CVJul 11, 2023

Neural Point-based Volumetric Avatar: Surface-guided Neural Points for Efficient and Photorealistic Volumetric Head Avatar

arXiv:2307.05000v317 citationsh-index: 27
Originality Incremental advance
AI Analysis

This addresses the need for realistic head avatars in AR/VR and video conferencing, representing an incremental improvement over existing neural point and volumetric rendering approaches.

The paper tackles the problem of rendering photorealistic and dynamically moving human heads for AR/VR and video conferencing by proposing a neural point-based volumetric avatar method that strategically constrains neural points around facial surfaces via UV displacement maps, outperforming previous state-of-the-art methods on the Multiface dataset, especially in challenging facial regions like mouth interiors, eyes, and hair/beard.

Rendering photorealistic and dynamically moving human heads is crucial for ensuring a pleasant and immersive experience in AR/VR and video conferencing applications. However, existing methods often struggle to model challenging facial regions (e.g., mouth interior, eyes, hair/beard), resulting in unrealistic and blurry results. In this paper, we propose {\fullname} ({\name}), a method that adopts the neural point representation as well as the neural volume rendering process and discards the predefined connectivity and hard correspondence imposed by mesh-based approaches. Specifically, the neural points are strategically constrained around the surface of the target expression via a high-resolution UV displacement map, achieving increased modeling capacity and more accurate control. We introduce three technical innovations to improve the rendering and training efficiency: a patch-wise depth-guided (shading point) sampling strategy, a lightweight radiance decoding process, and a Grid-Error-Patch (GEP) ray sampling strategy during training. By design, our {\name} is better equipped to handle topologically changing regions and thin structures while also ensuring accurate expression control when animating avatars. Experiments conducted on three subjects from the Multiface dataset demonstrate the effectiveness of our designs, outperforming previous state-of-the-art methods, especially in handling challenging facial regions.

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