CVJan 11, 2022

gDNA: Towards Generative Detailed Neural Avatars

arXiv:2201.04123v2100 citations
AI Analysis

This addresses the challenge of creating diverse, realistic 3D virtual humans for applications like gaming and virtual reality, representing a novel method rather than an incremental improvement.

The paper tackles the problem of generating detailed 3D human avatars with varied identities, shapes, and clothing in arbitrary poses, achieving realistic generation of local details like wrinkles and outperforming previous state-of-the-art in fitting human models to raw scans.

To make 3D human avatars widely available, we must be able to generate a variety of 3D virtual humans with varied identities and shapes in arbitrary poses. This task is challenging due to the diversity of clothed body shapes, their complex articulations, and the resulting rich, yet stochastic geometric detail in clothing. Hence, current methods to represent 3D people do not provide a full generative model of people in clothing. In this paper, we propose a novel method that learns to generate detailed 3D shapes of people in a variety of garments with corresponding skinning weights. Specifically, we devise a multi-subject forward skinning module that is learned from only a few posed, un-rigged scans per subject. To capture the stochastic nature of high-frequency details in garments, we leverage an adversarial loss formulation that encourages the model to capture the underlying statistics. We provide empirical evidence that this leads to realistic generation of local details such as wrinkles. We show that our model is able to generate natural human avatars wearing diverse and detailed clothing. Furthermore, we show that our method can be used on the task of fitting human models to raw scans, outperforming the previous state-of-the-art.

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