arXivDaily arXiv每日学术速递 周一至周五更新
arXiv 2504.12999cs.GRcs.CV

GSAC:利用高斯溅射实现具有Unity集成的逼真化身创建

GSAC: Leveraging Gaussian Splatting for Photorealistic Avatar Creation with Unity Integration

Vanderbilt University(范德堡大学)

Rendong Zhang, Alexandra Watkins, Nilanjan Sarkar

AI总结:

针对现有化身创建技术成本高、效率低、表情保真度不足等问题,提出GSAC端到端3D高斯溅射化身创建管线,支持单目视频输入,兼容Unity引擎,提升创建效率与实用性。

摘要:

逼真化身已成为虚拟现实(VR)和增强现实(AR)沉浸式应用的关键,能在训练模拟、远程医疗和虚拟协作等领域实现逼真交互。这些化身弥合了物理与数字世界的差距,通过真实的人类表现提升用户体验。然而,现有化身创建技术面临诸多挑战,包括成本高、创建时间长以及在虚拟应用中的实用性有限。手动方法(如MetaHuman)需要大量时间和专业知识,而自动方法(如基于NeRF的管线)往往缺乏效率、面部表情细节保真度不足,且无法以足够速度渲染以满足实时应用需求。通过整合多种前沿技术,我们提出了端到端的3D高斯溅射(3DGS)化身创建管线,利用单目视频输入创建可扩展且高效的逼真化身,可直接与Unity游戏引擎兼容。该管线结合了新颖的高斯溅射技术与定制预处理,支持“野外”单目视频捕捉、详细的面部表情重建,并嵌入全绑定的化身模型中。此外,我们还推出了Unity集成的高斯溅射化身编辑器,为VR/AR应用开发提供用户友好的环境。实验结果验证了我们的预处理管线在标准化3DGS训练自定义数据方面的有效性,并展示了高斯化身在Unity中的多功能性,突出了我们方法的可扩展性和实用性。

英文摘要:

Photorealistic avatars have become essential for immersive applications in virtual reality (VR) and augmented reality (AR), enabling lifelike interactions in areas such as training simulations, telemedicine, and virtual collaboration. These avatars bridge the gap between the physical and digital worlds, improving the user experience through realistic human representation. However, existing avatar creation techniques face significant challenges, including high costs, long creation times, and limited utility in virtual applications. Manual methods, such as MetaHuman, require extensive time and expertise, while automatic approaches, such as NeRF-based pipelines often lack efficiency, detailed facial expression fidelity, and are unable to be rendered at a speed sufficent for real-time applications. By involving several cutting-edge modern techniques, we introduce an end-to-end 3D Gaussian Splatting (3DGS) avatar creation pipeline that leverages monocular video input to create a scalable and efficient photorealistic avatar directly compatible with the Unity game engine. Our pipeline incorporates a novel Gaussian splatting technique with customized preprocessing that enables the user of "in the wild" monocular video capture, detailed facial expression reconstruction and embedding within a fully rigged avatar model. Additionally, we present a Unity-integrated Gaussian Splatting Avatar Editor, offering a user-friendly environment for VR/AR application development. Experimental results validate the effectiveness of our preprocessing pipeline in standardizing custom data for 3DGS training and demonstrate the versatility of Gaussian avatars in Unity, highlighting the scalability and practicality of our approach.

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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