arXivDaily arXiv每日学术速递 周一至周五更新
arXiv 2407.04545cs.CV

人头的高斯特征模型

Gaussian Eigen Models for Human Heads

Max Planck Institute for Intelligent Systems(马克斯·普朗克智能系统研究所);Technical University of Darmstadt(达姆施塔特工业大学);Google(谷歌公司)

Wojciech Zielonka, Timo Bolkart, Thabo Beeler, Justus Thies

AI总结:

提出Gaussian Eigen Models (GEM),通过蒸馏高质量CNN模型构建线性特征基,生成轻量且高质量的头部虚拟形象,实现单RGB图像输入的表情预测,在视觉质量和泛化性上优于现有3D avatar方法。

摘要:

当前个性化的神经头部虚拟形象面临一个权衡:轻量级模型缺乏细节和真实感,而高质量、可动画化的虚拟形象需要大量计算资源,使其不适用于普通设备。为解决这一问题,我们提出了Gaussian Eigen Models (GEM),它提供高质量、轻量且易于控制的头部虚拟形象。GEM利用3D Gaussian primitives表示外观,并结合Gaussian splatting进行渲染。基于基于网格的3D morphable face models (3DMM)的成功,我们将GEM定义为线性特征基的集合,用于表示特定主体的头部外观。具体而言,我们构建线性基来表示3D Gaussians的位置、缩放、旋转和不透明度。这使我们能够通过基向量的线性组合高效生成特定头部形状的Gaussian primitives,仅需包含相应系数的低维参数向量。我们提出通过蒸馏高质量的、基于计算密集型CNN的Gaussian avatar模型来构建这些线性基 (GEM),这些模型能生成表情相关的外观变化,如皱纹。这些高质量模型在主体的多视角视频上训练,并通过一系列主成分分析进行蒸馏。一旦获得表示特定人类可动画外观空间的基,我们便学习一个回归器,以单个RGB图像作为输入,预测与所示面部表情对应的低维参数向量。在一系列实验中,我们将GEM的自重演和跨人重演结果与最先进的3D avatar方法进行比较,证明GEM具有更高的视觉质量和对新表情的更好泛化能力。

英文摘要:

Current personalized neural head avatars face a trade-off: lightweight models lack detail and realism, while high-quality, animatable avatars require significant computational resources, making them unsuitable for commodity devices. To address this gap, we introduce Gaussian Eigen Models (GEM), which provide high-quality, lightweight, and easily controllable head avatars. GEM utilizes 3D Gaussian primitives for representing the appearance combined with Gaussian splatting for rendering. Building on the success of mesh-based 3D morphable face models (3DMM), we define GEM as an ensemble of linear eigenbases for representing the head appearance of a specific subject. In particular, we construct linear bases to represent the position, scale, rotation, and opacity of the 3D Gaussians. This allows us to efficiently generate Gaussian primitives of a specific head shape by a linear combination of the basis vectors, only requiring a low-dimensional parameter vector that contains the respective coefficients. We propose to construct these linear bases (GEM) by distilling high-quality compute-intense CNN-based Gaussian avatar models that can generate expression-dependent appearance changes like wrinkles. These high-quality models are trained on multi-view videos of a subject and are distilled using a series of principal component analyses. Once we have obtained the bases that represent the animatable appearance space of a specific human, we learn a regressor that takes a single RGB image as input and predicts the low-dimensional parameter vector that corresponds to the shown facial expression. In a series of experiments, we compare GEM's self-reenactment and cross-person reenactment results to state-of-the-art 3D avatar methods, demonstrating GEM's higher visual quality and better generalization to new expressions.

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