Abstract:We present TimeWalker, a novel framework that models realistic, full-scale 3D head avatars of a person on lifelong scale. Unlike current human head avatar pipelines that capture identity at the momentary level(e.g., instant photography or short videos), TimeWalker constructs a person's comprehensive identity from unstructured data collection over his/her various life stages, offering a paradigm to achieve full reconstruction and animation of that person at different moments of life. At the heart of TimeWalker's success is a novel neural parametric model that learns personalized representation with the disentanglement of shape, expression, and appearance across ages. Central to our methodology are the concepts of two aspects: (1) We track back to the principle of modeling a person's identity in an additive combination of average head representation in the canonical space, and moment-specific head attribute representations driven from a set of neural head basis. To learn the set of head basis that could represent the comprehensive head variations in a compact manner, we propose a Dynamic Neural Basis-Blending Module (Dynamo). It dynamically adjusts the number and blend weights of neural head bases, according to both shared and specific traits of the target person over ages. (2) Dynamic 2D Gaussian Splatting (DNA-2DGS), an extension of Gaussian splatting representation, to model head motion deformations like facial expressions without losing the realism of rendering and reconstruction. DNA-2DGS includes a set of controllable 2D oriented planar Gaussian disks that utilize the priors from parametric model, and move/rotate with the change of expression. Through extensive experimental evaluations, we show TimeWalker's ability to reconstruct and animate avatars across decoupled dimensions with realistic rendering effects, demonstrating a way to achieve personalized 'time traveling' in a breeze.
Abstract:Synthesizing high-fidelity head avatars is a central problem for computer vision and graphics. While head avatar synthesis algorithms have advanced rapidly, the best ones still face great obstacles in real-world scenarios. One of the vital causes is inadequate datasets -- 1) current public datasets can only support researchers to explore high-fidelity head avatars in one or two task directions; 2) these datasets usually contain digital head assets with limited data volume, and narrow distribution over different attributes. In this paper, we present RenderMe-360, a comprehensive 4D human head dataset to drive advance in head avatar research. It contains massive data assets, with 243+ million complete head frames, and over 800k video sequences from 500 different identities captured by synchronized multi-view cameras at 30 FPS. It is a large-scale digital library for head avatars with three key attributes: 1) High Fidelity: all subjects are captured by 60 synchronized, high-resolution 2K cameras in 360 degrees. 2) High Diversity: The collected subjects vary from different ages, eras, ethnicities, and cultures, providing abundant materials with distinctive styles in appearance and geometry. Moreover, each subject is asked to perform various motions, such as expressions and head rotations, which further extend the richness of assets. 3) Rich Annotations: we provide annotations with different granularities: cameras' parameters, matting, scan, 2D/3D facial landmarks, FLAME fitting, and text description. Based on the dataset, we build a comprehensive benchmark for head avatar research, with 16 state-of-the-art methods performed on five main tasks: novel view synthesis, novel expression synthesis, hair rendering, hair editing, and talking head generation. Our experiments uncover the strengths and weaknesses of current methods. RenderMe-360 opens the door for future exploration in head avatars.