Related papers: Pixel2ISDF: Implicit Signed Distance Fields based …
State-of-the-art neural implicit surface representations have achieved impressive results in indoor scene reconstruction by incorporating monocular geometric priors as additional supervision. However, we have observed that multi-view…
As the most common representation for 3D shapes, mesh is often stored discretely with arrays of vertices and faces. However, 3D shapes in the real world are presented continuously. In this paper, we propose to learn a continuous…
Reconstructing 3D clothed humans from images is fundamental to applications like virtual try-on, avatar creation, and mixed reality. While recent advances have enhanced human body recovery, accurate reconstruction of garment geometry --…
A human 3D avatar is one of the important elements in the metaverse, and the modeling effect directly affects people's visual experience. However, the human body has a complex topology and diverse details, so it is often expensive,…
As an increasing amount of image and video content will be analyzed by machines, there is demand for a new codec paradigm that is capable of compressing visual input primarily for the purpose of computer vision inference, while secondarily…
Most of the recent deep learning-based 3D human pose and mesh estimation methods regress the pose and shape parameters of human mesh models, such as SMPL and MANO, from an input image. The first weakness of these methods is an appearance…
We present a technique for dense 3D reconstruction of objects using an imaging sonar, also known as forward-looking sonar (FLS). Compared to previous methods that model the scene geometry as point clouds or volumetric grids, we represent…
We aim to simultaneously estimate the 3D articulated pose and high fidelity volumetric occupancy of human performance, from multiple viewpoint video (MVV) with as few as two views. We use a multi-channel symmetric 3D convolutional…
We propose a feed-forward method for dense Signed Distance Field (SDF) regression from unstructured image collections in less than three seconds, without camera calibration or post-hoc fusion. Our key insight is that the intermediate…
Real-time, high-fidelity 3D human reconstruction from RGB images is essential for interactive applications such as virtual reality and gaming, yet remains challenging due to the complex non-rigid deformations of dynamic human bodies.…
We present SCULPT, a novel 3D generative model for clothed and textured 3D meshes of humans. Specifically, we devise a deep neural network that learns to represent the geometry and appearance distribution of clothed human bodies. Training…
At present, and increasingly so in the future, much of the captured visual content will not be seen by humans. Instead, it will be used for automated machine vision analytics and may require occasional human viewing. Examples of such…
Monocular 3D human pose and shape estimation is an inherently ill-posed problem due to depth ambiguities, occlusions, and truncations. Recent probabilistic approaches learn a distribution over plausible 3D human meshes by maximizing the…
Recently, regression-based methods have dominated the field of 3D human pose and shape estimation. Despite their promising results, a common issue is the misalignment between predictions and image observations, often caused by minor joint…
Creating high-quality 3D models of clothed humans from single images for real-world applications is crucial. Despite recent advancements, accurately reconstructing humans in complex poses or with loose clothing from in-the-wild images,…
In this work we target a learnable output representation that allows continuous, high resolution outputs of arbitrary shape. Recent works represent 3D surfaces implicitly with a Neural Network, thereby breaking previous barriers in…
Dynamic multi-person mesh recovery has broad applications in sports broadcasting, virtual reality, and video games. However, current multi-view frameworks rely on a time-consuming camera calibration procedure. In this work, we focus on…
Human pose estimation (i.e., locating the body parts / joints of a person) is a fundamental problem in human-computer interaction and multimedia applications. Significant progress has been made based on the development of depth sensors,…
This paper addresses the problem of single view 3D human reconstruction. Recent implicit function based methods have shown impressive results, but they fail to recover fine face details in their reconstructions. This largely degrades user…
Neural signed distance functions (SDFs) are emerging as an effective representation for 3D shapes. State-of-the-art methods typically encode the SDF with a large, fixed-size neural network to approximate complex shapes with implicit…