Surfel-based Gaussian Inverse Rendering for Fast and Relightable Dynamic Human Reconstruction from Monocular Video
University of Hong Kong(香港大学);Baidu Inc.(百度公司);Department of Computer Vision Technology (VIS)(计算机视觉技术系);School of Science and Engineering(科学与工程学院);The Chinese University of Hong Kong, Shenzhen(香港中文大学(深圳))
Efficient and accurate reconstruction of a relightable, dynamic clothed human avatar from a monocular video is crucial for the entertainment industry. This paper presents SGIA (Surfel-based Gaussian Inverse Avatar), which introduces efficient training and rendering for relightable dynamic human reconstruction. SGIA advances previous Gaussian Avatar methods by comprehensively modeling Physically-Based Rendering (PBR) properties for clothed human avatars, allowing for the manipulation of avatars into novel poses under diverse lighting conditions. Specifically, our approach integrates pre-integration and image-based lighting for fast light calculations that surpass the performance of existing implicit-based techniques. To address challenges related to material lighting disentanglement and accurate geometry reconstruction, we propose an innovative occlusion approximation strategy and a progressive training approach. Extensive experiments demonstrate that SGIA not only achieves highly accurate physical properties but also significantly enhances the realistic relighting of dynamic human avatars, providing a substantial speed advantage. We exhibit more results in our project page: https://GS-IA.github.io.
RAM-LAB(RAM实验室);Hong Kong University of Science and Technology(香港科技大学)
In this paper, we introduce an approach to tracking the pose of a monocular camera in a prior surfel map. By rendering vertex and normal maps from the prior surfel map, the global planar information for the sparse tracked points in the image frame is obtained. The tracked points with and without the global planar information involve both global and local constraints of frames to the system. Our approach formulates all constraints in the form of direct photometric errors within a local window of the frames. The final optimization utilizes these constraints to provide the accurate estimation of …
Interactive Rendering of Relightable and Animatable Gaussian Avatars
State Key Lab of CAD & CG, Zhejiang University(浙江大学计算机辅助设计与图形学国家重点实验室);UCL Centre for Artificial Intelligence, Department of Computer Science, University College London(伦敦大学学院计算机科学系人工智能中心);Kahlert School of Computing, University of Utah(犹他大学Kahlert计算学院)
We propose RANA, a relightable and articulated neural avatar for the photorealistic synthesis of humans under arbitrary viewpoints, body poses, and lighting. We only require a short video clip of the person to create the avatar and assume no knowledge about the lighting environment. We present a novel framework to model humans while disentangling their geometry, texture, and also lighting environment from monocular RGB videos. To simplify this otherwise ill-posed task we first estimate the coarse geometry and texture of the person via SMPL+D model fitting and then learn an articulated neural r…
SolidGS: Consolidating Gaussian Surfel Splatting for Sparse-View Surface Reconstruction
Texas A&M University(德克萨斯农工大学);OPPO US Research Center(OPPO美国研究中心);Nanyang Technological University(南洋理工大学);Hong Kong University of Science and Technology(香港科技大学);The University of Hong Kong(香港大学)
HRAvatar: High-Quality and Relightable Gaussian Head Avatar
Tsinghua Shenzhen International Graduate School, Tsinghua University(清华大学深圳国际研究生院,清华大学);International Digital Economy Academy (IDEA) Intern(国际数字经济发展学院(IDEA)实习生)
Relightable 3D Avatar Reconstruction with Semantic-Adaptive Motion-Illumination Responses
State Key Laboratory of Multimodal Artificial Intelligence Systems, Institute of Automation, Chinese Academy of Sciences(中国科学院自动化研究所多模态人工智能系统全国重点实验室);School of Artificial Intelligence, University of Chinese Academy of Sciences(中国科学院大学人工智能学院);ZKTeco Co., Ltd.(熵基科技股份有限公司)
ROSGS: Relightable Outdoor Scenes With Gaussian Splatting
School of Information Science and Technology, North China University of Technology(信息科学与技术学院,中国北方工业大学);Beijing Key Laboratory of Mobile Computing and Pervasive Device, Institute of Computing Technology, Chinese Academy of Sciences(移动计算与普适设备北京市重点实验室,中国科学院计算技术研究所);University of Chinese Academy of Sciences(中国科学院大学);School of Computer Science and Informatics, Cardiff University(计算机科学与信息学院,卡迪夫大学)
Imperial College(帝国理工学院);Imperial College London(伦敦帝国理工学院)
Systems which incrementally create 3D semantic maps from image sequences must store and update representations of both geometry and semantic entities. However, while there has been much work on the correct formulation for geometrical estimation, state-of-the-art systems usually rely on simple semantic representations which store and update independent label estimates for each surface element (depth pixels, surfels, or voxels). Spatial correlation is discarded, and fused label maps are incoherent and noisy. We introduce a new compact and optimisable semantic representation by training a variati…
Fraunhofer IOSB(弗劳恩霍夫光电、系统技术及图像处理研究所);Karlsruhe Institute of Technology (KIT)(卡尔斯鲁厄理工学院)
Real-time 3D reconstruction enables fast dense mapping of the environment which benefits numerous applications, such as navigation or live evaluation of an emergency. In contrast to most real-time capable approaches, our approach does not need an explicit depth sensor. Instead, we only rely on a video stream from a camera and its intrinsic calibration. By exploiting the self-motion of the unmanned aerial vehicle (UAV) flying with oblique view around buildings, we estimate both camera trajectory and depth for selected images with enough novel content. To create a 3D model of the scene, we rely …
ETH Zurich(苏黎世联邦理工学院);Max Planck Institute for Intelligent Systems(马克斯·普朗克智能系统研究所);Stanford University(斯坦福大学)
The ability to create realistic, animatable and relightable head avatars from casual video sequences would open up wide ranging applications in communication and entertainment. Current methods either build on explicit 3D morphable meshes (3DMM) or exploit neural implicit representations. The former are limited by fixed topology, while the latter are non-trivial to deform and inefficient to render. Furthermore, existing approaches entangle lighting in the color estimation, thus they are limited in re-rendering the avatar in new environments. In contrast, we propose PointAvatar, a deformable poi…