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arXiv 2308.04622cs.CV

从物体遮挡的单目视频中渲染人体

Rendering Humans from Object-Occluded Monocular Videos

Stanford University(斯坦福大学)

Tiange Xiang, Adam Sun, Jiajun Wu, Ehsan Adeli, Li Fei-Fei

AI总结:

针对单目视频中人体被物体遮挡导致渲染质量下降的问题,本文提出OccNeRF神经渲染方法,通过整合几何与可见性先验实现基于表面的渲染,在模拟和真实遮挡场景中均验证了其优越性。

摘要:

从单目视频中对移动人体进行三维理解与渲染是一项具有挑战性的任务。尽管近期取得了一定进展,但在现实场景中该任务仍然困难,因为障碍物可能遮挡相机视野,导致所拍摄视频出现部分遮挡。现有方法无法处理这类缺陷,原因有二。首先,标准渲染策略依赖点对点映射,这可能导致身体可见区域与被遮挡区域之间出现显著差异。其次,朴素的直接回归方法未考虑遮挡情况下渲染的任何可行性准则(即先验信息)。为解决上述不足,我们提出了OccNeRF,一种神经渲染方法,能够在严重遮挡的场景中实现更好的人体渲染。作为对上述两个缺陷的直接解决方案,我们通过整合几何先验与可见性先验,提出了基于表面的渲染方法。我们在模拟遮挡和真实世界遮挡上验证了我们的方法,并证明了其优越性。

英文摘要:

3D understanding and rendering of moving humans from monocular videos is a challenging task. Despite recent progress, the task remains difficult in real-world scenarios, where obstacles may block the camera view and cause partial occlusions in the captured videos. Existing methods cannot handle such defects due to two reasons. First, the standard rendering strategy relies on point-point mapping, which could lead to dramatic disparities between the visible and occluded areas of the body. Second, the naive direct regression approach does not consider any feasibility criteria (ie, prior information) for rendering under occlusions. To tackle the above drawbacks, we present OccNeRF, a neural rendering method that achieves better rendering of humans in severely occluded scenes. As direct solutions to the two drawbacks, we propose surface-based rendering by integrating geometry and visibility priors. We validate our method on both simulated and real-world occlusions and demonstrate our method's superiority.

机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。

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