2023-12-24 更新
SEEAvatar: Photorealistic Text-to-3D Avatar Generation with Constrained Geometry and Appearance
Authors:Yuanyou Xu, Zongxin Yang, Yi Yang
Powered by large-scale text-to-image generation models, text-to-3D avatar generation has made promising progress. However, most methods fail to produce photorealistic results, limited by imprecise geometry and low-quality appearance. Towards more practical avatar generation, we present SEEAvatar, a method for generating photorealistic 3D avatars from text with SElf-Evolving constraints for decoupled geometry and appearance. For geometry, we propose to constrain the optimized avatar in a decent global shape with a template avatar. The template avatar is initialized with human prior and can be updated by the optimized avatar periodically as an evolving template, which enables more flexible shape generation. Besides, the geometry is also constrained by the static human prior in local parts like face and hands to maintain the delicate structures. For appearance generation, we use diffusion model enhanced by prompt engineering to guide a physically based rendering pipeline to generate realistic textures. The lightness constraint is applied on the albedo texture to suppress incorrect lighting effect. Experiments show that our method outperforms previous methods on both global and local geometry and appearance quality by a large margin. Since our method can produce high-quality meshes and textures, such assets can be directly applied in classic graphics pipeline for realistic rendering under any lighting condition. Project page at: https://seeavatar3d.github.io.
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3DGS-Avatar: Animatable Avatars via Deformable 3D Gaussian Splatting
Authors:Zhiyin Qian, Shaofei Wang, Marko Mihajlovic, Andreas Geiger, Siyu Tang
We introduce an approach that creates animatable human avatars from monocular videos using 3D Gaussian Splatting (3DGS). Existing methods based on neural radiance fields (NeRFs) achieve high-quality novel-view/novel-pose image synthesis but often require days of training, and are extremely slow at inference time. Recently, the community has explored fast grid structures for efficient training of clothed avatars. Albeit being extremely fast at training, these methods can barely achieve an interactive rendering frame rate with around 15 FPS. In this paper, we use 3D Gaussian Splatting and learn a non-rigid deformation network to reconstruct animatable clothed human avatars that can be trained within 30 minutes and rendered at real-time frame rates (50+ FPS). Given the explicit nature of our representation, we further introduce as-isometric-as-possible regularizations on both the Gaussian mean vectors and the covariance matrices, enhancing the generalization of our model on highly articulated unseen poses. Experimental results show that our method achieves comparable and even better performance compared to state-of-the-art approaches on animatable avatar creation from a monocular input, while being 400x and 250x faster in training and inference, respectively.
PDF Project page: https://neuralbodies.github.io/3DGS-Avatar
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Attention-Based VR Facial Animation with Visual Mouth Camera Guidance for Immersive Telepresence Avatars
Authors:Andre Rochow, Max Schwarz, Sven Behnke
Facial animation in virtual reality environments is essential for applications that necessitate clear visibility of the user’s face and the ability to convey emotional signals. In our scenario, we animate the face of an operator who controls a robotic Avatar system. The use of facial animation is particularly valuable when the perception of interacting with a specific individual, rather than just a robot, is intended. Purely keypoint-driven animation approaches struggle with the complexity of facial movements. We present a hybrid method that uses both keypoints and direct visual guidance from a mouth camera. Our method generalizes to unseen operators and requires only a quick enrolment step with capture of two short videos. Multiple source images are selected with the intention to cover different facial expressions. Given a mouth camera frame from the HMD, we dynamically construct the target keypoints and apply an attention mechanism to determine the importance of each source image. To resolve keypoint ambiguities and animate a broader range of mouth expressions, we propose to inject visual mouth camera information into the latent space. We enable training on large-scale speaking head datasets by simulating the mouth camera input with its perspective differences and facial deformations. Our method outperforms a baseline in quality, capability, and temporal consistency. In addition, we highlight how the facial animation contributed to our victory at the ANA Avatar XPRIZE Finals.
PDF Published in IEEE/RSJ International Conference on Intelligent Robots and Systems (IROS) 2023
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DLCA-Recon: Dynamic Loose Clothing Avatar Reconstruction from Monocular Videos
Authors:Chunjie Luo, Fei Luo, Yusen Wang, Enxu Zhao, Chunxia Xiao
Reconstructing a dynamic human with loose clothing is an important but difficult task. To address this challenge, we propose a method named DLCA-Recon to create human avatars from monocular videos. The distance from loose clothing to the underlying body rapidly changes in every frame when the human freely moves and acts. Previous methods lack effective geometric initialization and constraints for guiding the optimization of deformation to explain this dramatic change, resulting in the discontinuous and incomplete reconstruction surface. To model the deformation more accurately, we propose to initialize an estimated 3D clothed human in the canonical space, as it is easier for deformation fields to learn from the clothed human than from SMPL. With both representations of explicit mesh and implicit SDF, we utilize the physical connection information between consecutive frames and propose a dynamic deformation field (DDF) to optimize deformation fields. DDF accounts for contributive forces on loose clothing to enhance the interpretability of deformations and effectively capture the free movement of loose clothing. Moreover, we propagate SMPL skinning weights to each individual and refine pose and skinning weights during the optimization to improve skinning transformation. Based on more reasonable initialization and DDF, we can simulate real-world physics more accurately. Extensive experiments on public and our own datasets validate that our method can produce superior results for humans with loose clothing compared to the SOTA methods.
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Relightable and Animatable Neural Avatars from Videos
Authors:Wenbin Lin, Chengwei Zheng, Jun-Hai Yong, Feng Xu
Lightweight creation of 3D digital avatars is a highly desirable but challenging task. With only sparse videos of a person under unknown illumination, we propose a method to create relightable and animatable neural avatars, which can be used to synthesize photorealistic images of humans under novel viewpoints, body poses, and lighting. The key challenge here is to disentangle the geometry, material of the clothed body, and lighting, which becomes more difficult due to the complex geometry and shadow changes caused by body motions. To solve this ill-posed problem, we propose novel techniques to better model the geometry and shadow changes. For geometry change modeling, we propose an invertible deformation field, which helps to solve the inverse skinning problem and leads to better geometry quality. To model the spatial and temporal varying shading cues, we propose a pose-aware part-wise light visibility network to estimate light occlusion. Extensive experiments on synthetic and real datasets show that our approach reconstructs high-quality geometry and generates realistic shadows under different body poses. Code and data are available at \url{https://wenbin-lin.github.io/RelightableAvatar-page/}.
PDF Accepted by AAAI 2024
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MoSAR: Monocular Semi-Supervised Model for Avatar Reconstruction using Differentiable Shading
Authors:Abdallah Dib, Luiz Gustavo Hafemann, Emeline Got, Trevor Anderson, Amin Fadaeinejad, Rafael M. O. Cruz, Marc-Andre Carbonneau
Reconstructing an avatar from a portrait image has many applications in multimedia, but remains a challenging research problem. Extracting reflectance maps and geometry from one image is ill-posed: recovering geometry is a one-to-many mapping problem and reflectance and light are difficult to disentangle. Accurate geometry and reflectance can be captured under the controlled conditions of a light stage, but it is costly to acquire large datasets in this fashion. Moreover, training solely with this type of data leads to poor generalization with in-the-wild images. This motivates the introduction of MoSAR, a method for 3D avatar generation from monocular images. We propose a semi-supervised training scheme that improves generalization by learning from both light stage and in-the-wild datasets. This is achieved using a novel differentiable shading formulation. We show that our approach effectively disentangles the intrinsic face parameters, producing relightable avatars. As a result, MoSAR estimates a richer set of skin reflectance maps, and generates more realistic avatars than existing state-of-the-art methods. We also introduce a new dataset, named FFHQ-UV-Intrinsics, the first public dataset providing intrisic face attributes at scale (diffuse, specular, ambient occlusion and translucency maps) for a total of 10k subjects. The project website and the dataset are available on the following link: https://ubisoftlaforge.github.io/character/mosar
PDF https://ubisoft-laforge.github.io/character/mosar/