Related papers: Relightable Neural Human Assets from Multi-view Gr…
Decomposing a scene into its shape, reflectance, and illumination is a challenging but important problem in computer vision and graphics. This problem is inherently more challenging when the illumination is not a single light source under…
To date, little attention has been given to multi-view 3D human mesh estimation, despite real-life applicability (e.g., motion capture, sport analysis) and robustness to single-view ambiguities. Existing solutions typically suffer from poor…
We address the problem of multi-object 3D pose control in image diffusion models. Instead of conditioning on a sequence of text tokens, we propose to use a set of per-object representations, Neural Assets, to control the 3D pose of…
This paper presents RoGSplat, a novel approach for synthesizing high-fidelity novel views of unseen human from sparse multi-view images, while requiring no cumbersome per-subject optimization. Unlike previous methods that typically struggle…
Neural asset authoring and neural rendering have traditionally evolved as disjoint paradigms: one generates digital assets for fixed graphics pipelines, while the other maps conventional assets to images. However, treating them as…
Recent works on dynamic 3D neural field reconstruction assume the input from synchronized multi-view videos whose poses are known. The input constraints are often not satisfied in real-world setups, making the approach impractical. We show…
The light transport (LT) of a scene describes how it appears under different lighting and viewing directions, and complete knowledge of a scene's LT enables the synthesis of novel views under arbitrary lighting. In this paper, we focus on…
A key requirement for leveraging supervised deep learning methods is the availability of large, labeled datasets. Unfortunately, in the context of RGB-D scene understanding, very little data is available -- current datasets cover a small…
The ability to grasp objects, signal with gestures, and share emotion through touch all stem from the unique capabilities of human hands. Yet creating high-quality personalized hand avatars from images remains challenging due to complex…
We address the challenge of relighting a single image or video, a task that demands precise scene intrinsic understanding and high-quality light transport synthesis. Existing end-to-end relighting models are often limited by the scarcity of…
Advancements in deep neural networks have contributed to near perfect results for many computer vision problems such as object recognition, face recognition and pose estimation. However, human action recognition is still far from…
Imitation learning is widely used for learning to act in complex environments. While pure neural-based methods handle high dimensional data effectively, they suffer from the requirement of large number of samples and are prone to…
Modeling relightable and animatable human avatars from monocular video is a long-standing and challenging task. Recently, Neural Radiance Field (NeRF) and 3D Gaussian Splatting (3DGS) methods have been employed to reconstruct the avatars.…
We propose GRGS, a generalizable and relightable 3D Gaussian framework for high-fidelity human novel view synthesis under diverse lighting conditions. Unlike existing methods that rely on per-character optimization or ignore physical…
In this work, a system for creating a relightable 3D portrait of a human head is presented. Our neural pipeline operates on a sequence of frames captured by a smartphone camera with the flash blinking (flash-no flash sequence). A coarse…
We introduce OLATverse, a large-scale dataset comprising around 9M images of 765 real-world objects, captured from multiple viewpoints under a diverse set of precisely controlled lighting conditions. While recent advances in object-centric…
We present a method for estimating detailed scene illumination using human faces in a single image. In contrast to previous works that estimate lighting in terms of low-order basis functions or distant point lights, our technique estimates…
We present an unsupervised approach for factorizing object appearance into highlight, shading, and albedo layers, trained by multi-view real images. To do so, we construct a multi-view dataset by collecting numerous customer product photos…
The generation of high-quality 3D car assets is essential for various applications, including video games, autonomous driving, and virtual reality. Current 3D generation methods utilizing NeRF or 3D-GS as representations for 3D objects,…
We have recently seen tremendous progress in the neural advances for photo-real human modeling and rendering. However, it's still challenging to integrate them into an existing mesh-based pipeline for downstream applications. In this paper,…