A. Stephan Antony Raj

h-index4
2papers
153citations

2 Papers

25.2CVJan 10, 2025
CamCtrl3D: Single-Image Scene Exploration with Precise 3D Camera Control

Stefan Popov, Amit Raj, Michael Krainin et al.

We propose a method for generating fly-through videos of a scene, from a single image and a given camera trajectory. We build upon an image-to-video latent diffusion model. We condition its UNet denoiser on the camera trajectory, using four techniques. (1) We condition the UNet's temporal blocks on raw camera extrinsics, similar to MotionCtrl. (2) We use images containing camera rays and directions, similar to CameraCtrl. (3) We reproject the initial image to subsequent frames and use the resulting video as a condition. (4) We use 2D<=>3D transformers to introduce a global 3D representation, which implicitly conditions on the camera poses. We combine all conditions in a ContolNet-style architecture. We then propose a metric that evaluates overall video quality and the ability to preserve details with view changes, which we use to analyze the trade-offs of individual and combined conditions. Finally, we identify an optimal combination of conditions. We calibrate camera positions in our datasets for scale consistency across scenes, and we train our scene exploration model, CamCtrl3D, demonstrating state-of-theart results.

6.2CVApr 13, 2025
LightHeadEd: Relightable & Editable Head Avatars from a Smartphone

Pranav Manu, Astitva Srivastava, Amit Raj et al.

Creating photorealistic, animatable, and relightable 3D head avatars traditionally requires expensive Lightstage with multiple calibrated cameras, making it inaccessible for widespread adoption. To bridge this gap, we present a novel, cost-effective approach for creating high-quality relightable head avatars using only a smartphone equipped with polaroid filters. Our approach involves simultaneously capturing cross-polarized and parallel-polarized video streams in a dark room with a single point-light source, separating the skin's diffuse and specular components during dynamic facial performances. We introduce a hybrid representation that embeds 2D Gaussians in the UV space of a parametric head model, facilitating efficient real-time rendering while preserving high-fidelity geometric details. Our learning-based neural analysis-by-synthesis pipeline decouples pose and expression-dependent geometrical offsets from appearance, decomposing the surface into albedo, normal, and specular UV texture maps, along with the environment maps. We collect a unique dataset of various subjects performing diverse facial expressions and head movements.