The vision community has explored numerous pose guided human editing methods due to their extensive practical applications. Most of these methods still use an image-to-image formulation in which a single image is given as input to produce an edited image as output. However, the problem is ill-defined in cases when the target pose is significantly different from the input pose. Existing methods then resort to in-painting or style transfer to handle occlusions and preserve content. In this paper, we explore the utilization of multiple views to minimize the issue of missing information and generate an accurate representation of the underlying human model. To fuse the knowledge from multiple viewpoints, we design a selector network that takes the pose keypoints and texture from images and generates an interpretable per-pixel selection map. After that, the encodings from a separate network (trained on a single image human reposing task) are merged in the latent space. This enables us to generate accurate, precise, and visually coherent images for different editing tasks. We show the application of our network on 2 newly proposed tasks - Multi-view human reposing, and Mix-and-match human image generation. Additionally, we study the limitations of single-view editing and scenarios in which multi-view provides a much better alternative.
The task of human reposing involves generating a realistic image of a person standing in an arbitrary conceivable pose. There are multiple difficulties in generating perceptually accurate images, and existing methods suffer from limitations in preserving texture, maintaining pattern coherence, respecting cloth boundaries, handling occlusions, manipulating skin generation, etc. These difficulties are further exacerbated by the fact that the possible space of pose orientation for humans is large and variable, the nature of clothing items is highly non-rigid, and the diversity in body shape differs largely among the population. To alleviate these difficulties and synthesize perceptually accurate images, we propose VGFlow. Our model uses a visibility-guided flow module to disentangle the flow into visible and invisible parts of the target for simultaneous texture preservation and style manipulation. Furthermore, to tackle distinct body shapes and avoid network artifacts, we also incorporate a self-supervised patch-wise "realness" loss to improve the output. VGFlow achieves state-of-the-art results as observed qualitatively and quantitatively on different image quality metrics (SSIM, LPIPS, FID).
Realistic dynamic garments on animated characters have many AR/VR applications. While authoring such dynamic garment geometry is still a challenging task, data-driven simulation provides an attractive alternative, especially if it can be controlled simply using the motion of the underlying character. In this work, we focus on motion guided dynamic 3D garments, especially for loose garments. In a data-driven setup, we first learn a generative space of plausible garment geometries. Then, we learn a mapping to this space to capture the motion dependent dynamic deformations, conditioned on the previous state of the garment as well as its relative position with respect to the underlying body. Technically, we model garment dynamics, driven using the input character motion, by predicting per-frame local displacements in a canonical state of the garment that is enriched with frame-dependent skinning weights to bring the garment to the global space. We resolve any remaining per-frame collisions by predicting residual local displacements. The resultant garment geometry is used as history to enable iterative rollout prediction. We demonstrate plausible generalization to unseen body shapes and motion inputs, and show improvements over multiple state-of-the-art alternatives.
Estimating 3D human pose and shape from 2D images is a crucial yet challenging task. While prior methods with model-based representations can perform reasonably well on whole-body images, they often fail when parts of the body are occluded or outside the frame. Moreover, these results usually do not faithfully capture the human silhouettes due to their limited representation power of deformable models (e.g., representing only the naked body). An alternative approach is to estimate dense vertices of a predefined template body in the image space. Such representations are effective in localizing vertices within an image but cannot handle out-of-frame body parts. In this work, we learn dense human body estimation that is robust to partial observations. We explicitly model the visibility of human joints and vertices in the x, y, and z axes separately. The visibility in x and y axes help distinguishing out-of-frame cases, and the visibility in depth axis corresponds to occlusions (either self-occlusions or occlusions by other objects). We obtain pseudo ground-truths of visibility labels from dense UV correspondences and train a neural network to predict visibility along with 3D coordinates. We show that visibility can serve as 1) an additional signal to resolve depth ordering ambiguities of self-occluded vertices and 2) a regularization term when fitting a human body model to the predictions. Extensive experiments on multiple 3D human datasets demonstrate that visibility modeling significantly improves the accuracy of human body estimation, especially for partial-body cases. Our project page with code is at: https://github.com/chhankyao/visdb.
Despite recent success, deep learning-based methods for predicting 3D garment deformation under body motion suffer from interpenetration problems between the garment and the body. To address this problem, we propose a novel collision handling neural network layer called Repulsive Force Unit (ReFU). Based on the signed distance function (SDF) of the underlying body and the current garment vertex positions, ReFU predicts the per-vertex offsets that push any interpenetrating vertex to a collision-free configuration while preserving the fine geometric details. We show that ReFU is differentiable with trainable parameters and can be integrated into different network backbones that predict 3D garment deformations. Our experiments show that ReFU significantly reduces the number of collisions between the body and the garment and better preserves geometric details compared to prior methods based on collision loss or post-processing optimization.
There have been remarkable successes in computer vision with deep learning. While such breakthroughs show robust performance, there have still been many challenges in learning in-depth knowledge, like occlusion or predicting physical interactions. Although some recent works show the potential of 3D data in serving such context, it is unclear how we efficiently provide 3D input to the 2D models due to the misalignment in dimensionality between 2D and 3D. To leverage the successes of 2D models in predicting self-occlusions, we design Ray-marching in Camera Space (RiCS), a new method to represent the self-occlusions of foreground objects in 3D into a 2D self-occlusion map. We test the effectiveness of our representation on the human image harmonization task by predicting shading that is coherent with a given background image. Our experiments demonstrate that our representation map not only allows us to enhance the image quality but also to model temporally coherent complex shadow effects compared with the simulation-to-real and harmonization methods, both quantitatively and qualitatively. We further show that we can significantly improve the performance of human parts segmentation networks trained on existing synthetic datasets by enhancing the harmonization quality with our method.
Appearance of dressed humans undergoes a complex geometric transformation induced not only by the static pose but also by its dynamics, i.e., there exists a number of cloth geometric configurations given a pose depending on the way it has moved. Such appearance modeling conditioned on motion has been largely neglected in existing human rendering methods, resulting in rendering of physically implausible motion. A key challenge of learning the dynamics of the appearance lies in the requirement of a prohibitively large amount of observations. In this paper, we present a compact motion representation by enforcing equivariance -- a representation is expected to be transformed in the way that the pose is transformed. We model an equivariant encoder that can generate the generalizable representation from the spatial and temporal derivatives of the 3D body surface. This learned representation is decoded by a compositional multi-task decoder that renders high fidelity time-varying appearance. Our experiments show that our method can generate a temporally coherent video of dynamic humans for unseen body poses and novel views given a single view video.
Synthesizing dynamic appearances of humans in motion plays a central role in applications such as AR/VR and video editing. While many recent methods have been proposed to tackle this problem, handling loose garments with complex textures and high dynamic motion still remains challenging. In this paper, we propose a video based appearance synthesis method that tackles such challenges and demonstrates high quality results for in-the-wild videos that have not been shown before. Specifically, we adopt a StyleGAN based architecture to the task of person specific video based motion retargeting. We introduce a novel motion signature that is used to modulate the generator weights to capture dynamic appearance changes as well as regularizing the single frame based pose estimates to improve temporal coherency. We evaluate our method on a set of challenging videos and show that our approach achieves state-of-the art performance both qualitatively and quantitatively.
In this paper, we aim at synthesizing a free-viewpoint video of an arbitrary human performance using sparse multi-view cameras. Recently, several works have addressed this problem by learning person-specific neural radiance fields (NeRF) to capture the appearance of a particular human. In parallel, some work proposed to use pixel-aligned features to generalize radiance fields to arbitrary new scenes and objects. Adopting such generalization approaches to humans, however, is highly challenging due to the heavy occlusions and dynamic articulations of body parts. To tackle this, we propose Neural Human Performer, a novel approach that learns generalizable neural radiance fields based on a parametric human body model for robust performance capture. Specifically, we first introduce a temporal transformer that aggregates tracked visual features based on the skeletal body motion over time. Moreover, a multi-view transformer is proposed to perform cross-attention between the temporally-fused features and the pixel-aligned features at each time step to integrate observations on the fly from multiple views. Experiments on the ZJU-MoCap and AIST datasets show that our method significantly outperforms recent generalizable NeRF methods on unseen identities and poses. The video results and code are available at https://youngjoongunc.github.io/nhp.