Abstract:We present a novel framework to reconstruct complete 3D human shapes from a given target image by leveraging monocular unconstrained images. The objective of this work is to reproduce high-quality details in regions of the reconstructed human body that are not visible in the input target. The proposed methodology addresses the limitations of existing approaches for reconstructing 3D human shapes from a single image, which cannot reproduce shape details in occluded body regions. The missing information of the monocular input can be recovered by using multiple views captured from multiple cameras. However, multi-view reconstruction methods necessitate accurately calibrated and registered images, which can be challenging to obtain in real-world scenarios. Given a target RGB image and a collection of multiple uncalibrated and unregistered images of the same individual, acquired using a single camera, we propose a novel framework to generate complete 3D human shapes. We introduce a novel module to generate 2D multi-view normal maps of the person registered with the target input image. The module consists of body part-based reference selection and body part-based registration. The generated 2D normal maps are then processed by a multi-view attention-based neural implicit model that estimates an implicit representation of the 3D shape, ensuring the reproduction of details in both observed and occluded regions. Extensive experiments demonstrate that the proposed approach estimates higher quality details in the non-visible regions of the 3D clothed human shapes compared to related methods, without using parametric models.
Abstract:Point management is a critical component in optimizing 3D Gaussian Splatting (3DGS) models, as the point initiation (e.g., via structure from motion) is distributionally inappropriate. Typically, the Adaptive Density Control (ADC) algorithm is applied, leveraging view-averaged gradient magnitude thresholding for point densification, opacity thresholding for pruning, and regular all-points opacity reset. However, we reveal that this strategy is limited in tackling intricate/special image regions (e.g., transparent) as it is unable to identify all the 3D zones that require point densification, and lacking an appropriate mechanism to handle the ill-conditioned points with negative impacts (occlusion due to false high opacity). To address these limitations, we propose a Localized Point Management (LPM) strategy, capable of identifying those error-contributing zones in the highest demand for both point addition and geometry calibration. Zone identification is achieved by leveraging the underlying multiview geometry constraints, with the guidance of image rendering errors. We apply point densification in the identified zone, whilst resetting the opacity of those points residing in front of these regions so that a new opportunity is created to correct ill-conditioned points. Serving as a versatile plugin, LPM can be seamlessly integrated into existing 3D Gaussian Splatting models. Experimental evaluation across both static 3D and dynamic 4D scenes validate the efficacy of our LPM strategy in boosting a variety of existing 3DGS models both quantitatively and qualitatively. Notably, LPM improves both vanilla 3DGS and SpaceTimeGS to achieve state-of-the-art rendering quality while retaining real-time speeds, outperforming on challenging datasets such as Tanks & Temples and the Neural 3D Video Dataset.
Abstract:Point management is a critical component in optimizing 3D Gaussian Splatting (3DGS) models, as the point initiation (e.g., via structure from motion) is distributionally inappropriate. Typically, the Adaptive Density Control (ADC) algorithm is applied, leveraging view-averaged gradient magnitude thresholding for point densification, opacity thresholding for pruning, and regular all-points opacity reset. However, we reveal that this strategy is limited in tackling intricate/special image regions (e.g., transparent) as it is unable to identify all the 3D zones that require point densification, and lacking an appropriate mechanism to handle the ill-conditioned points with negative impacts (occlusion due to false high opacity). To address these limitations, we propose a Localized Point Management (LPM) strategy, capable of identifying those error-contributing zones in the highest demand for both point addition and geometry calibration. Zone identification is achieved by leveraging the underlying multiview geometry constraints, with the guidance of image rendering errors. We apply point densification in the identified zone, whilst resetting the opacity of those points residing in front of these regions so that a new opportunity is created to correct ill-conditioned points. Serving as a versatile plugin, LPM can be seamlessly integrated into existing 3D Gaussian Splatting models. Experimental evaluation across both static 3D and dynamic 4D scenes validate the efficacy of our LPM strategy in boosting a variety of existing 3DGS models both quantitatively and qualitatively. Notably, LPM improves both vanilla 3DGS and SpaceTimeGS to achieve state-of-the-art rendering quality while retaining real-time speeds, outperforming on challenging datasets such as Tanks & Temples and the Neural 3D Video Dataset.
Abstract:Recent progress in human shape learning, shows that neural implicit models are effective in generating 3D human surfaces from limited number of views, and even from a single RGB image. However, existing monocular approaches still struggle to recover fine geometric details such as face, hands or cloth wrinkles. They are also easily prone to depth ambiguities that result in distorted geometries along the camera optical axis. In this paper, we explore the benefits of incorporating depth observations in the reconstruction process by introducing ANIM, a novel method that reconstructs arbitrary 3D human shapes from single-view RGB-D images with an unprecedented level of accuracy. Our model learns geometric details from both multi-resolution pixel-aligned and voxel-aligned features to leverage depth information and enable spatial relationships, mitigating depth ambiguities. We further enhance the quality of the reconstructed shape by introducing a depth-supervision strategy, which improves the accuracy of the signed distance field estimation of points that lie on the reconstructed surface. Experiments demonstrate that ANIM outperforms state-of-the-art works that use RGB, surface normals, point cloud or RGB-D data as input. In addition, we introduce ANIM-Real, a new multi-modal dataset comprising high-quality scans paired with consumer-grade RGB-D camera, and our protocol to fine-tune ANIM, enabling high-quality reconstruction from real-world human capture.
Abstract:3D audio-visual production aims to deliver immersive and interactive experiences to the consumer. Yet, faithfully reproducing real-world 3D scenes remains a challenging task. This is partly due to the lack of available datasets enabling audio-visual research in this direction. In most of the existing multi-view datasets, the accompanying audio is neglected. Similarly, datasets for spatial audio research primarily offer unimodal content, and when visual data is included, the quality is far from meeting the standard production needs. We present "Tragic Talkers", an audio-visual dataset consisting of excerpts from the "Romeo and Juliet" drama captured with microphone arrays and multiple co-located cameras for light-field video. Tragic Talkers provides ideal content for object-based media (OBM) production. It is designed to cover various conventional talking scenarios, such as monologues, two-people conversations, and interactions with considerable movement and occlusion, yielding 30 sequences captured from a total of 22 different points of view and two 16-element microphone arrays. Additionally, we provide voice activity labels, 2D face bounding boxes for each camera view, 2D pose detection keypoints, 3D tracking data of the mouth of the actors, and dialogue transcriptions. We believe the community will benefit from this dataset as it can assist multidisciplinary research. Possible uses of the dataset are discussed.
Abstract:We propose a novel framework to reconstruct super-resolution human shape from a single low-resolution input image. The approach overcomes limitations of existing approaches that reconstruct 3D human shape from a single image, which require high-resolution images together with auxiliary data such as surface normal or a parametric model to reconstruct high-detail shape. The proposed framework represents the reconstructed shape with a high-detail implicit function. Analogous to the objective of 2D image super-resolution, the approach learns the mapping from a low-resolution shape to its high-resolution counterpart and it is applied to reconstruct 3D shape detail from low-resolution images. The approach is trained end-to-end employing a novel loss function which estimates the information lost between a low and high-resolution representation of the same 3D surface shape. Evaluation for single image reconstruction of clothed people demonstrates that our method achieves high-detail surface reconstruction from low-resolution images without auxiliary data. Extensive experiments show that the proposed approach can estimate super-resolution human geometries with a significantly higher level of detail than that obtained with previous approaches when applied to low-resolution images.
Abstract:A common problem in the 4D reconstruction of people from multi-view video is the quality of the captured dynamic texture appearance which depends on both the camera resolution and capture volume. Typically the requirement to frame cameras to capture the volume of a dynamic performance ($>50m^3$) results in the person occupying only a small proportion $<$ 10% of the field of view. Even with ultra high-definition 4k video acquisition this results in sampling the person at less-than standard definition 0.5k video resolution resulting in low-quality rendering. In this paper we propose a solution to this problem through super-resolution appearance transfer from a static high-resolution appearance capture rig using digital stills cameras ($> 8k$) to capture the person in a small volume ($<8m^3$). A pipeline is proposed for super-resolution appearance transfer from high-resolution static capture to dynamic video performance capture to produce super-resolution dynamic textures. This addresses two key problems: colour mapping between different camera systems; and dynamic texture map super-resolution using a learnt model. Comparative evaluation demonstrates a significant qualitative and quantitative improvement in rendering the 4D performance capture with super-resolution dynamic texture appearance. The proposed approach reproduces the high-resolution detail of the static capture whilst maintaining the appearance dynamics of the captured video.
Abstract:This paper proposes a novel Attention-based Multi-Reference Super-resolution network (AMRSR) that, given a low-resolution image, learns to adaptively transfer the most similar texture from multiple reference images to the super-resolution output whilst maintaining spatial coherence. The use of multiple reference images together with attention-based sampling is demonstrated to achieve significantly improved performance over state-of-the-art reference super-resolution approaches on multiple benchmark datasets. Reference super-resolution approaches have recently been proposed to overcome the ill-posed problem of image super-resolution by providing additional information from a high-resolution reference image. Multi-reference super-resolution extends this approach by providing a more diverse pool of image features to overcome the inherent information deficit whilst maintaining memory efficiency. A novel hierarchical attention-based sampling approach is introduced to learn the similarity between low-resolution image features and multiple reference images based on a perceptual loss. Ablation demonstrates the contribution of both multi-reference and hierarchical attention-based sampling to overall performance. Perceptual and quantitative ground-truth evaluation demonstrates significant improvement in performance even when the reference images deviate significantly from the target image. The project website can be found at https://marcopesavento.github.io/AMRSR/
Abstract:As audio-visual systems increasingly bring immersive and interactive capabilities into our work and leisure activities, so the need for naturalistic test material grows. New volumetric datasets have captured high-quality 3D video, but accompanying audio is often neglected, making it hard to test an integrated bimodal experience. Designed to cover diverse sound types and features, the presented volumetric dataset was constructed from audio and video studio recordings of scenes to yield forty short action sequences. Potential uses in technical and scientific tests are discussed.
Abstract:Existing techniques for dynamic scene reconstruction from multiple wide-baseline cameras primarily focus on reconstruction in controlled environments, with fixed calibrated cameras and strong prior constraints. This paper introduces a general approach to obtain a 4D representation of complex dynamic scenes from multi-view wide-baseline static or moving cameras without prior knowledge of the scene structure, appearance, or illumination. Contributions of the work are: An automatic method for initial coarse reconstruction to initialize joint estimation; Sparse-to-dense temporal correspondence integrated with joint multi-view segmentation and reconstruction to introduce temporal coherence; and a general robust approach for joint segmentation refinement and dense reconstruction of dynamic scenes by introducing shape constraint. Comparison with state-of-the-art approaches on a variety of complex indoor and outdoor scenes, demonstrates improved accuracy in both multi-view segmentation and dense reconstruction. This paper demonstrates unsupervised reconstruction of complete temporally coherent 4D scene models with improved non-rigid object segmentation and shape reconstruction and its application to free-viewpoint rendering and virtual reality.