GS-SFS: Joint Gaussian Splatting and Shape-From-Silhouette for Multiple Human Reconstruction in Large-Scale Sports Scenes

IF 8.4 1区 计算机科学 Q1 COMPUTER SCIENCE, INFORMATION SYSTEMS
Yuqi Jiang;Jing Li;Haidong Qin;Yanran Dai;Jing Liu;Guodong Zhang;Canbin Zhang;Tao Yang
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Abstract

We introduce GS-SFS, a method that utilizes a camera array with wide baselines for high-quality multiple human mesh reconstruction in large-scale sports scenes. Traditional human reconstruction methods in sports scenes, such as Shape-from-Silhouette (SFS), struggle with sparse camera setups and small human targets, making it challenging to obtain complete and accurate human representations. Despite advances in differentiable rendering, including 3D Gaussian Splatting (3DGS), which can produce photorealistic novel-view renderings with dense inputs, accurate depiction of surfaces and generation of detailed meshes is still challenging. Our approach uniquely combines 3DGS's view synthesis with an optimized SFS method, thereby significantly enhancing the quality of multiperson mesh reconstruction in large-scale sports scenes. Specifically, we introduce body shape priors, including the human surface point clouds extracted through SFS and human silhouettes, to constrain 3DGS to a more accurate representation of the human body only. Then, we develop an improved mesh reconstruction method based on SFS, mainly by adding additional viewpoints through 3DGS and obtaining a more accurate surface to achieve higher-quality reconstruction models. We implement a high-density scene resampling strategy based on spherical sampling of human bounding boxes and render new perspectives using 3D Gaussian Splatting to create precise and dense multi-view human silhouettes. During mesh reconstruction, we integrate the human body's 2D Signed Distance Function (SDF) into the computation of the SFS's implicit surface field, resulting in smoother and more accurate surfaces. Moreover, we enhance mesh texture mapping by blending original and rendered images with different weights, preserving high-quality textures while compensating for missing details. The experimental results from real basketball game scenarios demonstrate the significant improvements of our approach for multiple human body model reconstruction in complex sports settings.
GS-SFS:联合高斯拼接和轮廓塑形技术,用于大规模运动场景中的多人重构
我们介绍了 GS-SFS,这是一种利用具有宽基线的摄像机阵列在大规模运动场景中进行高质量多重人体网格重建的方法。传统的运动场景中的人体重建方法,如轮廓重建(Shape-from-Silhouette,SFS),在摄像机设置稀疏和人体目标较小的情况下很难获得完整准确的人体表现。尽管可微分渲染技术(包括 3D Gaussian Splatting (3DGS))取得了进步,可以在高密度输入的情况下生成逼真的新颖视图渲染,但准确描绘表面和生成详细网格仍是一项挑战。我们的方法独特地将 3DGS 的视图合成与优化的 SFS 方法相结合,从而显著提高了大规模运动场景中多人网格重建的质量。具体来说,我们引入了人体形状先验,包括通过 SFS 提取的人体表面点云和人体剪影,以约束 3DGS 更精确地呈现人体。然后,我们开发了一种基于 SFS 的改进型网格重建方法,主要是通过 3DGS 增加额外的视点,获得更精确的表面,从而实现更高质量的重建模型。我们在对人体边界框进行球形采样的基础上实施了高密度场景重采样策略,并利用三维高斯拼接技术渲染新视角,从而创建精确而密集的多视角人体轮廓。在网格重建过程中,我们将人体的二维签名距离函数(SDF)整合到 SFS 的隐式曲面场计算中,从而获得更平滑、更精确的曲面。此外,我们还通过混合原始图像和渲染图像的不同权重来增强网格纹理映射,在保留高质量纹理的同时补偿缺失的细节。来自真实篮球比赛场景的实验结果表明,我们的方法在复杂运动环境中重建多个人体模型方面有显著改进。
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来源期刊
IEEE Transactions on Multimedia
IEEE Transactions on Multimedia 工程技术-电信学
CiteScore
11.70
自引率
11.00%
发文量
576
审稿时长
5.5 months
期刊介绍: The IEEE Transactions on Multimedia delves into diverse aspects of multimedia technology and applications, covering circuits, networking, signal processing, systems, software, and systems integration. The scope aligns with the Fields of Interest of the sponsors, ensuring a comprehensive exploration of research in multimedia.
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