In this paper we present a high fidelity and articulated 3D human foot model. The model is parameterised by a disentangled latent code in terms of shape, texture and articulated pose. While high fidelity models are typically created with strong supervision such as 3D keypoint correspondences or pre-registration, we focus on the difficult case of little to no annotation. To this end, we make the following contributions: (i) we develop a Foot Implicit Neural Deformation field model, named FIND, capable of tailoring explicit meshes at any resolution i.e. for low or high powered devices; (ii) an approach for training our model in various modes of weak supervision with progressively better disentanglement as more labels, such as pose categories, are provided; (iii) a novel unsupervised part-based loss for fitting our model to 2D images which is better than traditional photometric or silhouette losses; (iv) finally, we release a new dataset of high resolution 3D human foot scans, Foot3D. On this dataset, we show our model outperforms a strong PCA implementation trained on the same data in terms of shape quality and part correspondences, and that our novel unsupervised part-based loss improves inference on images.
Neural-ABC: Neural Parametric Models for Articulated Body with Clothes
School of Data Science, University of Science and Technology of China(中国科学技术大学数据科学学院);School of Mathematical Science, University of Science and Technology of China(中国科学技术大学数学科学学院)
We present imGHUM, the first holistic generative model of 3D human shape and articulated pose, represented as a signed distance function. In contrast to prior work, we model the full human body implicitly as a function zero-level-set and without the use of an explicit template mesh. We propose a novel network architecture and a learning paradigm, which make it possible to learn a detailed implicit generative model of human pose, shape, and semantics, on par with state-of-the-art mesh-based models. Our model features desired detail for human models, such as articulated pose including hand motio…
ETH Zürich(苏黎世联邦理工学院);Reality Labs Research(现实实验室研究部)
We present a novel neural implicit representation for articulated human bodies. Compared to explicit template meshes, neural implicit body representations provide an efficient mechanism for modeling interactions with the environment, which is essential for human motion reconstruction and synthesis in 3D scenes. However, existing neural implicit bodies suffer from either poor generalization on highly articulated poses or slow inference time. In this work, we observe that prior knowledge about the human body's shape and kinematic structure can be leveraged to improve generalization and efficienc…
MPI for Intelligent Systems(马克斯·普朗克智能系统研究所);University of Pennsylvania(宾夕法尼亚大学)
To facilitate the analysis of human actions, interactions and emotions, we compute a 3D model of human body pose, hand pose, and facial expression from a single monocular image. To achieve this, we use thousands of 3D scans to train a new, unified, 3D model of the human body, SMPL-X, that extends SMPL with fully articulated hands and an expressive face. Learning to regress the parameters of SMPL-X directly from images is challenging without paired images and 3D ground truth. Consequently, we follow the approach of SMPLify, which estimates 2D features and then optimizes model parameters to fit …
The University of Tokyo(东京大学);RIKEN AIP(理化学研究所先进智能项目中心)
Articulated objects exist widely in the real world. However, previous 3D generative methods for unsupervised part decomposition are unsuitable for such objects, because they assume a spatially fixed part location, resulting in inconsistent part parsing. In this paper, we propose PPD (unsupervised Pose-aware Part Decomposition) to address a novel setting that explicitly targets man-made articulated objects with mechanical joints, considering the part poses. We show that category-common prior learning for both part shapes and poses facilitates the unsupervised learning of (1) part decomposition …
Human-object interactions with articulated objects are common in everyday life. Despite much progress in single-view 3D reconstruction, it is still challenging to infer an articulated 3D object model from an RGB video showing a person manipulating the object. We canonicalize the task of articulated 3D human-object interaction reconstruction from RGB video, and carry out a systematic benchmark of five families of methods for this task: 3D plane estimation, 3D cuboid estimation, CAD model fitting, implicit field fitting, and free-form mesh fitting. Our experiments show that all methods struggle …
UC San Diego(加州大学圣迭戈分校);Johns Hopkins University(约翰斯·霍普金斯大学)
Recent work has made significant progress on using implicit functions, as a continuous representation for 3D rigid object shape reconstruction. However, much less effort has been devoted to modeling general articulated objects. Compared to rigid objects, articulated objects have higher degrees of freedom, which makes it hard to generalize to unseen shapes. To deal with the large shape variance, we introduce Articulated Signed Distance Functions (A-SDF) to represent articulated shapes with a disentangled latent space, where we have separate codes for encoding shape and articulation. We assume n…
Human4K: A Large-Scale 4K Multi-View Mocap Dataset for Whole-Body 3D Human Reconstruction
Macau University of Science and Technology(澳门科技大学);Institute of Automation, Chinese Academy of Sciences(中国科学院自动化研究所);University of Chinese Academy of Sciences(中国科学院大学);Beijing Institute of Technology(北京理工大学);Instituto Nacional de Astrofísica, Óptica y Electrónica(国家天体物理、光学和电子学研究所);CINVESTAV Zacatenco(墨西哥国立自治大学科研与高级研究中心萨卡特enco分校);Computer Vision Center(计算机视觉中心);Universitat de Barcelona(巴塞罗那大学);Aalborg University(奥尔堡大学)
We focus on the task of estimating a physically plausible articulated human motion from monocular video. Existing approaches that do not consider physics often produce temporally inconsistent output with motion artifacts, while state-of-the-art physics-based approaches have either been shown to work only in controlled laboratory conditions or consider simplified body-ground contact limited to feet. This paper explores how these shortcomings can be addressed by directly incorporating a fully-featured physics engine into the pose estimation process. Given an uncontrolled, real-world scene as inp…
NVIDIA(英伟达);The University of Tokyo(东京大学);RIKEN(理化学研究所)
Rendering articulated objects while controlling their poses is critical to applications such as virtual reality or animation for movies. Manipulating the pose of an object, however, requires the understanding of its underlying structure, that is, its joints and how they interact with each other. Unfortunately, assuming the structure to be known, as existing methods do, precludes the ability to work on new object categories. We propose to learn both the appearance and the structure of previously unseen articulated objects by observing them move from multiple views, with no joints annotation sup…
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(蒂宾根大学)
Combining human body models with differentiable rendering has recently enabled animatable avatars of clothed humans from sparse sets of multi-view RGB videos. While state-of-the-art approaches achieve realistic appearance with neural radiance fields (NeRF), the inferred geometry often lacks detail due to missing geometric constraints. Further, animating avatars in out-of-distribution poses is not yet possible because the mapping from observation space to canonical space does not generalize faithfully to unseen poses. In this work, we address these shortcomings and propose a model to create ani…
University of British Columbia(不列颠哥伦比亚大学);Facebook Reality Labs(Facebook现实实验室)
While deep learning reshaped the classical motion capture pipeline with feed-forward networks, generative models are required to recover fine alignment via iterative refinement. Unfortunately, the existing models are usually hand-crafted or learned in controlled conditions, only applicable to limited domains. We propose a method to learn a generative neural body model from unlabelled monocular videos by extending Neural Radiance Fields (NeRFs). We equip them with a skeleton to apply to time-varying and articulated motion. A key insight is that implicit models require the inverse of the forward…
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)
Substantial progress has been made on modeling rigid 3D objects using deep implicit representations. Yet, extending these methods to learn neural models of human shape is still in its infancy. Human bodies are complex and the key challenge is to learn a representation that generalizes such that it can express body shape deformations for unseen subjects in unseen, highly-articulated, poses. To address this challenge, we introduce LEAP (LEarning Articulated occupancy of People), a novel neural occupancy representation of the human body. Given a set of bone transformations (i.e. joint locations a…
NVIDIA(英伟达);Georgia Institute of Technology(佐治亚理工学院);NVIDIA Research(英伟达研究院)
Acquisition and creation of digital human avatars is an important problem with applications to virtual telepresence, gaming, and human modeling. Most contemporary approaches for avatar generation can be viewed either as 3D-based methods, which use multi-view data to learn a 3D representation with appearance (such as a mesh, implicit surface, or volume), or 2D-based methods which learn photo-realistic renderings of avatars but lack accurate 3D representations. In this work, we present, DRaCoN, a framework for learning full-body volumetric avatars which exploits the advantages of both the 2D and…
Relightable Neural Actor with Intrinsic Decomposition and Pose Control
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);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 Freiburg(弗莱堡大学)
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…
Max Planck Institute for Informatics(马克斯·普朗克信息学研究所);TU Braunschweig(布伦瑞克工业大学)
While many works focus on 3D reconstruction from images, in this paper, we focus on 3D shape reconstruction and completion from a variety of 3D inputs, which are deficient in some respect: low and high resolution voxels, sparse and dense point clouds, complete or incomplete. Processing of such 3D inputs is an increasingly important problem as they are the output of 3D scanners, which are becoming more accessible, and are the intermediate output of 3D computer vision algorithms. Recently, learned implicit functions have shown great promise as they produce continuous reconstructions. However, we…
ZMO AI Inc.(ZMO人工智能公司);ShanghaiTech University(上海科技大学);Nanyang Technological University(南洋理工大学);Shanghai Engineering Research Center of Intelligent Vision and Imaging(上海智能视觉与成像工程研究中心);Shanghai Engineering Research Center of Energy Efficient and Custom AI IC(上海高效节能与定制人工智能芯片工程研究中心)
We propose united implicit functions (UNIF), a part-based method for clothed human reconstruction and animation with raw scans and skeletons as the input. Previous part-based methods for human reconstruction rely on ground-truth part labels from SMPL and thus are limited to minimal-clothed humans. In contrast, our method learns to separate parts from body motions instead of part supervision, thus can be extended to clothed humans and other articulated objects. Our Partition-from-Motion is achieved by a bone-centered initialization, a bone limit loss, and a section normal loss that ensure stabl…
Existing data-driven methods for draping garments over human bodies, despite being effective, cannot handle garments of arbitrary topology and are typically not end-to-end differentiable. To address these limitations, we propose an end-to-end differentiable pipeline that represents garments using implicit surfaces and learns a skinning field conditioned on shape and pose parameters of an articulated body model. To limit body-garment interpenetrations and artifacts, we propose an interpenetration-aware pre-processing strategy of training data and a novel training loss that penalizes self-inters…
We present Implicit Two Hands (Im2Hands), the first neural implicit representation of two interacting hands. Unlike existing methods on two-hand reconstruction that rely on a parametric hand model and/or low-resolution meshes, Im2Hands can produce fine-grained geometry of two hands with high hand-to-hand and hand-to-image coherency. To handle the shape complexity and interaction context between two hands, Im2Hands models the occupancy volume of two hands - conditioned on an RGB image and coarse 3D keypoints - by two novel attention-based modules responsible for (1) initial occupancy estimation…
Efficient Neural Implicit Representation for 3D Human Reconstruction
School of Computing and Information Systems, The University of Melbourne(墨尔本大学计算与信息系统学院);School of Mathematics and Statistics, The University of Melbourne(墨尔本大学数学与统计学院)