Abstract:Efficient and accurate reconstruction of a relightable, dynamic clothed human avatar from a monocular video is crucial for the entertainment industry. This paper introduces the Surfel-based Gaussian Inverse Avatar (SGIA) method, which introduces efficient training and rendering for relightable dynamic human reconstruction. SGIA advances previous Gaussian Avatar methods by comprehensively modeling Physically-Based Rendering (PBR) properties for clothed human avatars, allowing for the manipulation of avatars into novel poses under diverse lighting conditions. Specifically, our approach integrates pre-integration and image-based lighting for fast light calculations that surpass the performance of existing implicit-based techniques. To address challenges related to material lighting disentanglement and accurate geometry reconstruction, we propose an innovative occlusion approximation strategy and a progressive training approach. Extensive experiments demonstrate that SGIA not only achieves highly accurate physical properties but also significantly enhances the realistic relighting of dynamic human avatars, providing a substantial speed advantage. We exhibit more results in our project page: https://GS-IA.github.io.
Abstract:We present GauStudio, a novel modular framework for modeling 3D Gaussian Splatting (3DGS) to provide standardized, plug-and-play components for users to easily customize and implement a 3DGS pipeline. Supported by our framework, we propose a hybrid Gaussian representation with foreground and skyball background models. Experiments demonstrate this representation reduces artifacts in unbounded outdoor scenes and improves novel view synthesis. Finally, we propose Gaussian Splatting Surface Reconstruction (GauS), a novel render-then-fuse approach for high-fidelity mesh reconstruction from 3DGS inputs without fine-tuning. Overall, our GauStudio framework, hybrid representation, and GauS approach enhance 3DGS modeling and rendering capabilities, enabling higher-quality novel view synthesis and surface reconstruction.
Abstract:Gestures are non-verbal but important behaviors accompanying people's speech. While previous methods are able to generate speech rhythm-synchronized gestures, the semantic context of the speech is generally lacking in the gesticulations. Although semantic gestures do not occur very regularly in human speech, they are indeed the key for the audience to understand the speech context in a more immersive environment. Hence, we introduce LivelySpeaker, a framework that realizes semantics-aware co-speech gesture generation and offers several control handles. In particular, our method decouples the task into two stages: script-based gesture generation and audio-guided rhythm refinement. Specifically, the script-based gesture generation leverages the pre-trained CLIP text embeddings as the guidance for generating gestures that are highly semantically aligned with the script. Then, we devise a simple but effective diffusion-based gesture generation backbone simply using pure MLPs, that is conditioned on only audio signals and learns to gesticulate with realistic motions. We utilize such powerful prior to rhyme the script-guided gestures with the audio signals, notably in a zero-shot setting. Our novel two-stage generation framework also enables several applications, such as changing the gesticulation style, editing the co-speech gestures via textual prompting, and controlling the semantic awareness and rhythm alignment with guided diffusion. Extensive experiments demonstrate the advantages of the proposed framework over competing methods. In addition, our core diffusion-based generative model also achieves state-of-the-art performance on two benchmarks. The code and model will be released to facilitate future research.
Abstract:Modeling the human body in a canonical space is a common practice for capturing and animation. But when involving the neural radiance field (NeRF), learning a static NeRF in the canonical space is not enough because the lighting of the body changes when the person moves even though the scene lighting is constant. Previous methods alleviate the inconsistency of lighting by learning a per-frame embedding, but this operation does not generalize to unseen poses. Given that the lighting condition is static in the world space while the human body is consistent in the canonical space, we propose a dual-space NeRF that models the scene lighting and the human body with two MLPs in two separate spaces. To bridge these two spaces, previous methods mostly rely on the linear blend skinning (LBS) algorithm. However, the blending weights for LBS of a dynamic neural field are intractable and thus are usually memorized with another MLP, which does not generalize to novel poses. Although it is possible to borrow the blending weights of a parametric mesh such as SMPL, the interpolation operation introduces more artifacts. In this paper, we propose to use the barycentric mapping, which can directly generalize to unseen poses and surprisingly achieves superior results than LBS with neural blending weights. Quantitative and qualitative results on the Human3.6M and the ZJU-MoCap datasets show the effectiveness of our method.