrinkles. Our pipeline incorporates the merits of both implicit and explicit representations, namely, the ability to handle varying topology and the ability to efficiently capture fine details. We also propose diffused skinning to facilitate template training especiall…
Human pose transfer, as a misaligned image generation task, is very challenging. Existing methods cannot effectively utilize the input information, which often fail to preserve the style and shape of hair and clothes. In this paper, we propose an adaptive human pose transfer network with two hierarchical deformation levels. The first level generates human semantic parsing aligned with the target pose, and the second level generates the final textured person image in the target pose with the semantic guidance. To avoid the drawback of vanilla convolution that treats all the pixels as valid info…
D-Garment: Physically Grounded Latent Diffusion for Dynamic Garment Deformations
Inria Centre at the University Grenoble Alpes(格勒诺布尔阿尔卑斯大学Inria研究中心);Inria, University of Rennes, CNRS, IRISA-UMR 6074(雷恩大学Inria、CNRS、IRISA-UMR 6074);InterDigital Inc.(InterDigital公司)
Korea Electronics Technology Institute (KETI)(韩国电子技术研究院(KETI))
We present an approach to generating 3D human models from images. The key to our framework is that we predict double-sided orthographic depth maps and color images from a single perspective projected image. Our framework consists of three networks. The first network predicts normal maps to recover geometric details such as wrinkles in the clothes and facial regions. The second network predicts shade-removed images for the front and back views by utilizing the predicted normal maps. The last multi-headed network takes both normal maps and shade-free images and predicts depth maps while selectiv…
Advances in Deep Learning have recently made it possible to recover full 3D meshes of human poses from individual images. However, extension of this notion to videos for recovering temporally coherent poses still remains unexplored. A major challenge in this regard is the lack of appropriately annotated video data for learning the desired deep models. Existing human pose datasets only provide 2D or 3D skeleton joint annotations, whereas the datasets are also recorded in constrained environments. We first contribute a technique to synthesize monocular action videos with rich 3D annotations that…
Max Planck Institute for Intelligent Systems(马克斯·普朗克智能系统研究所);ETH Zürich(苏黎世联邦理工学院)
We present SCANimate, an end-to-end trainable framework that takes raw 3D scans of a clothed human and turns them into an animatable avatar. These avatars are driven by pose parameters and have realistic clothing that moves and deforms naturally. SCANimate does not rely on a customized mesh template or surface mesh registration. We observe that fitting a parametric 3D body model, like SMPL, to a clothed human scan is tractable while surface registration of the body topology to the scan is often not, because clothing can deviate significantly from the body shape. We also observe that articulate…
Saarland University(萨尔大学);MPI for Informatics(马克斯·普朗克信息学研究所)
3D human motion capture from monocular RGB images respecting interactions of a subject with complex and possibly deformable environments is a very challenging, ill-posed and under-explored problem. Existing methods address it only weakly and do not model possible surface deformations often occurring when humans interact with scene surfaces. In contrast, this paper proposes MoCapDeform, i.e., a new framework for monocular 3D human motion capture that is the first to explicitly model non-rigid deformations of a 3D scene for improved 3D human pose estimation and deformable environment reconstruct…
Max Planck Institute for Intelligent Systems(马克斯·普朗克智能系统研究所);ETH Zürich(苏黎世联邦理工学院)
Learning to model and reconstruct humans in clothing is challenging due to articulation, non-rigid deformation, and varying clothing types and topologies. To enable learning, the choice of representation is the key. Recent work uses neural networks to parameterize local surface elements. This approach captures locally coherent geometry and non-planar details, can deal with varying topology, and does not require registered training data. However, naively using such methods to model 3D clothed humans fails to capture fine-grained local deformations and generalizes poorly. To address this, we pre…
With the aim of creating virtual cloth deformations more similar to real world clothing, we propose a new computational framework that recasts three dimensional cloth deformation as an RGB image in a two dimensional pattern space. Then a three dimensional animation of cloth is equivalent to a sequence of two dimensional RGB images, which in turn are driven/choreographed via animation parameters such as joint angles. This allows us to leverage popular CNNs to learn cloth deformations in image space. The two dimensional cloth pixels are extended into the real world via standard body skinning tec…