Recent advances in generative diffusion models have enabled the previously unfeasible capability of generating 3D assets from a single input image or a text prompt. In this work, we aim to enhance the quality and functionality of these models for the task of creating controllable, photorealistic human avatars. We achieve this by integrating a 3D morphable model into the state-of-the-art multiview-consistent diffusion approach. We demonstrate that accurate conditioning of a generative pipeline on the articulated 3D model enhances the baseline model performance on the task of novel view synthesis from a single image. More importantly, this integration facilitates a seamless and accurate incorporation of facial expression and body pose control into the generation process. To the best of our knowledge, our proposed framework is the first diffusion model to enable the creation of fully 3D-consistent, animatable, and photorealistic human avatars from a single image of an unseen subject; extensive quantitative and qualitative evaluations demonstrate the advantages of our approach over existing state-of-the-art avatar creation models on both novel view and novel expression synthesis tasks.
We introduce an approach that creates animatable human avatars from monocular videos using 3D Gaussian Splatting (3DGS). Existing methods based on neural radiance fields (NeRFs) achieve high-quality novel-view/novel-pose image synthesis but often require days of training, and are extremely slow at inference time. Recently, the community has explored fast grid structures for efficient training of clothed avatars. Albeit being extremely fast at training, these methods can barely achieve an interactive rendering frame rate with around 15 FPS. In this paper, we use 3D Gaussian Splatting and learn a non-rigid deformation network to reconstruct animatable clothed human avatars that can be trained within 30 minutes and rendered at real-time frame rates (50+ FPS). Given the explicit nature of our representation, we further introduce as-isometric-as-possible regularizations on both the Gaussian mean vectors and the covariance matrices, enhancing the generalization of our model on highly articulated unseen poses. Experimental results show that our method achieves comparable and even better performance compared to state-of-the-art approaches on animatable avatar creation from a monocular input, while being 400x and 250x faster in training and inference, respectively.
Neural fields, a category of neural networks trained to represent high-frequency signals, have gained significant attention in recent years due to their impressive performance in modeling complex 3D data, especially large neural signed distance (SDFs) or radiance fields (NeRFs) via a single multi-layer perceptron (MLP). However, despite the power and simplicity of representing signals with an MLP, these methods still face challenges when modeling large and complex temporal signals due to the limited capacity of MLPs. In this paper, we propose an effective approach to address this limitation by incorporating temporal residual layers into neural fields, dubbed ResFields, a novel class of networks specifically designed to effectively represent complex temporal signals. We conduct a comprehensive analysis of the properties of ResFields and propose a matrix factorization technique to reduce the number of trainable parameters and enhance generalization capabilities. Importantly, our formulation seamlessly integrates with existing techniques and consistently improves results across various challenging tasks: 2D video approximation, dynamic shape modeling via temporal SDFs, and dynamic NeRF reconstruction. Lastly, we demonstrate the practical utility of ResFields by showcasing its effectiveness in capturing dynamic 3D scenes from sparse sensory inputs of a lightweight capture system.
Image-based volumetric avatars using pixel-aligned features promise generalization to unseen poses and identities. Prior work leverages global spatial encodings and multi-view geometric consistency to reduce spatial ambiguity. However, global encodings often suffer from overfitting to the distribution of the training data, and it is difficult to learn multi-view consistent reconstruction from sparse views. In this work, we investigate common issues with existing spatial encodings and propose a simple yet highly effective approach to modeling high-fidelity volumetric avatars from sparse views. One of the key ideas is to encode relative spatial 3D information via sparse 3D keypoints. This approach is robust to the sparsity of viewpoints and cross-dataset domain gap. Our approach outperforms state-of-the-art methods for head reconstruction. On human body reconstruction for unseen subjects, we also achieve performance comparable to prior work that uses a parametric human body model and temporal feature aggregation. Our experiments show that a majority of errors in prior work stem from an inappropriate choice of spatial encoding and thus we suggest a new direction for high-fidelity image-based avatar modeling. https://markomih.github.io/KeypointNeRF
We present a novel neural implicit representation for articulated human bodies. Compared to explicit template meshes, neural implicit body representations provide an efficient mechanism for modeling interactions with the environment, which is essential for human motion reconstruction and synthesis in 3D scenes. However, existing neural implicit bodies suffer from either poor generalization on highly articulated poses or slow inference time. In this work, we observe that prior knowledge about the human body's shape and kinematic structure can be leveraged to improve generalization and efficiency. We decompose the full-body geometry into local body parts and employ a part-aware encoder-decoder architecture to learn neural articulated occupancy that models complex deformations locally. Our local shape encoder represents the body deformation of not only the corresponding body part but also the neighboring body parts. The decoder incorporates the geometric constraints of local body shape which significantly improves pose generalization. We demonstrate that our model is suitable for resolving self-intersections and collisions with 3D environments. Quantitative and qualitative experiments show that our method largely outperforms existing solutions in terms of both efficiency and accuracy. The code and models are available at https://neuralbodies.github.io/COAP/index.html
In this paper, we aim to create generalizable and controllable neural signed distance fields (SDFs) that represent clothed humans from monocular depth observations. Recent advances in deep learning, especially neural implicit representations, have enabled human shape reconstruction and controllable avatar generation from different sensor inputs. However, to generate realistic cloth deformations from novel input poses, watertight meshes or dense full-body scans are usually needed as inputs. Furthermore, due to the difficulty of effectively modeling pose-dependent cloth deformations for diverse body shapes and cloth types, existing approaches resort to per-subject/cloth-type optimization from scratch, which is computationally expensive. In contrast, we propose an approach that can quickly generate realistic clothed human avatars, represented as controllable neural SDFs, given only monocular depth images. We achieve this by using meta-learning to learn an initialization of a hypernetwork that predicts the parameters of neural SDFs. The hypernetwork is conditioned on human poses and represents a clothed neural avatar that deforms non-rigidly according to the input poses. Meanwhile, it is meta-learned to effectively incorporate priors of diverse body shapes and cloth types and thus can be much faster to fine-tune, compared to models trained from scratch. We qualitatively and quantitatively show that our approach outperforms state-of-the-art approaches that require complete meshes as inputs while our approach requires only depth frames as inputs and runs orders of magnitudes faster. Furthermore, we demonstrate that our meta-learned hypernetwork is very robust, being the first to generate avatars with realistic dynamic cloth deformations given as few as 8 monocular depth frames.
Substantial progress has been made on modeling rigid 3D objects using deep implicit representations. Yet, extending these methods to learn neural models of human shape is still in its infancy. Human bodies are complex and the key challenge is to learn a representation that generalizes such that it can express body shape deformations for unseen subjects in unseen, highly-articulated, poses. To address this challenge, we introduce LEAP (LEarning Articulated occupancy of People), a novel neural occupancy representation of the human body. Given a set of bone transformations (i.e. joint locations and rotations) and a query point in space, LEAP first maps the query point to a canonical space via learned linear blend skinning (LBS) functions and then efficiently queries the occupancy value via an occupancy network that models accurate identity- and pose-dependent deformations in the canonical space. Experiments show that our canonicalized occupancy estimation with the learned LBS functions greatly improves the generalization capability of the learned occupancy representation across various human shapes and poses, outperforming existing solutions in all settings.
We present DeepSurfels, a novel hybrid scene representation for geometry and appearance information. DeepSurfels combines explicit and neural building blocks to jointly encode geometry and appearance information. In contrast to established representations, DeepSurfels better represents high-frequency textures, is well-suited for online updates of appearance information, and can be easily combined with machine learning methods. We further present an end-to-end trainable online appearance fusion pipeline that fuses information provided by RGB images into the proposed scene representation and is trained using self-supervision imposed by the reprojection error with respect to the input images. Our method compares favorably to classical texture mapping approaches as well as recently proposed learning-based techniques. Moreover, we demonstrate lower runtime, improved generalization capabilities, and better scalability to larger scenes compared to existing methods.
In recent years, huge amounts of unstructured textual data on the Internet are a big difficulty for AI algorithms to provide the best recommendations for users and their search queries. Since the Internet became widespread, a lot of research has been done in the field of Natural Language Processing (NLP) and machine learning. Almost every solution transforms documents into Vector Space Models (VSM) in order to apply AI algorithms over them. One such approach is based on Case-Based Reasoning (CBR). Therefore, the most important part of those systems is to compute the similarity between numerical data points. In 2016, the new similarity TS-SS metric is proposed, which showed state-of-the-art results in the field of textual mining for unsupervised learning. However, no one before has investigated its performances for supervised learning (classification task). In this work, we devised a CBR system capable of finding the most similar documents for a given query aiming to investigate performances of the new state-of-the-art metric, TS-SS, in addition to the two other geometrical similarity measures --- Euclidean distance and Cosine similarity --- that showed the best predictive results over several benchmark corpora. The results show surprising inappropriateness of TS-SS measure for high dimensional features.