Related papers: Realistic One-shot Mesh-based Head Avatars
We present a system for learning full-body neural avatars, i.e. deep networks that produce full-body renderings of a person for varying body pose and camera position. Our system takes the middle path between the classical graphics pipeline…
Recent advances in 3D foundation models have led to growing interest in reconstructing humans and their surrounding environments. However, most existing approaches focus on monocular inputs, and extending them to multi-view settings…
We present a new pose transfer method for synthesizing a human animation from a single image of a person controlled by a sequence of body poses. Existing pose transfer methods exhibit significant visual artifacts when applying to a novel…
We present an end-to-end neural network-based model for inferring an approximate 3D mesh representation of a human face from single camera input for AR applications. The relatively dense mesh model of 468 vertices is well-suited for…
Head avatar reenactment focuses on creating animatable personal avatars from monocular videos, serving as a foundational element for applications like social signal understanding, gaming, human-machine interaction, and computer vision.…
Rendering photorealistic and dynamically moving human heads is crucial for ensuring a pleasant and immersive experience in AR/VR and video conferencing applications. However, existing methods often struggle to model challenging facial…
Acquisition and rendering of photo-realistic human heads is a highly challenging research problem of particular importance for virtual telepresence. Currently, the highest quality is achieved by volumetric approaches trained in a person…
We present AvatarReX, a new method for learning NeRF-based full-body avatars from video data. The learnt avatar not only provides expressive control of the body, hands and the face together, but also supports real-time animation and…
We present DINAR, an approach for creating realistic rigged fullbody avatars from single RGB images. Similarly to previous works, our method uses neural textures combined with the SMPL-X body model to achieve photo-realistic quality of…
Recent image-to-3D reconstruction models have greatly advanced geometry generation, but they still struggle to faithfully generate realistic appearance. To address this, we introduce ARM, a novel method that reconstructs high-quality 3D…
We introduce RMAvatar, a novel human avatar representation with Gaussian splatting embedded on mesh to learn clothed avatar from a monocular video. We utilize the explicit mesh geometry to represent motion and shape of a virtual human and…
In this work, we advance the neural head avatar technology to the megapixel resolution while focusing on the particularly challenging task of cross-driving synthesis, i.e., when the appearance of the driving image is substantially different…
Photo-realistic human avatars have broad applications, yet high-fidelity avatar generation has traditionally required expensive professional camera rigs and extensive artistic labor. Recent research has enabled constructing them…
We present HARP (HAnd Reconstruction and Personalization), a personalized hand avatar creation approach that takes a short monocular RGB video of a human hand as input and reconstructs a faithful hand avatar exhibiting a high-fidelity…
Existing neural head avatars methods have achieved significant progress in the image quality and motion range of portrait animation. However, these methods neglect the computational overhead, and to the best of our knowledge, none is…
Reconstructing personalized animatable head avatars has significant implications in the fields of AR/VR. Existing methods for achieving explicit face control of 3D Morphable Models (3DMM) typically rely on multi-view images or videos of a…
We present a system to create Mobile Realistic Fullbody (MoRF) avatars. MoRF avatars are rendered in real-time on mobile devices, learned from monocular videos, and have high realism. We use SMPL-X as a proxy geometry and render it with DNR…
In high-end visual effects pipelines, a customized (and expensive) light stage system is (typically) used to scan an actor in order to acquire both geometry and texture for various expressions. Aiming towards democratization, we propose a…
In autonomous driving applications, accurate and efficient road surface reconstruction is paramount. This paper introduces RoMe, a novel framework designed for the robust reconstruction of large-scale road surfaces. Leveraging a unique mesh…
Many deep learning based 3D face reconstruction methods have been proposed recently, however, few of them have applications in games. Current game character customization systems either require players to manually adjust considerable face…