本文提出了一种可从多视角RGB视频中学习的新型穿衣人体模型,重点在于恢复符合物理规律的身体与布料运动。我们的方法Position Based Dynamic Gaussians(基于位置的动态高斯,简称PBDyG)通过物理模拟实现“依赖运动的”布料形变,而非仅依赖“依赖姿态的”刚性变换。我们对穿衣人体进行整体建模,但包含两个相互接触的不同物理实体:布料被建模为3D高斯,附着在跟随输入视频中人物运动的蒙皮SMPL身体上。SMPL身体的关节运动还会驱动布料高斯的基于物理的模拟,将化身变换到新的姿态。为了运行基于位置的动力学模拟,质量、材料刚度等物理属性通过Dynamic 3D Gaussian Splatting(动态3D高斯泼溅)从RGB视频中估计得到。实验表明,我们的方法不仅能准确复现外观,还能重建穿着裙子、外套等高形变服装的化身,而这类服装的重建一直是现有方法的难点。
英文摘要:
This paper introduces a novel clothed human model that can be learned from multiview RGB videos, with a particular emphasis on recovering physically accurate body and cloth movements. Our method, Position Based Dynamic Gaussians (PBDyG), realizes ``movement-dependent'' cloth deformation via physical simulation, rather than merely relying on ``pose-dependent'' rigid transformations. We model the clothed human holistically but with two distinct physical entities in contact: clothing modeled as 3D Gaussians, which are attached to a skinned SMPL body that follows the movement of the person in the input videos. The articulation of the SMPL body also drives physically-based simulation of the clothes' Gaussians to transform the avatar to novel poses. In order to run position based dynamics simulation, physical properties including mass and material stiffness are estimated from the RGB videos through Dynamic 3D Gaussian Splatting. Experiments demonstrate that our method not only accurately reproduces appearance but also enables the reconstruction of avatars wearing highly deformable garments, such as skirts or coats, which have been challenging to reconstruct using existing methods.
ETH Zürich(苏黎世联邦理工学院);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)
In this paper, we aim to create generalizable and controllable neural signed distance fields (SDFs) that represent clothed humans from monocular depth observations. Recent advances in deep learning, especially neural implicit representations, have enabled human shape reconstruction and controllable avatar generation from different sensor inputs. However, to generate realistic cloth deformations from novel input poses, watertight meshes or dense full-body scans are usually needed as inputs. Furthermore, due to the difficulty of effectively modeling pose-dependent cloth deformations for diverse …
ETH Zürich(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);University of Tübingen(蒂宾根大学)
Combining human body models with differentiable rendering has recently enabled animatable avatars of clothed humans from sparse sets of multi-view RGB videos. While state-of-the-art approaches achieve realistic appearance with neural radiance fields (NeRF), the inferred geometry often lacks detail due to missing geometric constraints. Further, animating avatars in out-of-distribution poses is not yet possible because the mapping from observation space to canonical space does not generalize faithfully to unseen poses. In this work, we address these shortcomings and propose a model to create ani…
Max Planck Institute for Intelligent Systems(马克斯·普朗克智能系统研究所);ETH Zürich(苏黎世联邦理工学院)
While recent work has shown progress on extracting clothed 3D human avatars from a single image, video, or a set of 3D scans, several limitations remain. Most methods use a holistic representation to jointly model the body and clothing, which means that the clothing and body cannot be separated for applications like virtual try-on. Other methods separately model the body and clothing, but they require training from a large set of 3D clothed human meshes obtained from 3D/4D scanners or physics simulations. Our insight is that the body and clothing have different modeling requirements. While the…
Facebook Reality Labs(Facebook现实实验室);University of Southern California(南加州大学)
In this paper, we propose ARCH (Animatable Reconstruction of Clothed Humans), a novel end-to-end framework for accurate reconstruction of animation-ready 3D clothed humans from a monocular image. Existing approaches to digitize 3D humans struggle to handle pose variations and recover details. Also, they do not produce models that are animation ready. In contrast, ARCH is a learned pose-aware model that produces detailed 3D rigged full-body human avatars from a single unconstrained RGB image. A Semantic Space and a Semantic Deformation Field are created using a parametric 3D body estimator. The…
RMAvatar: Photorealistic Human Avatar Reconstruction from Monocular Video Based on Rectified Mesh-embedded Gaussians
College of Computer Engineering, Jimei University(集美大学计算机工程学院);National Institute for Data Science in Health and Medicine, Xiamen University(厦门大学健康与医学数据科学国家研究院);The University of Texas at Dallas(德克萨斯大学达拉斯分校);School of Informatics, Xiamen University(厦门大学信息学院);BNU-HKBU United International College(北京师范大学-香港浸会大学联合国际学院)
Max Planck Institute for Intelligent Systems(马克斯·普朗克智能系统研究所);ETH Zürich(苏黎世联邦理工学院)
We present SCANimate, an end-to-end trainable framework that takes raw 3D scans of a clothed human and turns them into an animatable avatar. These avatars are driven by pose parameters and have realistic clothing that moves and deforms naturally. SCANimate does not rely on a customized mesh template or surface mesh registration. We observe that fitting a parametric 3D body model, like SMPL, to a clothed human scan is tractable while surface registration of the body topology to the scan is often not, because clothing can deviate significantly from the body shape. We also observe that articulate…
High-Fidelity Clothed Avatar Reconstruction from a Single Image
University of Chinese Academy of Sciences(中国科学院大学);Institute of Automation, Chinese Academy of Sciences(中国科学院自动化研究所);Max Planck Institute for Intelligent Systems(马克斯·普朗克智能系统研究所);OPPO Research(OPPO研究院);Westlake University(西湖大学);Tencent AI Lab(腾讯人工智能实验室)
ETH Zürich(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)
Parametric 3D body models like SMPL only represent minimally-clothed people and are hard to extend to clothing because they have a fixed mesh topology and resolution. To address these limitations, recent work uses implicit surfaces or point clouds to model clothed bodies. While not limited by topology, such methods still struggle to model clothing that deviates significantly from the body, such as skirts and dresses. This is because they rely on the body to canonicalize the clothed surface by reposing it to a reference shape. Unfortunately, this process is poorly defined when clothing is far f…
ASH: Animatable Gaussian Splats for Efficient and Photoreal Human Rendering
Max Planck Institute for Informatics(马克斯·普朗克信息学研究所);Universität Freiburg(弗赖堡大学);Saarbrücken Research Center for Visual Computing, Interaction and AI(萨尔布吕肯视觉计算、交互与人工智能研究中心);ETH Zürich(苏黎世联邦理工学院)
DAMA: Disentangled Body-Anchored Gaussians for Controllable Multi-Layered Avatars
University of Tübingen(图宾根大学);Tübingen AI Center(图宾根人工智能中心);Max Planck Institute for Intelligent Systems(马克斯·普朗克智能系统研究所);Max Planck Institute for Informatics(马克斯·普朗克信息研究所);Zuse School ELIZA(祖斯学校ELIZA)
National University of Singapore(新加坡国立大学);ByteDance(字节跳动)
Unsupervised generation of clothed virtual humans with various appearance and animatable poses is important for creating 3D human avatars and other AR/VR applications. Existing methods are either limited to rigid object modeling, or not generative and thus unable to synthesize high-quality virtual humans and animate them. In this work, we propose AvatarGen, the first method that enables not only non-rigid human generation with diverse appearance but also full control over poses and viewpoints, while only requiring 2D images for training. Specifically, it extends the recent 3D GANs to clothed h…
Max Planck Institute for Intelligent Systems(马克斯·普朗克智能系统研究所)
Current methods for learning realistic and animatable 3D clothed avatars need either posed 3D scans or 2D images with carefully controlled user poses. In contrast, our goal is to learn an avatar from only 2D images of people in unconstrained poses. Given a set of images, our method estimates a detailed 3D surface from each image and then combines these into an animatable avatar. Implicit functions are well suited to the first task, as they can capture details like hair and clothes. Current methods, however, are not robust to varied human poses and often produce 3D surfaces with broken or disem…
ByteDance(字节跳动);National University of Singapore(新加坡国立大学)
Unsupervised generation of 3D-aware clothed humans with various appearances and controllable geometries is important for creating virtual human avatars and other AR/VR applications. Existing methods are either limited to rigid object modeling, or not generative and thus unable to generate high-quality virtual humans and animate them. In this work, we propose AvatarGen, the first method that enables not only geometry-aware clothed human synthesis with high-fidelity appearances but also disentangled human animation controllability, while only requiring 2D images for training. Specifically, we de…
Facebook Reality Labs Research(脸书现实实验室研究部);University of California, Los Angeles(加州大学洛杉矶分校)
We present ARCH++, an image-based method to reconstruct 3D avatars with arbitrary clothing styles. Our reconstructed avatars are animation-ready and highly realistic, in both the visible regions from input views and the unseen regions. While prior work shows great promise of reconstructing animatable clothed humans with various topologies, we observe that there exist fundamental limitations resulting in sub-optimal reconstruction quality. In this paper, we revisit the major steps of image-based avatar reconstruction and address the limitations with ARCH++. First, we introduce an end-to-end poi…
Photorealistic telepresence requires both high-fidelity body modeling and faithful driving to enable dynamically synthesized appearance that is indistinguishable from reality. In this work, we propose an end-to-end framework that addresses two core challenges in modeling and driving full-body avatars of real people. One challenge is driving an avatar while staying faithful to details and dynamics that cannot be captured by a global low-dimensional parameterization such as body pose. Our approach supports driving of clothed avatars with wrinkles and motion that a real driving performer exhibits…
We present FITE, a First-Implicit-Then-Explicit framework for modeling human avatars in clothing. Our framework first learns implicit surface templates representing the coarse clothing topology, and then employs the templates to guide the generation of point sets which further capture pose-dependent clothing deformations such as wrinkles. Our pipeline incorporates the merits of both implicit and explicit representations, namely, the ability to handle varying topology and the ability to efficiently capture fine details. We also propose diffused skinning to facilitate template training especiall…
Max Planck Institute for Intelligent Systems(马克斯·普朗克智能系统研究所);ETH Zürich(苏黎世联邦理工学院)
Currently it requires an artist to create 3D human avatars with realistic clothing that can move naturally. Despite progress on 3D scanning and modeling of human bodies, there is still no technology that can easily turn a static scan into an animatable avatar. Automating the creation of such avatars would enable many applications in games, social networking, animation, and AR/VR to name a few. The key problem is one of representation. Standard 3D meshes are widely used in modeling the minimally-clothed body but do not readily capture the complex topology of clothing. Recent interest has shifte…
Carnegie Mellon University(卡内基梅隆大学);Facebook Reality Labs Research(脸书现实实验室研究部);Facebook AI Research(脸书人工智能研究院)
We have recently seen great progress in building photorealistic animatable full-body codec avatars, but generating high-fidelity animation of clothing is still difficult. To address these difficulties, we propose a method to build an animatable clothed body avatar with an explicit representation of the clothing on the upper body from multi-view captured videos. We use a two-layer mesh representation to register each 3D scan separately with the body and clothing templates. In order to improve the photometric correspondence across different frames, texture alignment is then performed through inv…
MPI for Intelligent Systems(马克斯·普朗克智能系统研究所);The University of York(约克大学)
We address the problem of estimating human pose and body shape from 3D scans over time. Reliable estimation of 3D body shape is necessary for many applications including virtual try-on, health monitoring, and avatar creation for virtual reality. Scanning bodies in minimal clothing, however, presents a practical barrier to these applications. We address this problem by estimating body shape under clothing from a sequence of 3D scans. Previous methods that have exploited body models produce smooth shapes lacking personalized details. We contribute a new approach to recover a personalized shape o…
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))
Tsinghua University(清华大学);OPPO Research Institute(OPPO研究院)
It is extremely challenging to create an animatable clothed human avatar from RGB videos, especially for loose clothes due to the difficulties in motion modeling. To address this problem, we introduce a novel representation on the basis of recent neural scene rendering techniques. The core of our representation is a set of structured local radiance fields, which are anchored to the pre-defined nodes sampled on a statistical human body template. These local radiance fields not only leverage the flexibility of implicit representation in shape and appearance modeling, but also factorize cloth def…
ETH Zürich(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);University of Tübingen(图宾根大学)
We present a novel method to learn Personalized Implicit Neural Avatars (PINA) from a short RGB-D sequence. This allows non-expert users to create a detailed and personalized virtual copy of themselves, which can be animated with realistic clothing deformations. PINA does not require complete scans, nor does it require a prior learned from large datasets of clothed humans. Learning a complete avatar in this setting is challenging, since only few depth observations are available, which are noisy and incomplete (i.e. only partial visibility of the body per frame). We propose a method to learn th…
University of Science and Technology of China(中国科学技术大学);Image Derivative Inc(图像衍生公司);Zhejiang University(浙江大学)
We propose SelfRecon, a clothed human body reconstruction method that combines implicit and explicit representations to recover space-time coherent geometries from a monocular self-rotating human video. Explicit methods require a predefined template mesh for a given sequence, while the template is hard to acquire for a specific subject. Meanwhile, the fixed topology limits the reconstruction accuracy and clothing types. Implicit representation supports arbitrary topology and can represent high-fidelity geometry shapes due to its continuous nature. However, it is difficult to integrate multi-fr…
TryOnCrafter: Unleashing Camera Trajectories for Realistic Video Virtual Try-on via a Renderable 4D Try-on Proxy
Institute of Computing Technology, Chinese Academy of Sciences(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);Xiamen University(厦门大学);Alibaba Group(阿里巴巴集团)
Max Planck Institute for Intelligent Systems(马克斯·普朗克智能系统研究所);University of Tübingen(蒂宾根大学);ETH Zürich(苏黎世联邦理工学院)
To make 3D human avatars widely available, we must be able to generate a variety of 3D virtual humans with varied identities and shapes in arbitrary poses. This task is challenging due to the diversity of clothed body shapes, their complex articulations, and the resulting rich, yet stochastic geometric detail in clothing. Hence, current methods to represent 3D people do not provide a full generative model of people in clothing. In this paper, we propose a novel method that learns to generate detailed 3D shapes of people in a variety of garments with corresponding skinning weights. Specifically…
ETH Zürich(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)
We present Vid2Avatar, a method to learn human avatars from monocular in-the-wild videos. Reconstructing humans that move naturally from monocular in-the-wild videos is difficult. Solving it requires accurately separating humans from arbitrary backgrounds. Moreover, it requires reconstructing detailed 3D surface from short video sequences, making it even more challenging. Despite these challenges, our method does not require any groundtruth supervision or priors extracted from large datasets of clothed human scans, nor do we rely on any external segmentation modules. Instead, it solves the tas…
MVP-Human Dataset for 3D Human Avatar Reconstruction from Unconstrained Frames
Institute of Automation, Chinese Academy of Sciences(中国科学院自动化研究所);University of Chinese Academy of Sciences(中国科学院大学);Alibaba Group(阿里巴巴集团);Speechocean(思必驰);Westlake University(西湖大学);Hong Kong Institute of Science & Innovation, Chinese Academy of Sciences(中国科学院香港创新研究院)
UMA: Ultra-detailed Human Avatars via Multi-level Surface Alignment
Max Planck Institute for Informatics, Saarland Informatics Campus(马克斯·普朗克研究所信息学研究所,萨尔兰信息学校区);Saarbrücken Research Center for Visual Computing, Interaction(萨尔布吕肯视觉计算、交互与人工智能研究中心)
FreeCloth: Free-form Generation Enhances Challenging Clothed Human Modeling
Center on Frontiers of Computing Studies, School of Computer Science, Peking University(北京大学计算机科学学院计算前沿研究中心);Inst. for Artificial Intelligence, Peking University(北京大学人工智能研究所);Nat’l Eng. Research Center of Visual Technology(国家视觉技术工程研究中心);State Key Laboratory of General Artificial Intelligence, Peking University(北京大学通用人工智能国家重点实验室)