Related papers: Semantic-Preserved Point-based Human Avatar
Unsupervised generation of 3D-aware clothed humans with various appearances and controllable geometries is important for creating virtual human avatars and other AR/VR applications. Existing methods are either limited to rigid object…
Despite progress in human motion capture, existing multi-view methods often face challenges in estimating the 3D pose and shape of multiple closely interacting people. This difficulty arises from reliance on accurate 2D joint estimations,…
The emergence of neural rendering has significantly advanced the rendering quality of 3D human avatars, with the recently popular 3DGS technique enabling real-time performance. However, SMPL-driven 3DGS human avatars still struggle to…
Despite recent progress in developing animatable full-body avatars, realistic modeling of clothing - one of the core aspects of human self-expression - remains an open challenge. State-of-the-art physical simulation methods can generate…
We present a real-time cloth animation method for dressing virtual humans of various shapes and poses. Our approach formulates the clothing deformation as a high-dimensional function of body shape parameters and pose parameters. In order to…
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,…
We introduce a novel framework for modeling high-fidelity, animatable 3D human avatars from motion-blurred monocular video inputs. Motion blur is prevalent in real-world dynamic video capture, especially due to human movements in 3D human…
Reconstructing dynamic humans interacting with real-world environments from monocular videos is an important and challenging task. Despite considerable progress in 4D neural rendering, existing approaches either model dynamic scenes…
Current methods for learning realistic and animatable 3D clothed avatars need either posed 3D scans or 2D images with carefully controlled user poses. In contrast, our goal is to learn an avatar from only 2D images of people in…
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…
Facial action estimation from a single image is often formulated as predicting or fitting parameters in compact expression spaces, which lack explicit semantic interpretability. However, many practical applications, such as avatar control…
We present a new object representation, called Dense RepPoints, that utilizes a large set of points to describe an object at multiple levels, including both box level and pixel level. Techniques are proposed to efficiently process these…
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 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…
Tremendous efforts have been made to learn animatable and photorealistic human avatars. Towards this end, both explicit and implicit 3D representations are heavily studied for a holistic modeling and capture of the whole human (e.g., body,…
We present the first approach to render highly realistic free-viewpoint videos of a human actor in general apparel, from sparse multi-view recording to display, in real-time at an unprecedented 4K resolution. At inference, our method only…
Two major approaches exist for creating animatable human avatars. The first, a 3D-based approach, optimizes a NeRF- or 3DGS-based avatar from videos of a single person, achieving personalization through a disentangled identity…
This paper presents a simple yet powerful method for 3D human mesh reconstruction from a single RGB image. Most recently, the non-local interactions of the whole mesh vertices have been effectively estimated in the transformer while the…
Human re-rendering from a single image is a starkly under-constrained problem, and state-of-the-art algorithms often exhibit undesired artefacts, such as over-smoothing, unrealistic distortions of the body parts and garments, or implausible…
To bring digital avatars into people's lives, it is highly demanded to efficiently generate complete, realistic, and animatable head avatars. This task is challenging, and it is difficult for existing methods to satisfy all the requirements…