Rendering 3D human appearance from a single image in real-time is crucial for achieving holographic communication and immersive VR/AR. Existing methods either rely on multi-camera setups or are constrained to offline operations. In this paper, we propose R2Human, the first approach for real-time inference and rendering of photorealistic 3D human appearance from a single image. The core of our approach is to combine the strengths of implicit texture fields and explicit neural rendering with our novel representation, namely Z-map. Based on this, we present an end-to-end network that performs high-fidelity color reconstruction of visible areas and provides reliable color inference for occluded regions. To further enhance the 3D perception ability of our network, we leverage the Fourier occupancy field as a prior for generating the texture field and providing a sampling surface in the rendering stage. We also propose a consistency loss and a spatial fusion strategy to ensure the multi-view coherence. Experimental results show that our method outperforms the state-of-the-art methods on both synthetic data and challenging real-world images, in real-time. The project page can be found at http://cic.tju.edu.cn/faculty/likun/projects/R2Human.
We propose an approach to generate images of people given a desired appearance and pose. Disentangled representations of pose and appearance are necessary to handle the compound variability in the resulting generated images. Hence, we develop an approach based on intermediate representations of poses and appearance: our pose-guided appearance rendering network firstly encodes the targets' poses using an encoder-decoder neural network. Then the targets' appearances are encoded by learning adaptive appearance filters using a fully convolutional network. Finally, these filters are placed in the e…
We present a neural rendering framework for simultaneous view synthesis and appearance editing of a scene from multi-view images captured under known environment illumination. Existing approaches either achieve view synthesis alone or view synthesis along with relighting, without direct control over the scene's appearance. Our approach explicitly disentangles the appearance and learns a lighting representation that is independent of it. Specifically, we independently estimate the BRDF and use it to learn a lighting-only representation of the scene. Such disentanglement allows our approach to g…
Universidade Federal de Minas Gerais(米纳斯吉拉斯联邦大学);Université Bourgogne Franche-Comté(勃艮第-弗朗什-孔泰大学)
This paper proposes a new end-to-end neural rendering architecture to transfer appearance and reenact human actors. Our method leverages a carefully designed graph convolutional network (GCN) to model the human body manifold structure, jointly with differentiable rendering, to synthesize new videos of people in different contexts from where they were initially recorded. Unlike recent appearance transferring methods, our approach can reconstruct a fully controllable 3D texture-mapped model of a person, while taking into account the manifold structure from body shape and texture appearance in th…
University of California, San Diego(加利福尼亚大学圣迭戈分校);Adobe Research(奥多比研究院)
Recent work has demonstrated that volumetric scene representations combined with differentiable volume rendering can enable photo-realistic rendering for challenging scenes that mesh reconstruction fails on. However, these methods entangle geometry and appearance in a "black-box" volume that cannot be edited. Instead, we present an approach that explicitly disentangles geometry--represented as a continuous 3D volume--from appearance--represented as a continuous 2D texture map. We achieve this by introducing a 3D-to-2D texture mapping (or surface parameterization) network into volumetric repres…
Technical University of Munich(慕尼黑工业大学);Stanford University(斯坦福大学);Max-Planck-Institute for Informatics(马克斯·普朗克信息学研究所);University of Erlangen-Nuremberg(埃尔朗根-纽伦堡大学)
We propose a learned image-guided rendering technique that combines the benefits of image-based rendering and GAN-based image synthesis. The goal of our method is to generate photo-realistic re-renderings of reconstructed objects for virtual and augmented reality applications (e.g., virtual showrooms, virtual tours \& sightseeing, the digital inspection of historical artifacts). A core component of our work is the handling of view-dependent effects. Specifically, we directly train an object-specific deep neural network to synthesize the view-dependent appearance of an object. As input data we …
We present a neural rendering framework that maps a voxelized scene into a high quality image. Highly-textured objects and scene element interactions are realistically rendered by our method, despite having a rough representation as an input. Moreover, our approach allows controllable rendering: geometric and appearance modifications in the input are accurately propagated to the output. The user can move, rotate and scale an object, change its appearance and texture or modify the position of the light and all these edits are represented in the final rendering. We demonstrate the effectiveness …
DNF-Intrinsic: Deterministic Noise-Free Diffusion for Indoor Inverse Rendering
Sun Yat-sen University(中山大学);Meta Reality Labs(Meta现实实验室);Key Laboratory of Machine Intelligence and Advanced Computing, Ministry of Education(教育部机器智能与先进计算重点实验室)
University of Bonn(波恩大学);Reality Labs Research(现实实验室研究部);Carnegie Mellon University(卡内基梅隆大学)
We present Neural Strands, a novel learning framework for modeling accurate hair geometry and appearance from multi-view image inputs. The learned hair model can be rendered in real-time from any viewpoint with high-fidelity view-dependent effects. Our model achieves intuitive shape and style control unlike volumetric counterparts. To enable these properties, we propose a novel hair representation based on a neural scalp texture that encodes the geometry and appearance of individual strands at each texel location. Furthermore, we introduce a novel neural rendering framework based on rasterizat…
Creating realistic virtual assets is a time-consuming process: it usually involves an artist designing the object, then spending a lot of effort on tweaking its appearance. Intricate details and certain effects, such as subsurface scattering, elude representation using real-time BRDFs, making it impossible to fully capture the appearance of certain objects. Inspired by the recent progress of neural rendering, we propose an approach for capturing real-world objects in everyday environments faithfully and fast. We use a novel neural representation to reconstruct volumetric effects, such as trans…
University of Maryland College Park(马里兰大学帕克分校);Tsinghua University(清华大学)
We propose a novel neural rendering pipeline, Hybrid Volumetric-Textural Rendering (HVTR), which synthesizes virtual human avatars from arbitrary poses efficiently and at high quality. First, we learn to encode articulated human motions on a dense UV manifold of the human body surface. To handle complicated motions (e.g., self-occlusions), we then leverage the encoded information on the UV manifold to construct a 3D volumetric representation based on a dynamic pose-conditioned neural radiance field. While this allows us to represent 3D geometry with changing topology, volumetric rendering is c…
We propose LookinGood^π, a novel neural re-rendering approach that is aimed to (1) improve the rendering quality of the low-quality reconstructed results from human performance capture system in real-time; (2) improve the generalization ability of the neural rendering network on unseen people. Our key idea is to utilize the rendered image of reconstructed geometry as the guidance to assist the prediction of person-specific details from few reference images, thus enhancing the re-rendered result. In light of this, we design a two-branch network. A coarse branch is designed to fix some artifacts…
Max Planck Institute for Informatics(马克斯·普朗克信息学研究所)
Photo-realistic re-rendering of a human from a single image with explicit control over body pose, shape and appearance enables a wide range of applications, such as human appearance transfer, virtual try-on, motion imitation, and novel view synthesis. While significant progress has been made in this direction using learning-based image generation tools, such as GANs, existing approaches yield noticeable artefacts such as blurring of fine details, unrealistic distortions of the body parts and garments as well as severe changes of the textures. We, therefore, propose a new method for synthesisin…
Semantic-Human: Neural Rendering of Humans from Monocular Video with Human Parsing
School of Software Engineering, Xi’an Jiaotong University(西安交通大学软件学院);Institute for Infocomm Research, Agency for Science, Technology and Research(新加坡科技研究局信息通信研究院)
Realistic face rendering from multi-view images is beneficial to various computer vision and graphics applications. Due to the complex spatially-varying reflectance properties and geometry characteristics of faces, however, it remains challenging to recover 3D facial representations both faithfully and efficiently in the current studies. This paper presents a novel 3D face rendering model, namely NeuFace, to learn accurate and physically-meaningful underlying 3D representations by neural rendering techniques. It naturally incorporates the neural BRDFs into physically based rendering, capturing…
University of Science and Technology of China(中国科学技术大学);Microsoft Research Asia(微软亚洲研究院)
Style-guided text image generation tries to synthesize text image by imitating reference image's appearance while keeping text content unaltered. The text image appearance includes many aspects. In this paper, we focus on transferring style image's background and foreground color patterns to the content image to generate photo-realistic text image. To achieve this goal, we propose 1) a content-style cross attention based pixel sampling approach to roughly mimicking the style text image's background; 2) a pixel-wise style modulation technique to transfer varying color patterns of the style imag…
University of Hong Kong(香港大学);Max Planck Institute for Informatics(马克斯·普朗克信息学研究所);Stanford University(斯坦福大学)
We propose a method for generating video-realistic animations of real humans under user control. In contrast to conventional human character rendering, we do not require the availability of a production-quality photo-realistic 3D model of the human, but instead rely on a video sequence in conjunction with a (medium-quality) controllable 3D template model of the person. With that, our approach significantly reduces production cost compared to conventional rendering approaches based on production-quality 3D models, and can also be used to realistically edit existing videos. Technically, this is …
Universidade Federal de Minas Gerais(米纳斯吉拉斯联邦大学);INRIA(法国国家信息与自动化研究所)
Transferring human motion and appearance between videos of human actors remains one of the key challenges in Computer Vision. Despite the advances from recent image-to-image translation approaches, there are several transferring contexts where most end-to-end learning-based retargeting methods still perform poorly. Transferring human appearance from one actor to another is only ensured when a strict setup has been complied, which is generally built considering their training regime's specificities. In this work, we propose a shape-aware approach based on a hybrid image-based rendering techniqu…
Max Planck Institute for Informatics(马克斯·普朗克信息学研究所);The University of Hong Kong(香港大学);Stanford University(斯坦福大学)
Synthesizing realistic videos of humans using neural networks has been a popular alternative to the conventional graphics-based rendering pipeline due to its high efficiency. Existing works typically formulate this as an image-to-image translation problem in 2D screen space, which leads to artifacts such as over-smoothing, missing body parts, and temporal instability of fine-scale detail, such as pose-dependent wrinkles in the clothing. In this paper, we propose a novel human video synthesis method that approaches these limiting factors by explicitly disentangling the learning of time-coherent…
ShanghaiTech University(上海科技大学);Shanghai Institute of Microsystem and Information Technology, Chinese Academy of Sciences(中国科学院上海微系统与信息技术研究所);University of Chinese Academy of Sciences(中国科学院大学)
Recent neural rendering approaches for human activities achieve remarkable view synthesis results, but still rely on dense input views or dense training with all the capture frames, leading to deployment difficulty and inefficient training overload. However, existing advances will be ill-posed if the input is both spatially and temporally sparse. To fill this gap, in this paper we propose a few-shot neural human rendering approach (FNHR) from only sparse RGBD inputs, which exploits the temporal and spatial redundancy to generate photo-realistic free-view output of human activities. Our FNHR is…
Meta Reality Labs Research(Meta现实实验室);University of Oulu(奥卢大学)
Capturing and faithfully rendering photo-realistic humans from novel views is a fundamental problem for AR/VR applications. While prior work has shown impressive performance capture results in laboratory settings, it is non-trivial to achieve casual free-viewpoint human capture and rendering for unseen identities with high fidelity, especially for facial expressions, hands, and clothes. To tackle these challenges we introduce a novel view synthesis framework that generates realistic renders from unseen views of any human captured from a single-view and sparse RGB-D sensor, similar to a low-cos…
Shanghaitech University(上海科技大学);Shanghai Engineering Research Center of Intelligent Vision and Imaging(上海智能视觉与成像工程技术研究中心);School of Information Science and Technology, ShanghaiTech University(上海科技大学信息科学与技术学院)
Generating ``bullet-time'' effects of human free-viewpoint videos is critical for immersive visual effects and VR/AR experience. Recent neural advances still lack the controllable and interactive bullet-time design ability for human free-viewpoint rendering, especially under the real-time, dynamic and general setting for our trajectory-aware task. To fill this gap, in this paper we propose a neural interactive bullet-time generator (iButter) for photo-realistic human free-viewpoint rendering from dense RGB streams, which enables flexible and interactive design for human bullet-time visual effe…
Volume rendering using neural fields has shown great promise in capturing and synthesizing novel views of 3D scenes. However, this type of approach requires querying the volume network at multiple points along each viewing ray in order to render an image, resulting in very slow rendering times. In this paper, we present a method that overcomes this limitation by learning a direct mapping from camera rays to locations along the ray that are most likely to influence the pixel's final appearance. Using this approach we are able to render, train and fine-tune a volumetrically-rendered neural field…
University of Tsukuba(筑波大学);Toyohashi University of Technology(丰桥技术科学大学)
Relighting of human images has various applications in image synthesis. For relighting, we must infer albedo, shape, and illumination from a human portrait. Previous techniques rely on human faces for this inference, based on spherical harmonics (SH) lighting. However, because they often ignore light occlusion, inferred shapes are biased and relit images are unnaturally bright particularly at hollowed regions such as armpits, crotches, or garment wrinkles. This paper introduces the first attempt to infer light occlusion in the SH formulation directly. Based on supervised learning using convolu…
Zhejiang University(浙江大学);Guangdong Provincial People’s Hospital(广东省人民医院);Guangdong Academy of Medical Sciences(广东省医学科学院)
Human video motion transfer has a wide range of applications in multimedia, computer vision and graphics. Recently, due to the rapid development of Generative Adversarial Networks (GANs), there has been significant progress in the field. However, almost all existing GAN-based works are prone to address the mapping from human motions to video scenes, with scene appearances are encoded individually in the trained models. Therefore, each trained model can only generate videos with a specific scene appearance, new models are required to be trained to generate new appearances. Besides, existing wor…
We propose an approach for forecasting video of complex human activity involving multiple people. Direct pixel-level prediction is too simple to handle the appearance variability in complex activities. Hence, we develop novel intermediate representations. An architecture combining a hierarchical temporal model for predicting human poses and encoder-decoder convolutional neural networks for rendering target appearances is proposed. Our hierarchical model captures interactions among people by adopting a dynamic group-based interaction mechanism. Next, our appearance rendering network encodes the…
University of Minnesota(明尼苏达大学);Adobe Research(Adobe研究院)
Appearance of dressed humans undergoes a complex geometric transformation induced not only by the static pose but also by its dynamics, i.e., there exists a number of cloth geometric configurations given a pose depending on the way it has moved. Such appearance modeling conditioned on motion has been largely neglected in existing human rendering methods, resulting in rendering of physically implausible motion. A key challenge of learning the dynamics of the appearance lies in the requirement of a prohibitively large amount of observations. In this paper, we present a compact motion representat…
In this paper, we propose a generic neural-based hair rendering pipeline that can synthesize photo-realistic images from virtual 3D hair models. Unlike existing supervised translation methods that require model-level similarity to preserve consistent structure representation for both real images and fake renderings, our method adopts an unsupervised solution to work on arbitrary hair models. The key component of our method is a shared latent space to encode appearance-invariant structure information of both domains, which generates realistic renderings conditioned by extra appearance inputs. T…