重建具有精细纹理的高保真手部模型,对增强人-物交互、推动现实世界应用发展具有关键作用。尽管现有最优方法在纹理生成与图像渲染方面表现出色,但它们往往难以准确捕捉几何细节。基于学习的方法通常鲁棒性更强、推理速度更快,却倾向于生成更平滑的结果,且需要大量训练数据。为解决这些问题,我们提出了一种新颖的细粒度多视角手部网格重建方法,该方法利用逆渲染技术恢复手部姿态与精细细节。首先,我们的方法通过基于图卷积网络(GCN)的方法,从多视角图像中预测参数化手部网格模型。我们进一步引入了全新的手部反照率与网格(Hand Albedo and Mesh, HAM)优化模块,用于同时优化手部网格与纹理,且能够保留网格拓扑结构。此外,我们提出了一种有效的基于网格的神经渲染方案,通过将预训练渲染网络与顶点特征相融合,可同时生成照片级真实感图像并优化网格几何结构。我们在InterHand2.6M、DeepHandMesh以及我们自行采集的数据集上开展了综合实验,实验结果表现优异,表明我们提出的方法在重建精度与渲染质量两方面均优于现有最优方法。代码与数据集已公开发布于https://github.com/agnJason/FMHR。
英文摘要:
Reconstructing high-fidelity hand models with intricate textures plays a crucial role in enhancing human-object interaction and advancing real-world applications. Despite the state-of-the-art methods excelling in texture generation and image rendering, they often face challenges in accurately capturing geometric details. Learning-based approaches usually offer better robustness and faster inference, which tend to produce smoother results and require substantial amounts of training data. To address these issues, we present a novel fine-grained multi-view hand mesh reconstruction method that leverages inverse rendering to restore hand poses and intricate details. Firstly, our approach predicts a parametric hand mesh model through Graph Convolutional Networks (GCN) based method from multi-view images. We further introduce a novel Hand Albedo and Mesh (HAM) optimization module to refine both the hand mesh and textures, which is capable of preserving the mesh topology. In addition, we suggest an effective mesh-based neural rendering scheme to simultaneously generate photo-realistic image and optimize mesh geometry by fusing the pre-trained rendering network with vertex features. We conduct the comprehensive experiments on InterHand2.6M, DeepHandMesh and dataset collected by ourself, whose promising results show that our proposed approach outperforms the state-of-the-art methods on both reconstruction accuracy and rendering quality. Code and dataset are publicly available at https://github.com/agnJason/FMHR.
Estimating 3D hand meshes from single RGB images is challenging, due to intrinsic 2D-3D mapping ambiguities and limited training data. We adopt a compact parametric 3D hand model that represents deformable and articulated hand meshes. To achieve the model fitting to RGB images, we investigate and contribute in three ways: 1) Neural rendering: inspired by recent work on human body, our hand mesh estimator (HME) is implemented by a neural network and a differentiable renderer, supervised by 2D segmentation masks and 3D skeletons. HME demonstrates good performance for estimating diverse hand shap…
A HamNoSys-Guided Dataset and Baselines for Fine-Grained Isolated Handshape Recognition in Sign Language
Variable Energy Cyclotron Centre(可变能量回旋加速器中心);Homi Bhabha National Institute(霍米·巴巴国家研究所);Ramakrishna Mission Vivekananda Educational and Research Institute(罗摩克里希纳使命维韦卡南达教育与研究院)
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…
Peking University(北京大学);Advanced Institute of Information Technology, Peking University(北京大学信息技术高等研究院);Tencent America(腾讯美国)
Generating portrait images by controlling the motions of existing faces is an important task of great consequence to social media industries. For easy use and intuitive control, semantically meaningful and fully disentangled parameters should be used as modifications. However, many existing techniques do not provide such fine-grained controls or use indirect editing methods i.e. mimic motions of other individuals. In this paper, a Portrait Image Neural Renderer (PIRenderer) is proposed to control the face motions with the parameters of three-dimensional morphable face models (3DMMs). The propo…
Huazhong University of Science and Technology(华中科技大学);Adobe Research(奥多比研究院)
We propose BokehMe, a hybrid bokeh rendering framework that marries a neural renderer with a classical physically motivated renderer. Given a single image and a potentially imperfect disparity map, BokehMe generates high-resolution photo-realistic bokeh effects with adjustable blur size, focal plane, and aperture shape. To this end, we analyze the errors from the classical scattering-based method and derive a formulation to calculate an error map. Based on this formulation, we implement the classical renderer by a scattering-based method and propose a two-stage neural renderer to fix the erron…
In this paper we present a three-stream algorithm for real-time action recognition and a new dataset of handwash videos, with the intent of aligning action recognition with real-world constraints to yield effective conclusions. A three-stream fusion algorithm is proposed, which runs both accurately and efficiently, in real-time even on low-powered systems such as a Raspberry Pi. The cornerstone of the proposed algorithm is the incorporation of both spatial and temporal information, as well as the information of the objects in a video while using an efficient architecture, and Optical Flow comp…
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…
Ouroboros: Single-step Diffusion Models for Cycle-consistent Forward and Inverse Rendering
University of California, Irvine(加州大学伊维特分校);Stony Brook University(石溪大学);Huazhong University of Science and Technology(华中科技大学);University of Florida(佛罗里达大学)
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 …
We, as human beings, can understand and picture a familiar scene from arbitrary viewpoints given a single image, whereas this is still a grand challenge for computers. We hereby present a novel solution to mimic such human perception capability based on a new paradigm of amodal 3D scene understanding with neural rendering for a closed scene. Specifically, we first learn the prior knowledge of the objects in a closed scene via an offline stage, which facilitates an online stage to understand the room with unseen furniture arrangement. During the online stage, given a panoramic image of the scen…
Jimei University(集美大学);Southwest University(西南大学);China University of Petroleum(中国石油大学)
Underwater Image Rendering aims to generate a true-tolife underwater image from a given clean one, which could be applied to various practical applications such as underwater image enhancement, camera filter, and virtual gaming. We explore two less-touched but challenging problems in underwater image rendering, namely, i) how to render diverse underwater scenes by a single neural network? ii) how to adaptively learn the underwater light fields from natural exemplars, i,e., realistic underwater images? To this end, we propose a neural rendering method for underwater imaging, dubbed UWNR (Underw…
Heidelberg University(海德堡大学);Technical University Munich(慕尼黑工业大学);Google Research(谷歌研究院);Max Planck Institute for Intelligent Systems, Tübingen(马克斯·普朗克智能系统研究所(蒂宾根));University of Tübingen(蒂宾根大学)
Neural rendering techniques promise efficient photo-realistic image synthesis while at the same time providing rich control over scene parameters by learning the physical image formation process. While several supervised methods have been proposed for this task, acquiring a dataset of images with accurately aligned 3D models is very difficult. The main contribution of this work is to lift this restriction by training a neural rendering algorithm from unpaired data. More specifically, we propose an autoencoder for joint generation of realistic images from synthetic 3D models while simultaneousl…
We present HandAvatar, a novel representation for hand animation and rendering, which can generate smoothly compositional geometry and self-occlusion-aware texture. Specifically, we first develop a MANO-HD model as a high-resolution mesh topology to fit personalized hand shapes. Sequentially, we decompose hand geometry into per-bone rigid parts, and then re-compose paired geometry encodings to derive an across-part consistent occupancy field. As for texture modeling, we propose a self-occlusion-aware shading field (SelF). In SelF, drivable anchors are paved on the MANO-HD surface to record alb…
Uncalibrated photometric stereo (UPS) is challenging due to the inherent ambiguity brought by the unknown light. Although the ambiguity is alleviated on non-Lambertian objects, the problem is still difficult to solve for more general objects with complex shapes introducing irregular shadows and general materials with complex reflectance like anisotropic reflectance. To exploit cues from shadow and reflectance to solve UPS and improve performance on general materials, we propose DANI-Net, an inverse rendering framework with differentiable shadow handling and anisotropic reflectance modeling. Un…
BNRist(北京信息科学与技术国家研究中心);Tsinghua University(清华大学);Beijing Normal University(北京师范大学);City University of Hong Kong(香港城市大学);Tencent PCG(腾讯平台与内容事业群)
High-fidelity 3D scene reconstruction from monocular videos continues to be challenging, especially for complete and fine-grained geometry reconstruction. The previous 3D reconstruction approaches with neural implicit representations have shown a promising ability for complete scene reconstruction, while their results are often over-smooth and lack enough geometric details. This paper introduces a novel neural implicit scene representation with volume rendering for high-fidelity online 3D scene reconstruction from monocular videos. For fine-grained reconstruction, our key insight is to incorpo…
We present an approach that learns to synthesize high-quality, novel views of 3D objects or scenes, while providing fine-grained and precise control over the 6-DOF viewpoint. The approach is self-supervised and only requires 2D images and associated view transforms for training. Our main contribution is a network architecture that leverages a transforming auto-encoder in combination with a depth-guided warping procedure to predict geometrically accurate unseen views. Leveraging geometric constraints renders direct supervision via depth or flow maps unnecessary. If large parts of the object are…
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…
Microsoft Research Asia(微软亚洲研究院);Zhejiang University(浙江大学)
Recent research advance has significantly improved the visual realism of immersive 3D video communication. In this work we present a method to further enhance this immersive experience by adding the hand touch capability ("remote hand clapping"). In our system, each meeting participant sits in front of a large screen with haptic feedback. The local participant can reach his hand out to the screen and perform hand clapping with the remote participant as if the two participants were only separated by a virtual glass. A key challenge in emulating the remote hand touch is the realistic rendering o…
This paper contributes a new high-quality dataset for hand gesture recognition in hand hygiene systems, named "MFH". Generally, current datasets are not focused on: (i) fine-grained actions; and (ii) data mismatch between different viewpoints, which are available under realistic settings. To address the aforementioned issues, the MFH dataset is proposed to contain a total of 731147 samples obtained by different camera views in 6 non-overlapping locations. Additionally, each sample belongs to one of seven steps introduced by the World Health Organization (WHO). As a minor contribution, inspired…
University of Pennsylvania(宾夕法尼亚大学);Toyota Research Institute(丰田研究所)
Egocentric videos offer fine-grained information for high-fidelity modeling of human behaviors. Hands and interacting objects are one crucial aspect of understanding a viewer's behaviors and intentions. We provide a labeled dataset consisting of 11,243 egocentric images with per-pixel segmentation labels of hands and objects being interacted with during a diverse array of daily activities. Our dataset is the first to label detailed hand-object contact boundaries. We introduce a context-aware compositional data augmentation technique to adapt to out-of-distribution YouTube egocentric video. We …
Due to the rapid temporal and fine-grained nature of complex human assembly atomic actions, traditional action segmentation approaches requiring the spatial (and often temporal) down sampling of video frames often loose vital fine-grained spatial and temporal information required for accurate classification within the manufacturing domain. In order to fully utilise higher resolution video data (often collected within the manufacturing domain) and facilitate real time accurate action segmentation - required for human robot collaboration - we present a novel hand location guided high resolution …