Going beyond Free Viewpoint: Creating Animatable Volumetric Video of Human Performances
In this paper, we present an end-to-end pipeline for the creation of high-quality animatable volumetric video content of human performances. Going beyond the application of free-viewpoint volumetric video, we allow re-animation and alteration of an actor's performance through (i) the enrichment of the captured data with semantics and animation properties and (ii) applying hybrid geometry- and video-based animation methods that allow a direct animation of the high-quality data itself instead of creating an animatable model that resembles the captured data. Semantic enrichment and geometric animation ability are achieved by establishing temporal consistency in the 3D data, followed by an automatic rigging of each frame using a parametric shape-adaptive full human body model. Our hybrid geometry- and video-based animation approaches combine the flexibility of classical CG animation with the realism of real captured data. For pose editing, we exploit the captured data as much as possible and kinematically deform the captured frames to fit a desired pose. Further, we treat the face differently from the body in a hybrid geometry- and video-based animation approach where coarse movements and poses are modeled in the geometry only, while very fine and subtle details in the face, often lacking in purely geometric methods, are captured in video-based textures. These are processed to be interactively combined to form new facial expressions. On top of that, we learn the appearance of regions that are challenging to synthesize, such as the teeth or the eyes, and fill in missing regions realistically in an autoencoder-based approach. This paper covers the full pipeline from capturing and producing high-quality video content, over the enrichment with semantics and deformation properties for re-animation and processing of the data for the final hybrid animation.
Code (0)
등록된 구현이 없습니다.
Similar Papers 제목 키워드 기반
SinGS: Animatable Single-Image Human Gaussian Splats with Kinematic Priors
Despite significant advances in accurately estimating geometry in contemporary single-image 3D human reconstruction, creating a high-quality, efficient, and animatable 3D avatar remains an open challenge. Two key ob…
3D Human ReconstructionLUNA: Learning Universal 3D Human Animation Beyond Skinning
Creating photorealistic, animatable 3D human avatars from monocular images still largely depends on Linear Blend Skinning (LBS) and parametric body models, which constrain expressivity and often introduce artifacts due t…
OMEGA-Avatar: One-shot Modeling of 360° Gaussian Avatars
Creating high-fidelity, animatable 3D avatars from a single image remains a formidable challenge. We identified three desirable attributes of avatar generation: 1) the method should be feed-forward, 2) model a 360° full-…
Artist-Friendly Relightable and Animatable Neural Heads
An increasingly common approach for creating photo-realistic digital avatars is through the use of volumetric neural fields. The original neural radiance field (NeRF) allowed for impressive novel view synthesis of static…
NeRFNovel View SynthesisInteractive Rendering of Relightable and Animatable Gaussian Avatars
Creating relightable and animatable avatars from multi-view or monocular videos is a challenging task for digital human creation and virtual reality applications. Previous methods rely on neural radiance fields or ray tr…