Creating high-fidelity 3D head avatars has always been a research hotspot, but there remains a great challenge under lightweight sparse view setups. In this paper, we propose Gaussian Head Avatar represented by controllable 3D Gaussians for high-fidelity head avatar modeling. We optimize the neutral 3D Gaussians and a fully learned MLP-based deformation field to capture complex expressions. The two parts benefit each other, thereby our method can model fine-grained dynamic details while ensuring expression accuracy. Furthermore, we devise a well-designed geometry-guided initialization strategy based on implicit SDF and Deep Marching Tetrahedra for the stability and convergence of the training procedure. Experiments show our approach outperforms other state-of-the-art sparse-view methods, achieving ultra high-fidelity rendering quality at 2K resolution even under exaggerated expressions.
Modeling animatable human avatars from RGB videos is a long-standing and challenging problem. Recent works usually adopt MLP-based neural radiance fields (NeRF) to represent 3D humans, but it remains difficult for pure MLPs to regress pose-dependent garment details. To this end, we introduce Animatable Gaussians, a new avatar representation that leverages powerful 2D CNNs and 3D Gaussian splatting to create high-fidelity avatars. To associate 3D Gaussians with the animatable avatar, we learn a parametric template from the input videos, and then parameterize the template on two front \& back canonical Gaussian maps where each pixel represents a 3D Gaussian. The learned template is adaptive to the wearing garments for modeling looser clothes like dresses. Such template-guided 2D parameterization enables us to employ a powerful StyleGAN-based CNN to learn the pose-dependent Gaussian maps for modeling detailed dynamic appearances. Furthermore, we introduce a pose projection strategy for better generalization given novel poses. Overall, our method can create lifelike avatars with dynamic, realistic and generalized appearances. Experiments show that our method outperforms other state-of-the-art approaches. Code: https://github.com/lizhe00/AnimatableGaussians
We address the problem of aligning real-world 3D data of garments, which benefits many applications such as texture learning, physical parameter estimation, generative modeling of garments, etc. Existing extrinsic methods typically perform non-rigid iterative closest point and struggle to align details due to incorrect closest matches and rigidity constraints. While intrinsic methods based on functional maps can produce high-quality correspondences, they work under isometric assumptions and become unreliable for garment deformations which are highly non-isometric. To achieve wrinkle-level as well as texture-level alignment, we present a novel coarse-to-fine two-stage method that leverages intrinsic manifold properties with two neural deformation fields, in the 3D space and the intrinsic space, respectively. The coarse stage performs a 3D fitting, where we leverage intrinsic manifold properties to define a manifold deformation field. The coarse fitting then induces a functional map that produces an alignment of intrinsic embeddings. We further refine the intrinsic alignment with a second neural deformation field for higher accuracy. We evaluate our method with our captured garment dataset, GarmCap. The method achieves accurate wrinkle-level and texture-level alignment and works for difficult garment types such as long coats. Our project page is https://jsnln.github.io/iccv2023_intrinsic/index.html.
Recent years have witnessed considerable achievements in editing images with text instructions. When applying these editors to dynamic scene editing, the new-style scene tends to be temporally inconsistent due to the frame-by-frame nature of these 2D editors. To tackle this issue, we propose Control4D, a novel approach for high-fidelity and temporally consistent 4D portrait editing. Control4D is built upon an efficient 4D representation with a 2D diffusion-based editor. Instead of using direct supervisions from the editor, our method learns a 4D GAN from it and avoids the inconsistent supervision signals. Specifically, we employ a discriminator to learn the generation distribution based on the edited images and then update the generator with the discrimination signals. For more stable training, multi-level information is extracted from the edited images and used to facilitate the learning of the generator. Experimental results show that Control4D surpasses previous approaches and achieves more photo-realistic and consistent 4D editing performances. The link to our project website is https://control4darxiv.github.io.
Creating pose-driven human avatars is about modeling the mapping from the low-frequency driving pose to high-frequency dynamic human appearances, so an effective pose encoding method that can encode high-fidelity human details is essential to human avatar modeling. To this end, we present PoseVocab, a novel pose encoding method that encourages the network to discover the optimal pose embeddings for learning the dynamic human appearance. Given multi-view RGB videos of a character, PoseVocab constructs key poses and latent embeddings based on the training poses. To achieve pose generalization and temporal consistency, we sample key rotations in $so(3)$ of each joint rather than the global pose vectors, and assign a pose embedding to each sampled key rotation. These joint-structured pose embeddings not only encode the dynamic appearances under different key poses, but also factorize the global pose embedding into joint-structured ones to better learn the appearance variation related to the motion of each joint. To improve the representation ability of the pose embedding while maintaining memory efficiency, we introduce feature lines, a compact yet effective 3D representation, to model more fine-grained details of human appearances. Furthermore, given a query pose and a spatial position, a hierarchical query strategy is introduced to interpolate pose embeddings and acquire the conditional pose feature for dynamic human synthesis. Overall, PoseVocab effectively encodes the dynamic details of human appearance and enables realistic and generalized animation under novel poses. Experiments show that our method outperforms other state-of-the-art baselines both qualitatively and quantitatively in terms of synthesis quality. Code is available at https://github.com/lizhe00/PoseVocab.
We present AvatarReX, a new method for learning NeRF-based full-body avatars from video data. The learnt avatar not only provides expressive control of the body, hands and the face together, but also supports real-time animation and rendering. To this end, we propose a compositional avatar representation, where the body, hands and the face are separately modeled in a way that the structural prior from parametric mesh templates is properly utilized without compromising representation flexibility. Furthermore, we disentangle the geometry and appearance for each part. With these technical designs, we propose a dedicated deferred rendering pipeline, which can be executed in real-time framerate to synthesize high-quality free-view images. The disentanglement of geometry and appearance also allows us to design a two-pass training strategy that combines volume rendering and surface rendering for network training. In this way, patch-level supervision can be applied to force the network to learn sharp appearance details on the basis of geometry estimation. Overall, our method enables automatic construction of expressive full-body avatars with real-time rendering capability, and can generate photo-realistic images with dynamic details for novel body motions and facial expressions.
Creating animatable avatars from static scans requires the modeling of clothing deformations in different poses. Existing learning-based methods typically add pose-dependent deformations upon a minimally-clothed mesh template or a learned implicit template, which have limitations in capturing details or hinder end-to-end learning. In this paper, we revisit point-based solutions and propose to decompose explicit garment-related templates and then add pose-dependent wrinkles to them. In this way, the clothing deformations are disentangled such that the pose-dependent wrinkles can be better learned and applied to unseen poses. Additionally, to tackle the seam artifact issues in recent state-of-the-art point-based methods, we propose to learn point features on a body surface, which establishes a continuous and compact feature space to capture the fine-grained and pose-dependent clothing geometry. To facilitate the research in this field, we also introduce a high-quality scan dataset of humans in real-world clothing. Our approach is validated on two existing datasets and our newly introduced dataset, showing better clothing deformation results in unseen poses. The project page with code and dataset can be found at https://www.liuyebin.com/closet.
We present Tensor4D, an efficient yet effective approach to dynamic scene modeling. The key of our solution is an efficient 4D tensor decomposition method so that the dynamic scene can be directly represented as a 4D spatio-temporal tensor. To tackle the accompanying memory issue, we decompose the 4D tensor hierarchically by projecting it first into three time-aware volumes and then nine compact feature planes. In this way, spatial information over time can be simultaneously captured in a compact and memory-efficient manner. When applying Tensor4D for dynamic scene reconstruction and rendering, we further factorize the 4D fields to different scales in the sense that structural motions and dynamic detailed changes can be learned from coarse to fine. The effectiveness of our method is validated on both synthetic and real-world scenes. Extensive experiments show that our method is able to achieve high-quality dynamic reconstruction and rendering from sparse-view camera rigs or even a monocular camera. The code and dataset will be released at https://liuyebin.com/tensor4d/tensor4d.html.
We propose DiffuStereo, a novel system using only sparse cameras (8 in this work) for high-quality 3D human reconstruction. At its core is a novel diffusion-based stereo module, which introduces diffusion models, a type of powerful generative models, into the iterative stereo matching network. To this end, we design a new diffusion kernel and additional stereo constraints to facilitate stereo matching and depth estimation in the network. We further present a multi-level stereo network architecture to handle high-resolution (up to 4k) inputs without requiring unaffordable memory footprint. Given a set of sparse-view color images of a human, the proposed multi-level diffusion-based stereo network can produce highly accurate depth maps, which are then converted into a high-quality 3D human model through an efficient multi-view fusion strategy. Overall, our method enables automatic reconstruction of human models with quality on par to high-end dense-view camera rigs, and this is achieved using a much more light-weight hardware setup. Experiments show that our method outperforms state-of-the-art methods by a large margin both qualitatively and quantitatively.