CVJul 22, 2022Code
Multiface: A Dataset for Neural Face RenderingCheng-hsin Wuu, Ningyuan Zheng, Scott Ardisson et al. · cmu
Photorealistic avatars of human faces have come a long way in recent years, yet research along this area is limited by a lack of publicly available, high-quality datasets covering both, dense multi-view camera captures, and rich facial expressions of the captured subjects. In this work, we present Multiface, a new multi-view, high-resolution human face dataset collected from 13 identities at Reality Labs Research for neural face rendering. We introduce Mugsy, a large scale multi-camera apparatus to capture high-resolution synchronized videos of a facial performance. The goal of Multiface is to close the gap in accessibility to high quality data in the academic community and to enable research in VR telepresence. Along with the release of the dataset, we conduct ablation studies on the influence of different model architectures toward the model's interpolation capacity of novel viewpoint and expressions. With a conditional VAE model serving as our baseline, we found that adding spatial bias, texture warp field, and residual connections improves performance on novel view synthesis. Our code and data is available at: https://github.com/facebookresearch/multiface
CVJul 20, 2022
Drivable Volumetric Avatars using Texel-Aligned FeaturesEdoardo Remelli, Timur Bagautdinov, Shunsuke Saito et al.
Photorealistic telepresence requires both high-fidelity body modeling and faithful driving to enable dynamically synthesized appearance that is indistinguishable from reality. In this work, we propose an end-to-end framework that addresses two core challenges in modeling and driving full-body avatars of real people. One challenge is driving an avatar while staying faithful to details and dynamics that cannot be captured by a global low-dimensional parameterization such as body pose. Our approach supports driving of clothed avatars with wrinkles and motion that a real driving performer exhibits beyond the training corpus. Unlike existing global state representations or non-parametric screen-space approaches, we introduce texel-aligned features -- a localised representation which can leverage both the structural prior of a skeleton-based parametric model and observed sparse image signals at the same time. Another challenge is modeling a temporally coherent clothed avatar, which typically requires precise surface tracking. To circumvent this, we propose a novel volumetric avatar representation by extending mixtures of volumetric primitives to articulated objects. By explicitly incorporating articulation, our approach naturally generalizes to unseen poses. We also introduce a localized viewpoint conditioning, which leads to a large improvement in generalization of view-dependent appearance. The proposed volumetric representation does not require high-quality mesh tracking as a prerequisite and brings significant quality improvements compared to mesh-based counterparts. In our experiments, we carefully examine our design choices and demonstrate the efficacy of our approach, outperforming the state-of-the-art methods on challenging driving scenarios.
CVFeb 9, 2023
RelightableHands: Efficient Neural Relighting of Articulated Hand ModelsShun Iwase, Shunsuke Saito, Tomas Simon et al.
We present the first neural relighting approach for rendering high-fidelity personalized hands that can be animated in real-time under novel illumination. Our approach adopts a teacher-student framework, where the teacher learns appearance under a single point light from images captured in a light-stage, allowing us to synthesize hands in arbitrary illuminations but with heavy compute. Using images rendered by the teacher model as training data, an efficient student model directly predicts appearance under natural illuminations in real-time. To achieve generalization, we condition the student model with physics-inspired illumination features such as visibility, diffuse shading, and specular reflections computed on a coarse proxy geometry, maintaining a small computational overhead. Our key insight is that these features have strong correlation with subsequent global light transport effects, which proves sufficient as conditioning data for the neural relighting network. Moreover, in contrast to bottleneck illumination conditioning, these features are spatially aligned based on underlying geometry, leading to better generalization to unseen illuminations and poses. In our experiments, we demonstrate the efficacy of our illumination feature representations, outperforming baseline approaches. We also show that our approach can photorealistically relight two interacting hands at real-time speeds. https://sh8.io/#/relightable_hands
CVOct 26, 2023
A Dataset of Relighted 3D Interacting HandsGyeongsik Moon, Shunsuke Saito, Weipeng Xu et al.
The two-hand interaction is one of the most challenging signals to analyze due to the self-similarity, complicated articulations, and occlusions of hands. Although several datasets have been proposed for the two-hand interaction analysis, all of them do not achieve 1) diverse and realistic image appearances and 2) diverse and large-scale groundtruth (GT) 3D poses at the same time. In this work, we propose Re:InterHand, a dataset of relighted 3D interacting hands that achieve the two goals. To this end, we employ a state-of-the-art hand relighting network with our accurately tracked two-hand 3D poses. We compare our Re:InterHand with existing 3D interacting hands datasets and show the benefit of it. Our Re:InterHand is available in https://mks0601.github.io/ReInterHand/.
CVFeb 9, 2023
MEGANE: Morphable Eyeglass and Avatar NetworkJunxuan Li, Shunsuke Saito, Tomas Simon et al.
Eyeglasses play an important role in the perception of identity. Authentic virtual representations of faces can benefit greatly from their inclusion. However, modeling the geometric and appearance interactions of glasses and the face of virtual representations of humans is challenging. Glasses and faces affect each other's geometry at their contact points, and also induce appearance changes due to light transport. Most existing approaches do not capture these physical interactions since they model eyeglasses and faces independently. Others attempt to resolve interactions as a 2D image synthesis problem and suffer from view and temporal inconsistencies. In this work, we propose a 3D compositional morphable model of eyeglasses that accurately incorporates high-fidelity geometric and photometric interaction effects. To support the large variation in eyeglass topology efficiently, we employ a hybrid representation that combines surface geometry and a volumetric representation. Unlike volumetric approaches, our model naturally retains correspondences across glasses, and hence explicit modification of geometry, such as lens insertion and frame deformation, is greatly simplified. In addition, our model is relightable under point lights and natural illumination, supporting high-fidelity rendering of various frame materials, including translucent plastic and metal within a single morphable model. Importantly, our approach models global light transport effects, such as casting shadows between faces and glasses. Our morphable model for eyeglasses can also be fit to novel glasses via inverse rendering. We compare our approach to state-of-the-art methods and demonstrate significant quality improvements.
CVJul 17, 2024
Universal Facial Encoding of Codec Avatars from VR HeadsetsShaojie Bai, Te-Li Wang, Chenghui Li et al.
Faithful real-time facial animation is essential for avatar-mediated telepresence in Virtual Reality (VR). To emulate authentic communication, avatar animation needs to be efficient and accurate: able to capture both extreme and subtle expressions within a few milliseconds to sustain the rhythm of natural conversations. The oblique and incomplete views of the face, variability in the donning of headsets, and illumination variation due to the environment are some of the unique challenges in generalization to unseen faces. In this paper, we present a method that can animate a photorealistic avatar in realtime from head-mounted cameras (HMCs) on a consumer VR headset. We present a self-supervised learning approach, based on a cross-view reconstruction objective, that enables generalization to unseen users. We present a lightweight expression calibration mechanism that increases accuracy with minimal additional cost to run-time efficiency. We present an improved parameterization for precise ground-truth generation that provides robustness to environmental variation. The resulting system produces accurate facial animation for unseen users wearing VR headsets in realtime. We compare our approach to prior face-encoding methods demonstrating significant improvements in both quantitative metrics and qualitative results.
CVDec 17, 2025
Gaussian Pixel Codec Avatars: A Hybrid Representation for Efficient RenderingDivam Gupta, Anuj Pahuja, Nemanja Bartolovic et al.
We present Gaussian Pixel Codec Avatars (GPiCA), photorealistic head avatars that can be generated from multi-view images and efficiently rendered on mobile devices. GPiCA utilizes a unique hybrid representation that combines a triangle mesh and anisotropic 3D Gaussians. This combination maximizes memory and rendering efficiency while maintaining a photorealistic appearance. The triangle mesh is highly efficient in representing surface areas like facial skin, while the 3D Gaussians effectively handle non-surface areas such as hair and beard. To this end, we develop a unified differentiable rendering pipeline that treats the mesh as a semi-transparent layer within the volumetric rendering paradigm of 3D Gaussian Splatting. We train neural networks to decode a facial expression code into three components: a 3D face mesh, an RGBA texture, and a set of 3D Gaussians. These components are rendered simultaneously in a unified rendering engine. The networks are trained using multi-view image supervision. Our results demonstrate that GPiCA achieves the realism of purely Gaussian-based avatars while matching the rendering performance of mesh-based avatars.
GRDec 6, 2023
Relightable Gaussian Codec AvatarsShunsuke Saito, Gabriel Schwartz, Tomas Simon et al.
The fidelity of relighting is bounded by both geometry and appearance representations. For geometry, both mesh and volumetric approaches have difficulty modeling intricate structures like 3D hair geometry. For appearance, existing relighting models are limited in fidelity and often too slow to render in real-time with high-resolution continuous environments. In this work, we present Relightable Gaussian Codec Avatars, a method to build high-fidelity relightable head avatars that can be animated to generate novel expressions. Our geometry model based on 3D Gaussians can capture 3D-consistent sub-millimeter details such as hair strands and pores on dynamic face sequences. To support diverse materials of human heads such as the eyes, skin, and hair in a unified manner, we present a novel relightable appearance model based on learnable radiance transfer. Together with global illumination-aware spherical harmonics for the diffuse components, we achieve real-time relighting with all-frequency reflections using spherical Gaussians. This appearance model can be efficiently relit under both point light and continuous illumination. We further improve the fidelity of eye reflections and enable explicit gaze control by introducing relightable explicit eye models. Our method outperforms existing approaches without compromising real-time performance. We also demonstrate real-time relighting of avatars on a tethered consumer VR headset, showcasing the efficiency and fidelity of our avatars.
CVSep 30, 2019Code
Single-Network Whole-Body Pose EstimationGines Hidalgo, Yaadhav Raaj, Haroon Idrees et al.
We present the first single-network approach for 2D~whole-body pose estimation, which entails simultaneous localization of body, face, hands, and feet keypoints. Due to the bottom-up formulation, our method maintains constant real-time performance regardless of the number of people in the image. The network is trained in a single stage using multi-task learning, through an improved architecture which can handle scale differences between body/foot and face/hand keypoints. Our approach considerably improves upon OpenPose~\cite{cao2018openpose}, the only work so far capable of whole-body pose estimation, both in terms of speed and global accuracy. Unlike OpenPose, our method does not need to run an additional network for each hand and face candidate, making it substantially faster for multi-person scenarios. This work directly results in a reduction of computational complexity for applications that require 2D whole-body information (e.g., VR/AR, re-targeting). In addition, it yields higher accuracy, especially for occluded, blurry, and low resolution faces and hands. For code, trained models, and validation benchmarks, visit our project page: https://github.com/CMU-Perceptual-Computing-Lab/openpose_train.
CVDec 18, 2018Code
OpenPose: Realtime Multi-Person 2D Pose Estimation using Part Affinity FieldsZhe Cao, Gines Hidalgo, Tomas Simon et al.
Realtime multi-person 2D pose estimation is a key component in enabling machines to have an understanding of people in images and videos. In this work, we present a realtime approach to detect the 2D pose of multiple people in an image. The proposed method uses a nonparametric representation, which we refer to as Part Affinity Fields (PAFs), to learn to associate body parts with individuals in the image. This bottom-up system achieves high accuracy and realtime performance, regardless of the number of people in the image. In previous work, PAFs and body part location estimation were refined simultaneously across training stages. We demonstrate that a PAF-only refinement rather than both PAF and body part location refinement results in a substantial increase in both runtime performance and accuracy. We also present the first combined body and foot keypoint detector, based on an internal annotated foot dataset that we have publicly released. We show that the combined detector not only reduces the inference time compared to running them sequentially, but also maintains the accuracy of each component individually. This work has culminated in the release of OpenPose, the first open-source realtime system for multi-person 2D pose detection, including body, foot, hand, and facial keypoints.
CVOct 31, 2024
URAvatar: Universal Relightable Gaussian Codec AvatarsJunxuan Li, Chen Cao, Gabriel Schwartz et al.
We present a new approach to creating photorealistic and relightable head avatars from a phone scan with unknown illumination. The reconstructed avatars can be animated and relit in real time with the global illumination of diverse environments. Unlike existing approaches that estimate parametric reflectance parameters via inverse rendering, our approach directly models learnable radiance transfer that incorporates global light transport in an efficient manner for real-time rendering. However, learning such a complex light transport that can generalize across identities is non-trivial. A phone scan in a single environment lacks sufficient information to infer how the head would appear in general environments. To address this, we build a universal relightable avatar model represented by 3D Gaussians. We train on hundreds of high-quality multi-view human scans with controllable point lights. High-resolution geometric guidance further enhances the reconstruction accuracy and generalization. Once trained, we finetune the pretrained model on a phone scan using inverse rendering to obtain a personalized relightable avatar. Our experiments establish the efficacy of our design, outperforming existing approaches while retaining real-time rendering capability.
CVJan 10, 2024
URHand: Universal Relightable HandsZhaoxi Chen, Gyeongsik Moon, Kaiwen Guo et al.
Existing photorealistic relightable hand models require extensive identity-specific observations in different views, poses, and illuminations, and face challenges in generalizing to natural illuminations and novel identities. To bridge this gap, we present URHand, the first universal relightable hand model that generalizes across viewpoints, poses, illuminations, and identities. Our model allows few-shot personalization using images captured with a mobile phone, and is ready to be photorealistically rendered under novel illuminations. To simplify the personalization process while retaining photorealism, we build a powerful universal relightable prior based on neural relighting from multi-view images of hands captured in a light stage with hundreds of identities. The key challenge is scaling the cross-identity training while maintaining personalized fidelity and sharp details without compromising generalization under natural illuminations. To this end, we propose a spatially varying linear lighting model as the neural renderer that takes physics-inspired shading as input feature. By removing non-linear activations and bias, our specifically designed lighting model explicitly keeps the linearity of light transport. This enables single-stage training from light-stage data while generalizing to real-time rendering under arbitrary continuous illuminations across diverse identities. In addition, we introduce the joint learning of a physically based model and our neural relighting model, which further improves fidelity and generalization. Extensive experiments show that our approach achieves superior performance over existing methods in terms of both quality and generalizability. We also demonstrate quick personalization of URHand from a short phone scan of an unseen identity.
CVMay 3, 2024
Rasterized Edge Gradients: Handling Discontinuities DifferentiablyStanislav Pidhorskyi, Tomas Simon, Gabriel Schwartz et al.
Computing the gradients of a rendering process is paramount for diverse applications in computer vision and graphics. However, accurate computation of these gradients is challenging due to discontinuities and rendering approximations, particularly for surface-based representations and rasterization-based rendering. We present a novel method for computing gradients at visibility discontinuities for rasterization-based differentiable renderers. Our method elegantly simplifies the traditionally complex problem through a carefully designed approximation strategy, allowing for a straightforward, effective, and performant solution. We introduce a novel concept of micro-edges, which allows us to treat the rasterized images as outcomes of a differentiable, continuous process aligned with the inherently non-differentiable, discrete-pixel rasterization. This technique eliminates the necessity for rendering approximations or other modifications to the forward pass, preserving the integrity of the rendered image, which makes it applicable to rasterized masks, depth, and normals images where filtering is prohibitive. Utilizing micro-edges simplifies gradient interpretation at discontinuities and enables handling of geometry intersections, offering an advantage over the prior art. We showcase our method in dynamic human head scene reconstruction, demonstrating effective handling of camera images and segmentation masks.
CVJan 24, 2025
Relightable Full-Body Gaussian Codec AvatarsShaofei Wang, Tomas Simon, Igor Santesteban et al.
We propose Relightable Full-Body Gaussian Codec Avatars, a new approach for modeling relightable full-body avatars with fine-grained details including face and hands. The unique challenge for relighting full-body avatars lies in the large deformations caused by body articulation and the resulting impact on appearance caused by light transport. Changes in body pose can dramatically change the orientation of body surfaces with respect to lights, resulting in both local appearance changes due to changes in local light transport functions, as well as non-local changes due to occlusion between body parts. To address this, we decompose the light transport into local and non-local effects. Local appearance changes are modeled using learnable zonal harmonics for diffuse radiance transfer. Unlike spherical harmonics, zonal harmonics are highly efficient to rotate under articulation. This allows us to learn diffuse radiance transfer in a local coordinate frame, which disentangles the local radiance transfer from the articulation of the body. To account for non-local appearance changes, we introduce a shadow network that predicts shadows given precomputed incoming irradiance on a base mesh. This facilitates the learning of non-local shadowing between the body parts. Finally, we use a deferred shading approach to model specular radiance transfer and better capture reflections and highlights such as eye glints. We demonstrate that our approach successfully models both the local and non-local light transport required for relightable full-body avatars, with a superior generalization ability under novel illumination conditions and unseen poses.
CVDec 19, 2024
SqueezeMe: Mobile-Ready Distillation of Gaussian Full-Body AvatarsForrest Iandola, Stanislav Pidhorskyi, Igor Santesteban et al.
Gaussian-based human avatars have achieved an unprecedented level of visual fidelity. However, existing approaches based on high-capacity neural networks typically require a desktop GPU to achieve real-time performance for a single avatar, and it remains non-trivial to animate and render such avatars on mobile devices including a standalone VR headset due to substantially limited memory and computational bandwidth. In this paper, we present SqueezeMe, a simple and highly effective framework to convert high-fidelity 3D Gaussian full-body avatars into a lightweight representation that supports both animation and rendering with mobile-grade compute. Our key observation is that the decoding of pose-dependent Gaussian attributes from a neural network creates non-negligible memory and computational overhead. Inspired by blendshapes and linear pose correctives widely used in Computer Graphics, we address this by distilling the pose correctives learned with neural networks into linear layers. Moreover, we further reduce the parameters by sharing the correctives among nearby Gaussians. Combining them with a custom splatting pipeline based on Vulkan, we achieve, for the first time, simultaneous animation and rendering of 3 Gaussian avatars in real-time (72 FPS) on a Meta Quest 3 VR headset. Demo videos are available at https://forresti.github.io/squeezeme.
CVJul 25, 2025
HairCUP: Hair Compositional Universal Prior for 3D Gaussian AvatarsByungjun Kim, Shunsuke Saito, Giljoo Nam et al.
We present a universal prior model for 3D head avatars with explicit hair compositionality. Existing approaches to build generalizable priors for 3D head avatars often adopt a holistic modeling approach, treating the face and hair as an inseparable entity. This overlooks the inherent compositionality of the human head, making it difficult for the model to naturally disentangle face and hair representations, especially when the dataset is limited. Furthermore, such holistic models struggle to support applications like 3D face and hairstyle swapping in a flexible and controllable manner. To address these challenges, we introduce a prior model that explicitly accounts for the compositionality of face and hair, learning their latent spaces separately. A key enabler of this approach is our synthetic hairless data creation pipeline, which removes hair from studio-captured datasets using estimated hairless geometry and texture derived from a diffusion prior. By leveraging a paired dataset of hair and hairless captures, we train disentangled prior models for face and hair, incorporating compositionality as an inductive bias to facilitate effective separation. Our model's inherent compositionality enables seamless transfer of face and hair components between avatars while preserving identity. Additionally, we demonstrate that our model can be fine-tuned in a few-shot manner using monocular captures to create high-fidelity, hair-compositional 3D head avatars for unseen subjects. These capabilities highlight the practical applicability of our approach in real-world scenarios, paving the way for flexible and expressive 3D avatar generation.
GRNov 10, 2021
Advances in Neural RenderingAyush Tewari, Justus Thies, Ben Mildenhall et al.
Synthesizing photo-realistic images and videos is at the heart of computer graphics and has been the focus of decades of research. Traditionally, synthetic images of a scene are generated using rendering algorithms such as rasterization or ray tracing, which take specifically defined representations of geometry and material properties as input. Collectively, these inputs define the actual scene and what is rendered, and are referred to as the scene representation (where a scene consists of one or more objects). Example scene representations are triangle meshes with accompanied textures (e.g., created by an artist), point clouds (e.g., from a depth sensor), volumetric grids (e.g., from a CT scan), or implicit surface functions (e.g., truncated signed distance fields). The reconstruction of such a scene representation from observations using differentiable rendering losses is known as inverse graphics or inverse rendering. Neural rendering is closely related, and combines ideas from classical computer graphics and machine learning to create algorithms for synthesizing images from real-world observations. Neural rendering is a leap forward towards the goal of synthesizing photo-realistic image and video content. In recent years, we have seen immense progress in this field through hundreds of publications that show different ways to inject learnable components into the rendering pipeline. This state-of-the-art report on advances in neural rendering focuses on methods that combine classical rendering principles with learned 3D scene representations, often now referred to as neural scene representations. A key advantage of these methods is that they are 3D-consistent by design, enabling applications such as novel viewpoint synthesis of a captured scene. In addition to methods that handle static scenes, we cover neural scene representations for modeling non-rigidly deforming objects...
CVMay 21, 2021
Driving-Signal Aware Full-Body AvatarsTimur Bagautdinov, Chenglei Wu, Tomas Simon et al.
We present a learning-based method for building driving-signal aware full-body avatars. Our model is a conditional variational autoencoder that can be animated with incomplete driving signals, such as human pose and facial keypoints, and produces a high-quality representation of human geometry and view-dependent appearance. The core intuition behind our method is that better drivability and generalization can be achieved by disentangling the driving signals and remaining generative factors, which are not available during animation. To this end, we explicitly account for information deficiency in the driving signal by introducing a latent space that exclusively captures the remaining information, thus enabling the imputation of the missing factors required during full-body animation, while remaining faithful to the driving signal. We also propose a learnable localized compression for the driving signal which promotes better generalization, and helps minimize the influence of global chance-correlations often found in real datasets. For a given driving signal, the resulting variational model produces a compact space of uncertainty for missing factors that allows for an imputation strategy best suited to a particular application. We demonstrate the efficacy of our approach on the challenging problem of full-body animation for virtual telepresence with driving signals acquired from minimal sensors placed in the environment and mounted on a VR-headset.
CVApr 9, 2021
Pixel Codec AvatarsShugao Ma, Tomas Simon, Jason Saragih et al.
Telecommunication with photorealistic avatars in virtual or augmented reality is a promising path for achieving authentic face-to-face communication in 3D over remote physical distances. In this work, we present the Pixel Codec Avatars (PiCA): a deep generative model of 3D human faces that achieves state of the art reconstruction performance while being computationally efficient and adaptive to the rendering conditions during execution. Our model combines two core ideas: (1) a fully convolutional architecture for decoding spatially varying features, and (2) a rendering-adaptive per-pixel decoder. Both techniques are integrated via a dense surface representation that is learned in a weakly-supervised manner from low-topology mesh tracking over training images. We demonstrate that PiCA improves reconstruction over existing techniques across testing expressions and views on persons of different gender and skin tone. Importantly, we show that the PiCA model is much smaller than the state-of-art baseline model, and makes multi-person telecommunicaiton possible: on a single Oculus Quest 2 mobile VR headset, 5 avatars are rendered in realtime in the same scene.
CVApr 1, 2021
SimPoE: Simulated Character Control for 3D Human Pose EstimationYe Yuan, Shih-En Wei, Tomas Simon et al.
Accurate estimation of 3D human motion from monocular video requires modeling both kinematics (body motion without physical forces) and dynamics (motion with physical forces). To demonstrate this, we present SimPoE, a Simulation-based approach for 3D human Pose Estimation, which integrates image-based kinematic inference and physics-based dynamics modeling. SimPoE learns a policy that takes as input the current-frame pose estimate and the next image frame to control a physically-simulated character to output the next-frame pose estimate. The policy contains a learnable kinematic pose refinement unit that uses 2D keypoints to iteratively refine its kinematic pose estimate of the next frame. Based on this refined kinematic pose, the policy learns to compute dynamics-based control (e.g., joint torques) of the character to advance the current-frame pose estimate to the pose estimate of the next frame. This design couples the kinematic pose refinement unit with the dynamics-based control generation unit, which are learned jointly with reinforcement learning to achieve accurate and physically-plausible pose estimation. Furthermore, we propose a meta-control mechanism that dynamically adjusts the character's dynamics parameters based on the character state to attain more accurate pose estimates. Experiments on large-scale motion datasets demonstrate that our approach establishes the new state of the art in pose accuracy while ensuring physical plausibility.
GRMar 2, 2021
Mixture of Volumetric Primitives for Efficient Neural RenderingStephen Lombardi, Tomas Simon, Gabriel Schwartz et al.
Real-time rendering and animation of humans is a core function in games, movies, and telepresence applications. Existing methods have a number of drawbacks we aim to address with our work. Triangle meshes have difficulty modeling thin structures like hair, volumetric representations like Neural Volumes are too low-resolution given a reasonable memory budget, and high-resolution implicit representations like Neural Radiance Fields are too slow for use in real-time applications. We present Mixture of Volumetric Primitives (MVP), a representation for rendering dynamic 3D content that combines the completeness of volumetric representations with the efficiency of primitive-based rendering, e.g., point-based or mesh-based methods. Our approach achieves this by leveraging spatially shared computation with a deconvolutional architecture and by minimizing computation in empty regions of space with volumetric primitives that can move to cover only occupied regions. Our parameterization supports the integration of correspondence and tracking constraints, while being robust to areas where classical tracking fails, such as around thin or translucent structures and areas with large topological variability. MVP is a hybrid that generalizes both volumetric and primitive-based representations. Through a series of extensive experiments we demonstrate that it inherits the strengths of each, while avoiding many of their limitations. We also compare our approach to several state-of-the-art methods and demonstrate that MVP produces superior results in terms of quality and runtime performance.
CVJan 7, 2021
PVA: Pixel-aligned Volumetric AvatarsAmit Raj, Michael Zollhoefer, Tomas Simon et al.
Acquisition and rendering of photo-realistic human heads is a highly challenging research problem of particular importance for virtual telepresence. Currently, the highest quality is achieved by volumetric approaches trained in a person specific manner on multi-view data. These models better represent fine structure, such as hair, compared to simpler mesh-based models. Volumetric models typically employ a global code to represent facial expressions, such that they can be driven by a small set of animation parameters. While such architectures achieve impressive rendering quality, they can not easily be extended to the multi-identity setting. In this paper, we devise a novel approach for predicting volumetric avatars of the human head given just a small number of inputs. We enable generalization across identities by a novel parameterization that combines neural radiance fields with local, pixel-aligned features extracted directly from the inputs, thus sidestepping the need for very deep or complex networks. Our approach is trained in an end-to-end manner solely based on a photometric re-rendering loss without requiring explicit 3D supervision.We demonstrate that our approach outperforms the existing state of the art in terms of quality and is able to generate faithful facial expressions in a multi-identity setting.
CVDec 17, 2020
Learning Compositional Radiance Fields of Dynamic Human HeadsZiyan Wang, Timur Bagautdinov, Stephen Lombardi et al.
Photorealistic rendering of dynamic humans is an important ability for telepresence systems, virtual shopping, synthetic data generation, and more. Recently, neural rendering methods, which combine techniques from computer graphics and machine learning, have created high-fidelity models of humans and objects. Some of these methods do not produce results with high-enough fidelity for driveable human models (Neural Volumes) whereas others have extremely long rendering times (NeRF). We propose a novel compositional 3D representation that combines the best of previous methods to produce both higher-resolution and faster results. Our representation bridges the gap between discrete and continuous volumetric representations by combining a coarse 3D-structure-aware grid of animation codes with a continuous learned scene function that maps every position and its corresponding local animation code to its view-dependent emitted radiance and local volume density. Differentiable volume rendering is employed to compute photo-realistic novel views of the human head and upper body as well as to train our novel representation end-to-end using only 2D supervision. In addition, we show that the learned dynamic radiance field can be used to synthesize novel unseen expressions based on a global animation code. Our approach achieves state-of-the-art results for synthesizing novel views of dynamic human heads and the upper body.
CVApr 8, 2020
State of the Art on Neural RenderingAyush Tewari, Ohad Fried, Justus Thies et al.
Efficient rendering of photo-realistic virtual worlds is a long standing effort of computer graphics. Modern graphics techniques have succeeded in synthesizing photo-realistic images from hand-crafted scene representations. However, the automatic generation of shape, materials, lighting, and other aspects of scenes remains a challenging problem that, if solved, would make photo-realistic computer graphics more widely accessible. Concurrently, progress in computer vision and machine learning have given rise to a new approach to image synthesis and editing, namely deep generative models. Neural rendering is a new and rapidly emerging field that combines generative machine learning techniques with physical knowledge from computer graphics, e.g., by the integration of differentiable rendering into network training. With a plethora of applications in computer graphics and vision, neural rendering is poised to become a new area in the graphics community, yet no survey of this emerging field exists. This state-of-the-art report summarizes the recent trends and applications of neural rendering. We focus on approaches that combine classic computer graphics techniques with deep generative models to obtain controllable and photo-realistic outputs. Starting with an overview of the underlying computer graphics and machine learning concepts, we discuss critical aspects of neural rendering approaches. This state-of-the-art report is focused on the many important use cases for the described algorithms such as novel view synthesis, semantic photo manipulation, facial and body reenactment, relighting, free-viewpoint video, and the creation of photo-realistic avatars for virtual and augmented reality telepresence. Finally, we conclude with a discussion of the social implications of such technology and investigate open research problems.
CVApr 1, 2020
PIFuHD: Multi-Level Pixel-Aligned Implicit Function for High-Resolution 3D Human DigitizationShunsuke Saito, Tomas Simon, Jason Saragih et al.
Recent advances in image-based 3D human shape estimation have been driven by the significant improvement in representation power afforded by deep neural networks. Although current approaches have demonstrated the potential in real world settings, they still fail to produce reconstructions with the level of detail often present in the input images. We argue that this limitation stems primarily form two conflicting requirements; accurate predictions require large context, but precise predictions require high resolution. Due to memory limitations in current hardware, previous approaches tend to take low resolution images as input to cover large spatial context, and produce less precise (or low resolution) 3D estimates as a result. We address this limitation by formulating a multi-level architecture that is end-to-end trainable. A coarse level observes the whole image at lower resolution and focuses on holistic reasoning. This provides context to an fine level which estimates highly detailed geometry by observing higher-resolution images. We demonstrate that our approach significantly outperforms existing state-of-the-art techniques on single image human shape reconstruction by fully leveraging 1k-resolution input images.
GRJun 18, 2019
Neural Volumes: Learning Dynamic Renderable Volumes from ImagesStephen Lombardi, Tomas Simon, Jason Saragih et al.
Modeling and rendering of dynamic scenes is challenging, as natural scenes often contain complex phenomena such as thin structures, evolving topology, translucency, scattering, occlusion, and biological motion. Mesh-based reconstruction and tracking often fail in these cases, and other approaches (e.g., light field video) typically rely on constrained viewing conditions, which limit interactivity. We circumvent these difficulties by presenting a learning-based approach to representing dynamic objects inspired by the integral projection model used in tomographic imaging. The approach is supervised directly from 2D images in a multi-view capture setting and does not require explicit reconstruction or tracking of the object. Our method has two primary components: an encoder-decoder network that transforms input images into a 3D volume representation, and a differentiable ray-marching operation that enables end-to-end training. By virtue of its 3D representation, our construction extrapolates better to novel viewpoints compared to screen-space rendering techniques. The encoder-decoder architecture learns a latent representation of a dynamic scene that enables us to produce novel content sequences not seen during training. To overcome memory limitations of voxel-based representations, we learn a dynamic irregular grid structure implemented with a warp field during ray-marching. This structure greatly improves the apparent resolution and reduces grid-like artifacts and jagged motion. Finally, we demonstrate how to incorporate surface-based representations into our volumetric-learning framework for applications where the highest resolution is required, using facial performance capture as a case in point.
CVJun 10, 2019
Towards Social Artificial Intelligence: Nonverbal Social Signal Prediction in A Triadic InteractionHanbyul Joo, Tomas Simon, Mina Cikara et al.
We present a new research task and a dataset to understand human social interactions via computational methods, to ultimately endow machines with the ability to encode and decode a broad channel of social signals humans use. This research direction is essential to make a machine that genuinely communicates with humans, which we call Social Artificial Intelligence. We first formulate the "social signal prediction" problem as a way to model the dynamics of social signals exchanged among interacting individuals in a data-driven way. We then present a new 3D motion capture dataset to explore this problem, where the broad spectrum of social signals (3D body, face, and hand motions) are captured in a triadic social interaction scenario. Baseline approaches to predict speaking status, social formation, and body gestures of interacting individuals are presented in the defined social prediction framework.
CVApr 22, 2019
LBS Autoencoder: Self-supervised Fitting of Articulated Meshes to Point CloudsChun-Liang Li, Tomas Simon, Jason Saragih et al.
We present LBS-AE; a self-supervised autoencoding algorithm for fitting articulated mesh models to point clouds. As input, we take a sequence of point clouds to be registered as well as an artist-rigged mesh, i.e. a template mesh equipped with a linear-blend skinning (LBS) deformation space parameterized by a skeleton hierarchy. As output, we learn an LBS-based autoencoder that produces registered meshes from the input point clouds. To bridge the gap between the artist-defined geometry and the captured point clouds, our autoencoder models pose-dependent deviations from the template geometry. During training, instead of using explicit correspondences, such as key points or pose supervision, our method leverages LBS deformations to bootstrap the learning process. To avoid poor local minima from erroneous point-to-point correspondences, we utilize a structured Chamfer distance based on part-segmentations, which are learned concurrently using self-supervision. We demonstrate qualitative results on real captured hands, and report quantitative evaluations on the FAUST benchmark for body registration. Our method achieves performance that is superior to other unsupervised approaches and comparable to methods using supervised examples.
GRAug 1, 2018
Deep Appearance Models for Face RenderingStephen Lombardi, Jason Saragih, Tomas Simon et al.
We introduce a deep appearance model for rendering the human face. Inspired by Active Appearance Models, we develop a data-driven rendering pipeline that learns a joint representation of facial geometry and appearance from a multiview capture setup. Vertex positions and view-specific textures are modeled using a deep variational autoencoder that captures complex nonlinear effects while producing a smooth and compact latent representation. View-specific texture enables the modeling of view-dependent effects such as specularity. In addition, it can also correct for imperfect geometry stemming from biased or low resolution estimates. This is a significant departure from the traditional graphics pipeline, which requires highly accurate geometry as well as all elements of the shading model to achieve realism through physically-inspired light transport. Acquiring such a high level of accuracy is difficult in practice, especially for complex and intricate parts of the face, such as eyelashes and the oral cavity. These are handled naturally by our approach, which does not rely on precise estimates of geometry. Instead, the shading model accommodates deficiencies in geometry though the flexibility afforded by the neural network employed. At inference time, we condition the decoding network on the viewpoint of the camera in order to generate the appropriate texture for rendering. The resulting system can be implemented simply using existing rendering engines through dynamic textures with flat lighting. This representation, together with a novel unsupervised technique for mapping images to facial states, results in a system that is naturally suited to real-time interactive settings such as Virtual Reality (VR).
CVJan 5, 2018
Total Capture: A 3D Deformation Model for Tracking Faces, Hands, and BodiesHanbyul Joo, Tomas Simon, Yaser Sheikh
We present a unified deformation model for the markerless capture of multiple scales of human movement, including facial expressions, body motion, and hand gestures. An initial model is generated by locally stitching together models of the individual parts of the human body, which we refer to as the "Frankenstein" model. This model enables the full expression of part movements, including face and hands by a single seamless model. Using a large-scale capture of people wearing everyday clothes, we optimize the Frankenstein model to create "Adam". Adam is a calibrated model that shares the same skeleton hierarchy as the initial model but can express hair and clothing geometry, making it directly usable for fitting people as they normally appear in everyday life. Finally, we demonstrate the use of these models for total motion tracking, simultaneously capturing the large-scale body movements and the subtle face and hand motion of a social group of people.
CVApr 25, 2017
Hand Keypoint Detection in Single Images using Multiview BootstrappingTomas Simon, Hanbyul Joo, Iain Matthews et al.
We present an approach that uses a multi-camera system to train fine-grained detectors for keypoints that are prone to occlusion, such as the joints of a hand. We call this procedure multiview bootstrapping: first, an initial keypoint detector is used to produce noisy labels in multiple views of the hand. The noisy detections are then triangulated in 3D using multiview geometry or marked as outliers. Finally, the reprojected triangulations are used as new labeled training data to improve the detector. We repeat this process, generating more labeled data in each iteration. We derive a result analytically relating the minimum number of views to achieve target true and false positive rates for a given detector. The method is used to train a hand keypoint detector for single images. The resulting keypoint detector runs in realtime on RGB images and has accuracy comparable to methods that use depth sensors. The single view detector, triangulated over multiple views, enables 3D markerless hand motion capture with complex object interactions.
CVDec 9, 2016
Panoptic Studio: A Massively Multiview System for Social Interaction CaptureHanbyul Joo, Tomas Simon, Xulong Li et al.
We present an approach to capture the 3D motion of a group of people engaged in a social interaction. The core challenges in capturing social interactions are: (1) occlusion is functional and frequent; (2) subtle motion needs to be measured over a space large enough to host a social group; (3) human appearance and configuration variation is immense; and (4) attaching markers to the body may prime the nature of interactions. The Panoptic Studio is a system organized around the thesis that social interactions should be measured through the integration of perceptual analyses over a large variety of view points. We present a modularized system designed around this principle, consisting of integrated structural, hardware, and software innovations. The system takes, as input, 480 synchronized video streams of multiple people engaged in social activities, and produces, as output, the labeled time-varying 3D structure of anatomical landmarks on individuals in the space. Our algorithm is designed to fuse the "weak" perceptual processes in the large number of views by progressively generating skeletal proposals from low-level appearance cues, and a framework for temporal refinement is also presented by associating body parts to reconstructed dense 3D trajectory stream. Our system and method are the first in reconstructing full body motion of more than five people engaged in social interactions without using markers. We also empirically demonstrate the impact of the number of views in achieving this goal.
CVNov 24, 2016
Realtime Multi-Person 2D Pose Estimation using Part Affinity FieldsZhe Cao, Tomas Simon, Shih-En Wei et al.
We present an approach to efficiently detect the 2D pose of multiple people in an image. The approach uses a nonparametric representation, which we refer to as Part Affinity Fields (PAFs), to learn to associate body parts with individuals in the image. The architecture encodes global context, allowing a greedy bottom-up parsing step that maintains high accuracy while achieving realtime performance, irrespective of the number of people in the image. The architecture is designed to jointly learn part locations and their association via two branches of the same sequential prediction process. Our method placed first in the inaugural COCO 2016 keypoints challenge, and significantly exceeds the previous state-of-the-art result on the MPII Multi-Person benchmark, both in performance and efficiency.