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arXiv 2401.12900cs.GRcs.CV

PSAvatar:一种用于实时头部虚拟化身动画的基于点的3D高斯泼溅形状模型

PSAvatar: A Point-based Shape Model for Real-Time Head Avatar Animation with 3D Gaussian Splatting

Pengcheng Laboratory(鹏城实验室);Peking University(北京大学);University of Nottingham(诺丁汉大学);Shenzhen University(深圳大学)

Zhongyuan Zhao, Zhenyu Bao, Qing Li, Guoping Qiu, Kanglin Liu

AI总结:

针对现有实时高保真头部化身动画方法速度与质量难以兼顾的问题,提出PSAvatar框架,结合基于点的可变形形状模型与3D高斯,实现复杂结构建模与实时高保真化身动画。

摘要:

尽管已取得诸多进展,实现实时高保真头部虚拟化身动画仍然颇具难度,现有方法不得不在速度与质量之间进行权衡。基于3DMM(三维形变模型)的方法通常难以对眼镜、发型等非面部结构进行建模,而神经隐式模型则存在形变灵活性不足、渲染效率低下的问题。虽然3D Gaussian(3D高斯)已被证明在几何表示与辐射场重建方面具备可观的能力,但将其应用于头部虚拟化身构建仍是一项重大挑战,因为3D高斯难以建模由姿态和表情变化引发的头部形状形变。\n本文提出PSAvatar——一种全新的可动画头部虚拟化身构建框架,该框架采用离散几何基元创建参数化可变形形状模型,并借助3D高斯实现精细细节表示与高保真渲染。其中的参数化可变形形状模型为基于点的可变形形状模型(Point-based Morphable Shape Model, PMSM),它使用点而非网格进行三维表示,以获得更强的表示灵活性。PMSM首先通过在FLAME网格表面及网格外采样的方式将FLAME网格转换为点,从而不仅能够重建类表面结构,还可重建眼镜、发型等复杂几何结构。通过以分析合成的方式将这些点与头部形状对齐,PMSM使得利用3D高斯进行精细细节表示与外观建模成为可能,进而构建出高保真虚拟化身。实验表明,PSAvatar能够为不同对象重建高保真头部虚拟化身,且这些虚拟化身可实现实时动画(在512×512分辨率下帧率≥25 fps)。

英文摘要:

Despite much progress, achieving real-time high-fidelity head avatar animation is still difficult and existing methods have to trade-off between speed and quality. 3DMM based methods often fail to model non-facial structures such as eyeglasses and hairstyles, while neural implicit models suffer from deformation inflexibility and rendering inefficiency. Although 3D Gaussian has been demonstrated to possess promising capability for geometry representation and radiance field reconstruction, applying 3D Gaussian in head avatar creation remains a major challenge since it is difficult for 3D Gaussian to model the head shape variations caused by changing poses and expressions. In this paper, we introduce PSAvatar, a novel framework for animatable head avatar creation that utilizes discrete geometric primitive to create a parametric morphable shape model and employs 3D Gaussian for fine detail representation and high fidelity rendering. The parametric morphable shape model is a Point-based Morphable Shape Model (PMSM) which uses points instead of meshes for 3D representation to achieve enhanced representation flexibility. The PMSM first converts the FLAME mesh to points by sampling on the surfaces as well as off the meshes to enable the reconstruction of not only surface-like structures but also complex geometries such as eyeglasses and hairstyles. By aligning these points with the head shape in an analysis-by-synthesis manner, the PMSM makes it possible to utilize 3D Gaussian for fine detail representation and appearance modeling, thus enabling the creation of high-fidelity avatars. We show that PSAvatar can reconstruct high-fidelity head avatars of a variety of subjects and the avatars can be animated in real-time ($\ge$ 25 fps at a resolution of 512 $\times$ 512 ).

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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