We present a system to create Mobile Realistic Fullbody (MoRF) avatars. MoRF avatars are rendered in real-time on mobile devices, learned from monocular videos, and have high realism. We use SMPL-X as a proxy geometry and render it with DNR (neural texture and image-2-image network). We improve on prior work, by overfitting per-frame warping fields in the neural texture space, allowing to better align the training signal between different frames. We also refine SMPL-X mesh fitting procedure to improve the overall avatar quality. In the comparisons to other monocular video-based avatar systems, MoRF avatars achieve higher image sharpness and temporal consistency. Participants of our user study also preferred avatars generated by MoRF.
Generating realistic human 3D reconstructions using image or video data is essential for various communication and entertainment applications. While existing methods achieved impressive results for body and facial regions, realistic hair modeling still remains challenging due to its high mechanical complexity. This work proposes an approach capable of accurate hair geometry reconstruction at a strand level from a monocular video or multi-view images captured in uncontrolled lighting conditions. Our method has two stages, with the first stage performing joint reconstruction of coarse hair and bust shapes and hair orientation using implicit volumetric representations. The second stage then estimates a strand-level hair reconstruction by reconciling in a single optimization process the coarse volumetric constraints with hair strand and hairstyle priors learned from the synthetic data. To further increase the reconstruction fidelity, we incorporate image-based losses into the fitting process using a new differentiable renderer. The combined system, named Neural Haircut, achieves high realism and personalization of the reconstructed hairstyles.
We present DINAR, an approach for creating realistic rigged fullbody avatars from single RGB images. Similarly to previous works, our method uses neural textures combined with the SMPL-X body model to achieve photo-realistic quality of avatars while keeping them easy to animate and fast to infer. To restore the texture, we use a latent diffusion model and show how such model can be trained in the neural texture space. The use of the diffusion model allows us to realistically reconstruct large unseen regions such as the back of a person given the frontal view. The models in our pipeline are trained using 2D images and videos only. In the experiments, our approach achieves state-of-the-art rendering quality and good generalization to new poses and viewpoints. In particular, the approach improves state-of-the-art on the SnapshotPeople public benchmark.
We present an approach for the reconstruction of textured 3D meshes of human heads from one or few views. Since such few-shot reconstruction is underconstrained, it requires prior knowledge which is hard to impose on traditional 3D reconstruction algorithms. In this work, we rely on the recently introduced 3D representation– neural implicit functions– which, being based on neural networks, allows to naturally learn priors about human heads from data, and is directly convertible to textured mesh. Namely, we extend NeuS, a state-of-the-art neural implicit function formulation, to represent multiple objects of a class (human heads in our case) simultaneously. The underlying neural net architecture is designed to learn the commonalities among these objects and to generalize to unseen ones. Our model is trained on just a hundred smartphone videos and does not require any scanned 3D data. Afterwards, the model can fit novel heads in the few-shot or one-shot modes with good results.
We present a system for the creation of realistic one-shot mesh-based (ROME) human head avatars. From a single photograph, our system estimates the head mesh (with person-specific details in both the facial and non-facial head parts) as well as the neural texture encoding, local photometric and geometric details. The resulting avatars are rigged and can be rendered using a deep rendering network, which is trained alongside the mesh and texture estimators on a dataset of in-the-wild videos. In the experiments, we observe that our system performs competitively both in terms of head geometry recovery and the quality of renders, especially for cross-person reenactment.
We present a new system $(NPBG++)$ for the novel view synthesis (NVS) task that achieves high rendering realism with low scene fitting time. Our method efficiently lever-ages the multiview observations and the point cloud of a static scene to predict a neural descriptor for each point, improving upon the pipeline of Neural Point-Based Graph-ics [1] in several important ways. By predicting the descrip-tors with a single pass through the source images, we lift the requirement of per-scene optimization while also making the neural descriptors view-dependent and more suit-able for scenes with strong non-Lambertian effects. In our comparisons, the proposed system outperforms previous NVS approaches in terms of fitting and rendering runtimes while producing images of similar quality. Project page: https://rakhimovv.github.io/npbgpp/.
Representing scenes with multiple semitransparent colored layers has been a popular and successful choice for real-time novel view synthesis. Existing approaches infer colors and transparency values over regularly spaced layers of planar or spherical shape. In this work, we introduce a new view synthesis approach based on multiple semitransparent layers with scene-adapted geometry. Our approach infers such representations from stereo pairs in two stages. The first stage produces the geometry of a small number of data-adaptive layers from a given pair of views. The second stage infers the color and transparency values for these layers, producing the final representation for novel view synthesis. Importantly, both stages are connected through a differentiable renderer and are trained end-to-end. In the experiments, we demonstrate the advantage of the proposed approach over the use of regularly spaced layers without adaptation to scene geometry. Despite being orders of magnitude faster during rendering, our approach also outperforms the recently proposed IBRNet system based on implicit geometry representation.
Modern image inpainting systems, despite the significant progress, often struggle with large missing areas, complex geometric structures, and high-resolution images. We find that one of the main reasons for that is the lack of an effective receptive field in both the inpainting network and the loss function. To alleviate this issue, we propose a new method called large mask inpainting (LaMa). LaMa is based on i) a new inpainting network architecture that uses fast Fourier convolutions (FFCs), which have the imagewide receptive field; ii) a high receptive field perceptual loss; iii) large training masks, which unlocks the potential of the first two components. Our inpainting network improves the state-of-the-art across a range of datasets and achieves excellent performance even in challenging scenarios, e.g. completion of periodic structures. Our model generalizes surprisingly well to resolutions that are higher than those seen at train time, and achieves this at lower parameter&time costs than the competitive baselines. The code is available at https://github.com/saic-mdal/lama.
In this work, we advance the neural head avatar technology to the megapixel resolution while focusing on the particularly challenging task of cross-driving synthesis, i.e., when the appearance of the driving image is substantially different from the animated source image. We propose a set of new neural architectures and training methods that can leverage both medium-resolution video data and high-resolution image data to achieve the desired levels of rendered image quality and generalization to novel views and motion. We demonstrate that suggested architectures and methods produce convincing high-resolution neural avatars, outperforming the competitors in the cross-driving scenario. Lastly, we show how a trained high-resolution neural avatar model can be distilled into a lightweight student model which runs in real-time and locks the identities of neural avatars to several dozens of pre-defined source images. Real-time operation and identity lock are essential for many practical applications head avatar systems.
We propose a new type of full-body human avatars, which combines parametric mesh-based body model with a neural texture. We show that with the help of neural textures, such avatars can successfully model clothing and hair, which usually poses a problem for mesh-based approaches. We also show how these avatars can be created from multiple frames of a video using backpropagation. We then propose a generative model for such avatars that can be trained from datasets of images and videos of people. The generative model allows us to sample random avatars as well as to create dressed avatars of people from one or few images. The code for the project is available at saic-violet.github.io/style-people.
We present a new versatile building block for deep point cloud processing architectures that is equally suited for diverse tasks. This building block combines the ideas of spatial transformers and multi-view convolutional networks with the efficiency of standard convolutional layers in two and three-dimensional dense grids. The new block operates via multiple parallel heads, whereas each head differentiably rasterizes feature representations of individual points into a low-dimensional space, and then uses dense convolution to propagate information across points. The results of the processing of individual heads are then combined together resulting in the update of point features. Using the new block, we build architectures for both discriminative (point cloud segmentation, point cloud classification) and generative (point cloud inpainting and image-based point cloud reconstruction) tasks. The resulting architectures achieve state-of-the-art performance for these tasks, demonstrating the versatility of the new block for point cloud processing.
Many applications of deep learning for image generation use perceptual losses for either training or fine-tuning of the generator networks. The use of perceptual loss however incurs repeated forward-backward passes in a large image classification network as well as a considerable memory overhead required to store the activations of this network. It is therefore desirable or sometimes even critical to get rid of these overheads. In this work, we propose a way to train generator networks using approximations of perceptual loss that are computed without forward-backward passes. Instead, we use a simpler perceptual gradient network that directly synthesizes the gradient field of a perceptual loss. We introduce the concept of proxy targets, which stabilize the predicted gradient, meaning that learning with it does not lead to divergence or oscillations. In addition, our method allows interpretation of the predicted gradient, providing insight into the internals of perceptual loss and suggesting potential ways to improve it in future work.
Existing image generator networks rely heavily on spatial convolutions and, optionally, self-attention blocks in order to gradually synthesize images in a coarse-to-fine manner. Here, we present a new architecture for image generators, where the color value at each pixel is computed independently given the value of a random latent vector and the coordinate of that pixel. No spatial convolutions or similar operations that propagate information across pixels are involved during the synthesis. We analyze the modeling capabilities of such generators when trained in an adversarial fashion, and observe the new generators to achieve similar generation quality to state-of-the-art convolutional generators. We also investigate several interesting properties unique to the new architecture.
We propose a new approach to human clothing modeling based on point clouds. Within this approach, we learn a deep model that can predict point clouds of various outfits, for various human poses, and for various human body shapes. Notably, outfits of various types and topologies can be handled by the same model. Using the learned model, we can infer the geometry of new outfits from as little as a single image, and perform outfit retargeting to new bodies in new poses. We complement our geometric model with appearance modeling that uses the point cloud geometry as a geometric scaffolding and employs neural point-based graphics to capture outfit appearance from videos and to re-render the captured outfits. We validate both geometric modeling and appearance modeling aspects of the proposed approach against recently proposed methods and establish the viability of point-based clothing modeling.
We present a system for real-time RGBD-based estimation of 3D human pose. We use parametric 3D deformable human mesh model (SMPL-X) as a representation and focus on the real-time estimation of parameters for the body pose, hands pose and facial expression from Kinect Azure RGB-D camera. We train estimators of body pose and facial expression parameters. Both estimators use previously published landmark extractors as input and custom annotated datasets for supervision, while hand pose is estimated directly by a previously published method. We combine the predictions of those estimators into a temporally-smooth human pose. We train the facial expression extractor on a large talking face dataset, which we annotate with facial expression parameters. For the body pose we collect and annotate a dataset of 56 people captured from a rig of 5 Kinect Azure RGB-D cameras and use it together with a large motion capture AMASS dataset. Our RGB-D body pose model outperforms the state-of-the-art RGB-only methods and works on the same level of accuracy compared to a slower RGB-D optimization-based solution. The combined system runs at 25 FPS on a server with a single GPU. The code will be available at saic-violet.github.io/rgbd-kinect-pose.
This work is centred around the recently proposed product key memory structure [46], implemented for a number of computer vision applications. The memory structure can be regarded as a simple computation primitive suitable to be augmented to nearly all neural network architectures. The memory block allows implementing sparse access to memory with square root complexity scaling with respect to the memory capacity. The latter scaling is possible due to the incorporation of Cartesian product space decomposition of the key space for the nearest neighbour search. We have tested the memory layer on the classification, image reconstruction and relocalization problems and found that for some of those, the memory layers can provide significant speed/accuracy improvement with the high utilization of the key-value elements, while others require more careful fine-tuning and suffer from dying keys. To tackle the later problem we have introduced a simple technique of memory re-initialization which helps us to eliminate unused key-value pairs from the memory and engage them in training again. We have conducted various experiments and got improvements in speed and accuracy for classification and PoseNet relocalization models. We showed that the re-initialization has a huge impact on a toy example of randomly labeled data and observed some gains in performance on the image classification task. We have also demonstrated the generalization property perseverance of the large memory layers on the relocalization problem, while observing the spatial correlations between the images and the selected memory cells. Thesis Supervisor: Victor Lempitsky Title: Associate Professor, PhD
We propose a neural head reenactment system, which is driven by a latent pose representation and is capable of predicting the foreground segmentation alongside the RGB image. The latent pose representation is learned as a part of the entire reenactment system, and the learning process is based solely on image reconstruction losses. We show that despite its simplicity, with a large and diverse enough training dataset, such learning successfully decomposes pose from identity. The resulting system can then reproduce mimics of the driving person and, furthermore, can perform cross-person reenactment. Additionally, we show that the learned descriptors are useful for other pose-related tasks, such as keypoint prediction and pose-based retrieval.
We build a new model of landscape videos that can be trained on a mixture of static landscape images as well as landscape animations. Our architecture extends StyleGAN model by augmenting it with parts that allow to model dynamic changes in a scene. Once trained, our model can be used to generate realistic time-lapse landscape videos with moving objects and time-of-the-day changes. Furthermore, by fitting the learned models to a static landscape image, the latter can be reenacted in a realistic way. We propose simple but necessary modifications to StyleGAN inversion procedure, which lead to in-domain latent codes and allow to manipulate real images. Quantitative comparisons and user studies suggest that our model produces more compelling animations of given photographs than previously proposed methods. The results of our approach including comparisons with prior art can be seen in supplementary materials and on the project page https://saic-mdal.github.io/deeplandscape/.
We propose a neural rendering-based system that creates head avatars from a single photograph. Our approach models a person's appearance by decomposing it into two layers. The first layer is a pose-dependent coarse image that is synthesized by a small neural network. The second layer is defined by a pose-independent texture image that contains high-frequency details. The texture image is generated offline, warped and added to the coarse image to ensure a high effective resolution of synthesized head views. We compare our system to analogous state-of-the-art systems in terms of visual quality and speed. The experiments show significant inference speedup over previous neural head avatar models for a given visual quality. We also report on a real-time smartphone-based implementation of our system.
Yuri Boykov合作论文数Cheriton School of Computer Science, University of Waterloo7