3DGStrands:个性化的3D高斯喷溅,用于逼真的头发表示和动画

IF 2.5 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Henar Dominguez-Elvira , Mario Alfonso-Arsuaga , Ana Barrueco-Garcia , Marc Comino-Trinidad
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引用次数: 0

摘要

我们介绍了一种从一组无组织的照片中生成个性化3D高斯喷溅(3DGS)头发表示的新方法。我们的方法首先利用现成的方法来估计头发的链组织点云表示。这个点云作为构建3DGS模型的基础,该模型准确地保留了头发的几何结构,同时在视觉上适合照片中的外观。我们的模型与标准3DGS渲染管道无缝集成,使复杂发型的高效体积渲染成为可能。此外,我们通过应用材料点法(MPM)直接在3DGS模型上模拟逼真的头发物理,实现逼真的头发动画,证明了我们方法的多功能性。据我们所知,这是在3DGS模型中模拟头发动态的第一种方法。这项工作为未来的研究铺平了道路,可以利用3DGS的灵活性来适应更复杂的头发材料模型或通过动态跟踪实现物理属性估计。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

3DGStrands: Personalized 3D Gaussian splatting for realistic hair representation and animation

3DGStrands: Personalized 3D Gaussian splatting for realistic hair representation and animation
We introduce a novel method for generating a personalized 3D Gaussian Splatting (3DGS) hair representation from an unorganized set of photographs. Our approach begins by leveraging an out-of-the-shelf method to estimate a strand-organized point cloud representation of the hair. This point cloud serves as the foundation for constructing a 3DGS model that accurately preserves the hair’s geometric structure while visually fitting the appearance in the photographs. Our model seamlessly integrates with the standard 3DGS rendering pipeline, enabling efficient volumetric rendering of complex hairstyles. Furthermore, we demonstrate the versatility of our approach by applying the Material Point Method (MPM) to simulate realistic hair physics directly on the 3DGS model, achieving lifelike hair animation. To the best of our knowledge, this is the first method to simulate hair dynamics within a 3DGS model. This work paves the way for future research that can leverage the flexible nature of 3DGS to fit more complex hair material models or enable physics properties estimation through dynamic tracking.
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来源期刊
Computers & Graphics-Uk
Computers & Graphics-Uk 工程技术-计算机:软件工程
CiteScore
5.30
自引率
12.00%
发文量
173
审稿时长
38 days
期刊介绍: Computers & Graphics is dedicated to disseminate information on research and applications of computer graphics (CG) techniques. The journal encourages articles on: 1. Research and applications of interactive computer graphics. We are particularly interested in novel interaction techniques and applications of CG to problem domains. 2. State-of-the-art papers on late-breaking, cutting-edge research on CG. 3. Information on innovative uses of graphics principles and technologies. 4. Tutorial papers on both teaching CG principles and innovative uses of CG in education.
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