Single-image human relighting aims to relight a target human under new lighting conditions by decomposing the input image into albedo, shape and lighting. Although plausible relighting results can be achieved, previous methods suffer from both the entanglement between albedo and lighting and the lack of hard shadows, which significantly decrease the realism. To tackle these two problems, we propose a geometry-aware single-image human relighting framework that leverages single-image geometry reconstruction for joint deployment of traditional graphics rendering and neural rendering techniques. For the de-lighting, we explore the shortcomings of UNet architecture and propose a modified HRNet, achieving better disentanglement between albedo and lighting. For the relighting, we introduce a ray tracing-based per-pixel lighting representation that explicitly models high-frequency shadows and propose a learning-based shading refinement module to restore realistic shadows (including hard cast shadows) from the ray-traced shading maps. Our framework is able to generate photo-realistic high-frequency shadows such as cast shadows under challenging lighting conditions. Extensive experiments demonstrate that our proposed method outperforms previous methods on both synthetic and real images.
To address the ill-posed problem caused by partial observations in monocular human volumetric capture, we present AvatarCap, a novel framework that introduces animatable avatars into the capture pipeline for high-fidelity reconstruction in both visible and invisible regions. Our method firstly creates an animatable avatar for the subject from a small number (~20) of 3D scans as a prior. Then given a monocular RGB video of this subject, our method integrates information from both the image observation and the avatar prior, and accordingly recon-structs high-fidelity 3D textured models with dynamic details regardless of the visibility. To learn an effective avatar for volumetric capture from only few samples, we propose GeoTexAvatar, which leverages both geometry and texture supervisions to constrain the pose-dependent dynamics in a decomposed implicit manner. An avatar-conditioned volumetric capture method that involves a canonical normal fusion and a reconstruction network is further proposed to integrate both image observations and avatar dynamics for high-fidelity reconstruction in both observed and invisible regions. Overall, our method enables monocular human volumetric capture with detailed and pose-dependent dynamics, and the experiments show that our method outperforms state of the art. Code is available at https://github.com/lizhe00/AvatarCap.
We introduce VERTEX, an effective solution to recover 3D shape and intrinsic texture of vehicles from uncalibrated monocular input in real-world street environments. To fully utilize the template prior of vehicles, we propose a novel geometry and texture joint representation, based on implicit semantic template mapping. Compared to existing representations which infer 3D texture distribution, our method explicitly constrains the texture distribution on the 2D surface of the template as well as avoids limitations of fixed resolution and topology. Moreover, by fusing the global and local features together, our approach is capable to generate consistent and detailed texture in both visible and invisible areas. We also contribute a new synthetic dataset containing 830 elaborate textured car models labeled with sparse key points and rendered using Physically Based Rendering (PBRT) system with measured HDRI skymaps to obtain highly realistic images. Experiments demonstrate the superior performance of our approach on both testing dataset and in-the-wild images. Furthermore, the presented technique enables additional applications such as 3D vehicle texture transfer and material identification.