To make 3D human avatars widely available, we must be able to generate a variety of 3D virtual humans with varied identities and shapes in arbitrary poses. This task is challenging due to the diversity of clothed body shapes, their complex articulations, and the resulting rich, yet stochastic geometric detail in clothing. Hence, current methods to represent 3D people do not provide a full generative model of people in clothing. In this paper, we propose a novel method that learns to generate detailed 3D shapes of people in a variety of garments with corresponding skinning weights. Specifically, we devise a multi-subject forward skinning module that is learned from only a few posed, un-rigged scans per subject. To capture the stochastic nature of high-frequency details in garments, we leverage an adversarial loss formulation that encourages the model to capture the underlying statistics. We provide empirical evidence that this leads to realistic generation of local details such as wrinkles. We show that our model is able to generate natural human avatars wearing diverse and detailed clothing. Furthermore, we show that our method can be used on the task of fitting human models to raw scans, outperforming the previous state-of-the-art.
Samsung AI Center, Moscow(三星AI中心(莫斯科));Skolkovo Institute of Science and Technology, Moscow(斯科尔科沃科学技术研究院(莫斯科))
We propose a new type of full-body human avatars, which combines parametric mesh-based body model with a neural texture. We show that with the help of neural textures, such avatars can successfully model clothing and hair, which usually poses a problem for mesh-based approaches. We also show how these avatars can be created from multiple frames of a video using backpropagation. We then propose a generative model for such avatars that can be trained from datasets of images and videos of people. The generative model allows us to sample random avatars as well as to create dressed avatars of peopl…
MoGA: 3D Generative Avatar Prior for Monocular Gaussian Avatar Reconstruction
ETH Zürich(苏黎世联邦理工学院);University of Tübingen, Tübingen AI Center(图宾根大学图宾根人工智能中心);Max Planck Institute for Intelligent Systems, Tübingen(智能系统马克斯·普朗克研究所)
This paper presents a 3D generative model that uses diffusion models to automatically generate 3D digital avatars represented as neural radiance fields. A significant challenge in generating such avatars is that the memory and processing costs in 3D are prohibitive for producing the rich details required for high-quality avatars. To tackle this problem we propose the roll-out diffusion network (Rodin), which represents a neural radiance field as multiple 2D feature maps and rolls out these maps into a single 2D feature plane within which we perform 3D-aware diffusion. The Rodin model brings th…
ByteDance(字节跳动);National University of Singapore(新加坡国立大学)
Unsupervised generation of 3D-aware clothed humans with various appearances and controllable geometries is important for creating virtual human avatars and other AR/VR applications. Existing methods are either limited to rigid object modeling, or not generative and thus unable to generate high-quality virtual humans and animate them. In this work, we propose AvatarGen, the first method that enables not only geometry-aware clothed human synthesis with high-fidelity appearances but also disentangled human animation controllability, while only requiring 2D images for training. Specifically, we de…
National University of Singapore(新加坡国立大学);ByteDance(字节跳动)
Unsupervised generation of clothed virtual humans with various appearance and animatable poses is important for creating 3D human avatars and other AR/VR applications. Existing methods are either limited to rigid object modeling, or not generative and thus unable to synthesize high-quality virtual humans and animate them. In this work, we propose AvatarGen, the first method that enables not only non-rigid human generation with diverse appearance but also full control over poses and viewpoints, while only requiring 2D images for training. Specifically, it extends the recent 3D GANs to clothed h…
ELITE: Efficient Gaussian Head Avatar from a Monocular Video via Learned Initialization and TEst-time Generative Adaptation
Dept. of Electrical Engineering, POSTECH(POSTECH电子工程系);School of Computing, KAIST(韩国科学技术院计算机学院);UNIST(全南大学);University of Tübingen(图宾根大学);Tübingen AI Center(图宾根人工智能中心);Max Planck Institute for Informatics(马克斯·普朗克信息研究所)
High-fidelity facial avatar reconstruction from a monocular video is a significant research problem in computer graphics and computer vision. Recently, Neural Radiance Field (NeRF) has shown impressive novel view rendering results and has been considered for facial avatar reconstruction. However, the complex facial dynamics and missing 3D information in monocular videos raise significant challenges for faithful facial reconstruction. In this work, we propose a new method for NeRF-based facial avatar reconstruction that utilizes 3D-aware generative prior. Different from existing works that depe…
Tsinghua University(清华大学);Ant Group(蚂蚁集团);Tencent AI Lab(腾讯人工智能实验室)
3D-aware generative adversarial networks (GANs) synthesize high-fidelity and multi-view-consistent facial images using only collections of single-view 2D imagery. Towards fine-grained control over facial attributes, recent efforts incorporate 3D Morphable Face Model (3DMM) to describe deformation in generative radiance fields either explicitly or implicitly. Explicit methods provide fine-grained expression control but cannot handle topological changes caused by hair and accessories, while implicit ones can model varied topologies but have limited generalization caused by the unconstrained defo…
GAN-Avatar: Controllable Personalized GAN-based Human Head Avatar
Max Planck Institute for Intelligent Systems(马克斯·普朗克智能系统研究所);Max Planck Institute for Informatics(马克斯·普朗克信息学研究所);University of Tübingen(图宾根大学);Meta Reality Labs(Meta现实实验室);Technical University of Darmstadt(达姆施塔特工业大学)
Max Planck Institute for Intelligent Systems(马克斯·普朗克智能系统研究所);Amazon(亚马逊)
Recent advances in deep generative models have led to an unprecedented level of realism for synthetically generated images of humans. However, one of the remaining fundamental limitations of these models is the ability to flexibly control the generative process, e.g.~change the camera and human pose while retaining the subject identity. At the same time, deformable human body models like SMPL and its successors provide full control over pose and shape but rely on classic computer graphics pipelines for rendering. Such rendering pipelines require explicit mesh rasterization that (a) does not ha…
SelfieAvatar: Real-time Head Avatar reenactment from a Selfie Video
Department of Control Science and Engineering, University of Shanghai for Science and Technology(上海理工大学控制科学与工程系);School of Psychology and Neuroscience, University of Glasgow(格拉斯哥大学心理学与神经科学学院)
DiGS-Avatar: Single-Image Animatable 3D Human Reconstruction via UV-Space Diffusion
Key Laboratory of Media Audio and Video (Communication University of China)(中国传媒大学媒体音频与视频重点实验室);School of Intelligence Science and Technology, Nanjing University(南京大学智能科学与技术学院)
Tsinghua University(清华大学);OPPO Research Institute(OPPO研究院)
It is extremely challenging to create an animatable clothed human avatar from RGB videos, especially for loose clothes due to the difficulties in motion modeling. To address this problem, we introduce a novel representation on the basis of recent neural scene rendering techniques. The core of our representation is a set of structured local radiance fields, which are anchored to the pre-defined nodes sampled on a statistical human body template. These local radiance fields not only leverage the flexibility of implicit representation in shape and appearance modeling, but also factorize cloth def…
The manipulation of latent space has recently become an interesting topic in the field of generative models. Recent research shows that latent directions can be used to manipulate images towards certain attributes. However, controlling the generation process of 3D generative models remains a challenge. In this work, we propose a novel 3D manipulation method that can manipulate both the shape and texture of the model using text or image-based prompts such as 'a young face' or 'a surprised face'. We leverage the power of Contrastive Language-Image Pre-training (CLIP) model and a pre-trained 3D G…
Northwestern Polytechnical University(西北工业大学);University of Kentucky(肯塔基大学);University of Alberta(阿尔伯塔大学);University of Guelph(圭尔夫大学)
In this paper, we propose a novel approach to reconstruct 3D human body shapes based on a sparse set of RGBD frames using a single RGBD camera. We specifically focus on the realistic settings where human subjects move freely during the capture. The main challenge is how to robustly fuse these sparse frames into a canonical 3D model, under pose changes and surface occlusions. This is addressed by our new framework consisting of the following steps. First, based on a generative human template, for every two frames having sufficient overlap, an initial pairwise alignment is performed; It is follo…
To represent people in mixed reality applications for collaboration and communication, we need to generate realistic and faithful avatar poses. However, the signal streams that can be applied for this task from head-mounted devices (HMDs) are typically limited to head pose and hand pose estimates. While these signals are valuable, they are an incomplete representation of the human body, making it challenging to generate a faithful full-body avatar. We address this challenge by developing a flow-based generative model of the 3D human body from sparse observations, wherein we learn not only a co…
TEDRA: Text-based Editing of Dynamic and Photoreal Actors
Max Planck Institute for Informatics(马克斯·普朗克信息学研究所);University of Freiburg(弗莱堡大学);Saarbrücken Research Center for Visual Computing, Interaction and AI(萨尔布吕肯视觉计算、交互与人工智能研究中心)
University of Central Florida(中佛罗里达大学);Educational Testing Service(教育考试服务中心)
A social interaction is a social exchange between two or more individuals,where individuals modify and adjust their behaviors in response to their interaction partners. Our social interactions are one of most fundamental aspects of our lives and can profoundly affect our mood, both positively and negatively. With growing interest in virtual reality and avatar-mediated interactions,it is desirable to make these interactions natural and human like to promote positive effect in the interactions and applications such as intelligent tutoring systems, automated interview systems and e-learning. In t…