Abstract:Volumetric video represents a transformative advancement in visual media, enabling users to freely navigate immersive virtual experiences and narrowing the gap between digital and real worlds. However, the need for extensive manual intervention to stabilize mesh sequences and the generation of excessively large assets in existing workflows impedes broader adoption. In this paper, we present a novel Gaussian-based approach, dubbed \textit{DualGS}, for real-time and high-fidelity playback of complex human performance with excellent compression ratios. Our key idea in DualGS is to separately represent motion and appearance using the corresponding skin and joint Gaussians. Such an explicit disentanglement can significantly reduce motion redundancy and enhance temporal coherence. We begin by initializing the DualGS and anchoring skin Gaussians to joint Gaussians at the first frame. Subsequently, we employ a coarse-to-fine training strategy for frame-by-frame human performance modeling. It includes a coarse alignment phase for overall motion prediction as well as a fine-grained optimization for robust tracking and high-fidelity rendering. To integrate volumetric video seamlessly into VR environments, we efficiently compress motion using entropy encoding and appearance using codec compression coupled with a persistent codebook. Our approach achieves a compression ratio of up to 120 times, only requiring approximately 350KB of storage per frame. We demonstrate the efficacy of our representation through photo-realistic, free-view experiences on VR headsets, enabling users to immersively watch musicians in performance and feel the rhythm of the notes at the performers' fingertips.
Abstract:Large garages are ubiquitous yet intricate scenes in our daily lives, posing challenges characterized by monotonous colors, repetitive patterns, reflective surfaces, and transparent vehicle glass. Conventional Structure from Motion (SfM) methods for camera pose estimation and 3D reconstruction fail in these environments due to poor correspondence construction. To address these challenges, this paper introduces LetsGo, a LiDAR-assisted Gaussian splatting approach for large-scale garage modeling and rendering. We develop a handheld scanner, Polar, equipped with IMU, LiDAR, and a fisheye camera, to facilitate accurate LiDAR and image data scanning. With this Polar device, we present a GarageWorld dataset consisting of five expansive garage scenes with diverse geometric structures and will release the dataset to the community for further research. We demonstrate that the collected LiDAR point cloud by the Polar device enhances a suite of 3D Gaussian splatting algorithms for garage scene modeling and rendering. We also propose a novel depth regularizer for 3D Gaussian splatting algorithm training, effectively eliminating floating artifacts in rendered images, and a lightweight Level of Detail (LOD) Gaussian renderer for real-time viewing on web-based devices. Additionally, we explore a hybrid representation that combines the advantages of traditional mesh in depicting simple geometry and colors (e.g., walls and the ground) with modern 3D Gaussian representations capturing complex details and high-frequency textures. This strategy achieves an optimal balance between memory performance and rendering quality. Experimental results on our dataset, along with ScanNet++ and KITTI-360, demonstrate the superiority of our method in rendering quality and resource efficiency.
Abstract:The synthesis of 3D facial animations from speech has garnered considerable attention. Due to the scarcity of high-quality 4D facial data and well-annotated abundant multi-modality labels, previous methods often suffer from limited realism and a lack of lexible conditioning. We address this challenge through a trilogy. We first introduce Generalized Neural Parametric Facial Asset (GNPFA), an efficient variational auto-encoder mapping facial geometry and images to a highly generalized expression latent space, decoupling expressions and identities. Then, we utilize GNPFA to extract high-quality expressions and accurate head poses from a large array of videos. This presents the M2F-D dataset, a large, diverse, and scan-level co-speech 3D facial animation dataset with well-annotated emotional and style labels. Finally, we propose Media2Face, a diffusion model in GNPFA latent space for co-speech facial animation generation, accepting rich multi-modality guidances from audio, text, and image. Extensive experiments demonstrate that our model not only achieves high fidelity in facial animation synthesis but also broadens the scope of expressiveness and style adaptability in 3D facial animation.
Abstract:We have recently seen tremendous progress in photo-real human modeling and rendering. Yet, efficiently rendering realistic human performance and integrating it into the rasterization pipeline remains challenging. In this paper, we present HiFi4G, an explicit and compact Gaussian-based approach for high-fidelity human performance rendering from dense footage. Our core intuition is to marry the 3D Gaussian representation with non-rigid tracking, achieving a compact and compression-friendly representation. We first propose a dual-graph mechanism to obtain motion priors, with a coarse deformation graph for effective initialization and a fine-grained Gaussian graph to enforce subsequent constraints. Then, we utilize a 4D Gaussian optimization scheme with adaptive spatial-temporal regularizers to effectively balance the non-rigid prior and Gaussian updating. We also present a companion compression scheme with residual compensation for immersive experiences on various platforms. It achieves a substantial compression rate of approximately 25 times, with less than 2MB of storage per frame. Extensive experiments demonstrate the effectiveness of our approach, which significantly outperforms existing approaches in terms of optimization speed, rendering quality, and storage overhead.
Abstract:We have recently seen tremendous progress in the neural advances for photo-real human modeling and rendering. However, it's still challenging to integrate them into an existing mesh-based pipeline for downstream applications. In this paper, we present a comprehensive neural approach for high-quality reconstruction, compression, and rendering of human performances from dense multi-view videos. Our core intuition is to bridge the traditional animated mesh workflow with a new class of highly efficient neural techniques. We first introduce a neural surface reconstructor for high-quality surface generation in minutes. It marries the implicit volumetric rendering of the truncated signed distance field (TSDF) with multi-resolution hash encoding. We further propose a hybrid neural tracker to generate animated meshes, which combines explicit non-rigid tracking with implicit dynamic deformation in a self-supervised framework. The former provides the coarse warping back into the canonical space, while the latter implicit one further predicts the displacements using the 4D hash encoding as in our reconstructor. Then, we discuss the rendering schemes using the obtained animated meshes, ranging from dynamic texturing to lumigraph rendering under various bandwidth settings. To strike an intricate balance between quality and bandwidth, we propose a hierarchical solution by first rendering 6 virtual views covering the performer and then conducting occlusion-aware neural texture blending. We demonstrate the efficacy of our approach in a variety of mesh-based applications and photo-realistic free-view experiences on various platforms, i.e., inserting virtual human performances into real environments through mobile AR or immersively watching talent shows with VR headsets.
Abstract:Implicit neural representations such as Neural Radiance Field (NeRF) have focused mainly on modeling static objects captured under multi-view settings where real-time rendering can be achieved with smart data structures, e.g., PlenOctree. In this paper, we present a novel Fourier PlenOctree (FPO) technique to tackle efficient neural modeling and real-time rendering of dynamic scenes captured under the free-view video (FVV) setting. The key idea in our FPO is a novel combination of generalized NeRF, PlenOctree representation, volumetric fusion and Fourier transform. To accelerate FPO construction, we present a novel coarse-to-fine fusion scheme that leverages the generalizable NeRF technique to generate the tree via spatial blending. To tackle dynamic scenes, we tailor the implicit network to model the Fourier coefficients of timevarying density and color attributes. Finally, we construct the FPO and train the Fourier coefficients directly on the leaves of a union PlenOctree structure of the dynamic sequence. We show that the resulting FPO enables compact memory overload to handle dynamic objects and supports efficient fine-tuning. Extensive experiments show that the proposed method is 3000 times faster than the original NeRF and achieves over an order of magnitude acceleration over SOTA while preserving high visual quality for the free-viewpoint rendering of unseen dynamic scenes.
Abstract:We human are entering into a virtual era, and surely want to bring animals to virtual world as well for companion. Yet, computer-generated (CGI) furry animals is limited by tedious off-line rendering, let alone interactive motion control. In this paper, we present ARTEMIS, a novel neural modeling and rendering pipeline for generating ARTiculated neural pets with appEarance and Motion synthesIS. Our ARTEMIS enables interactive motion control, real-time animation and photo-realistic rendering of furry animals. The core of ARTEMIS is a neural-generated (NGI) animal engine, which adopts an efficient octree based representation for animal animation and fur rendering. The animation then becomes equivalent to voxel level skeleton based deformation. We further use a fast octree indexing, an efficient volumetric rendering scheme to generate appearance and density features maps. Finally, we propose a novel shading network to generate high-fidelity details of appearance and opacity under novel poses. For the motion control module in ARTEMIS, we combine state-of-the-art animal motion capture approach with neural character control scheme. We introduce an effective optimization scheme to reconstruct skeletal motion of real animals captured by a multi-view RGB and Vicon camera array. We feed the captured motion into a neural character control scheme to generate abstract control signals with motion styles. We further integrate ARTEMIS into existing engines that support VR headsets, providing an unprecedented immersive experience where a user can intimately interact with a variety of virtual animals with vivid movements and photo-realistic appearance. Extensive experiments and showcases demonstrate the effectiveness of our ARTEMIS system to achieve highly realistic rendering of NGI animals in real-time, providing daily immersive and interactive experience with digital animals unseen before.
Abstract:Recent neural human representations can produce high-quality multi-view rendering but require using dense multi-view inputs and costly training. They are hence largely limited to static models as training each frame is infeasible. We present HumanNeRF - a generalizable neural representation - for high-fidelity free-view synthesis of dynamic humans. Analogous to how IBRNet assists NeRF by avoiding per-scene training, HumanNeRF employs an aggregated pixel-alignment feature across multi-view inputs along with a pose embedded non-rigid deformation field for tackling dynamic motions. The raw HumanNeRF can already produce reasonable rendering on sparse video inputs of unseen subjects and camera settings. To further improve the rendering quality, we augment our solution with an appearance blending module for combining the benefits of both neural volumetric rendering and neural texture blending. Extensive experiments on various multi-view dynamic human datasets demonstrate the generalizability and effectiveness of our approach in synthesizing photo-realistic free-view humans under challenging motions and with very sparse camera view inputs.
Abstract:Generating free-viewpoint videos is critical for immersive VR/AR experience but recent neural advances still lack the editing ability to manipulate the visual perception for large dynamic scenes. To fill this gap, in this paper we propose the first approach for editable photo-realistic free-viewpoint video generation for large-scale dynamic scenes using only sparse 16 cameras. The core of our approach is a new layered neural representation, where each dynamic entity including the environment itself is formulated into a space-time coherent neural layered radiance representation called ST-NeRF. Such layered representation supports fully perception and realistic manipulation of the dynamic scene whilst still supporting a free viewing experience in a wide range. In our ST-NeRF, the dynamic entity/layer is represented as continuous functions, which achieves the disentanglement of location, deformation as well as the appearance of the dynamic entity in a continuous and self-supervised manner. We propose a scene parsing 4D label map tracking to disentangle the spatial information explicitly, and a continuous deform module to disentangle the temporal motion implicitly. An object-aware volume rendering scheme is further introduced for the re-assembling of all the neural layers. We adopt a novel layered loss and motion-aware ray sampling strategy to enable efficient training for a large dynamic scene with multiple performers, Our framework further enables a variety of editing functions, i.e., manipulating the scale and location, duplicating or retiming individual neural layers to create numerous visual effects while preserving high realism. Extensive experiments demonstrate the effectiveness of our approach to achieve high-quality, photo-realistic, and editable free-viewpoint video generation for dynamic scenes.
Abstract:4D reconstruction and rendering of human activities is critical for immersive VR/AR experience.Recent advances still fail to recover fine geometry and texture results with the level of detail present in the input images from sparse multi-view RGB cameras. In this paper, we propose NeuralHumanFVV, a real-time neural human performance capture and rendering system to generate both high-quality geometry and photo-realistic texture of human activities in arbitrary novel views. We propose a neural geometry generation scheme with a hierarchical sampling strategy for real-time implicit geometry inference, as well as a novel neural blending scheme to generate high resolution (e.g., 1k) and photo-realistic texture results in the novel views. Furthermore, we adopt neural normal blending to enhance geometry details and formulate our neural geometry and texture rendering into a multi-task learning framework. Extensive experiments demonstrate the effectiveness of our approach to achieve high-quality geometry and photo-realistic free view-point reconstruction for challenging human performances.