元宇宙/虚拟人


2023-12-01 更新

Animatable 3D Gaussian: Fast and High-Quality Reconstruction of Multiple Human Avatars

Authors:Yang Liu, Xiang Huang, Minghan Qin, Qinwei Lin, Haoqian Wang

Neural radiance fields are capable of reconstructing high-quality drivable human avatars but are expensive to train and render. To reduce consumption, we propose Animatable 3D Gaussian, which learns human avatars from input images and poses. We extend 3D Gaussians to dynamic human scenes by modeling a set of skinned 3D Gaussians and a corresponding skeleton in canonical space and deforming 3D Gaussians to posed space according to the input poses. We introduce hash-encoded shape and appearance to speed up training and propose time-dependent ambient occlusion to achieve high-quality reconstructions in scenes containing complex motions and dynamic shadows. On both novel view synthesis and novel pose synthesis tasks, our method outperforms existing methods in terms of training time, rendering speed, and reconstruction quality. Our method can be easily extended to multi-human scenes and achieve comparable novel view synthesis results on a scene with ten people in only 25 seconds of training.
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Human Gaussian Splatting: Real-time Rendering of Animatable Avatars

Authors:Arthur Moreau, Jifei Song, Helisa Dhamo, Richard Shaw, Yiren Zhou, Eduardo Pérez-Pellitero

This work addresses the problem of real-time rendering of photorealistic human body avatars learned from multi-view videos. While the classical approaches to model and render virtual humans generally use a textured mesh, recent research has developed neural body representations that achieve impressive visual quality. However, these models are difficult to render in real-time and their quality degrades when the character is animated with body poses different than the training observations. We propose the first animatable human model based on 3D Gaussian Splatting, that has recently emerged as a very efficient alternative to neural radiance fields. Our body is represented by a set of gaussian primitives in a canonical space which are deformed in a coarse to fine approach that combines forward skinning and local non-rigid refinement. We describe how to learn our Human Gaussian Splatting (\OURS) model in an end-to-end fashion from multi-view observations, and evaluate it against the state-of-the-art approaches for novel pose synthesis of clothed body. Our method presents a PSNR 1.5dbB better than the state-of-the-art on THuman4 dataset while being able to render at 20fps or more.
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Learning One-Shot 4D Head Avatar Synthesis using Synthetic Data

Authors:Yu Deng, Duomin Wang, Xiaohang Ren, Xingyu Chen, Baoyuan Wang

Existing one-shot 4D head synthesis methods usually learn from monocular videos with the aid of 3DMM reconstruction, yet the latter is evenly challenging which restricts them from reasonable 4D head synthesis. We present a method to learn one-shot 4D head synthesis via large-scale synthetic data. The key is to first learn a part-wise 4D generative model from monocular images via adversarial learning, to synthesize multi-view images of diverse identities and full motions as training data; then leverage a transformer-based animatable triplane reconstructor to learn 4D head reconstruction using the synthetic data. A novel learning strategy is enforced to enhance the generalizability to real images by disentangling the learning process of 3D reconstruction and reenactment. Experiments demonstrate our superiority over the prior art.
PDF Project page: https://yudeng.github.io/Portrait4D/

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