TriHuman : A Real-time and Controllable Tri-plane Representation for Detailed Human Geometry and Appearance Synthesis

IF 7.8 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Heming Zhu, Fangneng Zhan, Christian Theobalt, Marc Habermann
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引用次数: 0

Abstract

Creating controllable, photorealistic, and geometrically detailed digital doubles of real humans solely from video data is a key challenge in Computer Graphics and Vision, especially when real-time performance is required. Recent methods attach a neural radiance field (NeRF) to an articulated structure, e.g., a body model or a skeleton, to map points into a pose canonical space while conditioning the NeRF on the skeletal pose. These approaches typically parameterize the neural field with a multi-layer perceptron (MLP) leading to a slow runtime. To address this drawback, we propose TriHuman a novel human-tailored, deformable, and efficient tri-plane representation, which achieves real-time performance, state-of-the-art pose-controllable geometry synthesis as well as photorealistic rendering quality. At the core, we non-rigidly warp global ray samples into our undeformed tri-plane texture space, which effectively addresses the problem of global points being mapped to the same tri-plane locations. We then show how such a tri-plane feature representation can be conditioned on the skeletal motion to account for dynamic appearance and geometry changes. Our results demonstrate a clear step towards higher quality in terms of geometry and appearance modeling of humans as well as runtime performance.
TriHuman:用于详细人体几何和外观合成的实时可控三平面表示法
仅从视频数据创建可控的、逼真的和几何细节丰富的真人数字替身是计算机图形学和视觉领域的一项关键挑战,尤其是在要求实时性能的情况下。最近的方法将神经辐射场(NeRF)附加到铰接结构(如人体模型或骨架)上,将点映射到姿势规范空间,同时将神经辐射场调节到骨架姿势上。这些方法通常使用多层感知器(MLP)对神经场进行参数化,因此运行速度较慢。为了解决这一缺点,我们提出了 TriHuman,这是一种新颖的、适合人体的、可变形的、高效的三平面表示法,可实现实时性能、最先进的姿势可控几何合成以及逼真的渲染质量。其核心是,我们将全局光线样本非刚性地扭曲到未变形的三平面纹理空间中,从而有效解决了全局点映射到相同三平面位置的问题。然后,我们展示了这种三平面特征表示如何以骨骼运动为条件,以考虑动态外观和几何变化。我们的结果表明,在人类的几何和外观建模以及运行时性能方面,我们向更高质量迈出了明显的一步。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
ACM Transactions on Graphics
ACM Transactions on Graphics 工程技术-计算机:软件工程
CiteScore
14.30
自引率
25.80%
发文量
193
审稿时长
12 months
期刊介绍: ACM Transactions on Graphics (TOG) is a peer-reviewed scientific journal that aims to disseminate the latest findings of note in the field of computer graphics. It has been published since 1982 by the Association for Computing Machinery. Starting in 2003, all papers accepted for presentation at the annual SIGGRAPH conference are printed in a special summer issue of the journal.
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