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Dec 26

Blur2Sharp: Human Novel Pose and View Synthesis with Generative Prior Refinement

The creation of lifelike human avatars capable of realistic pose variation and viewpoint flexibility remains a fundamental challenge in computer vision and graphics. Current approaches typically yield either geometrically inconsistent multi-view images or sacrifice photorealism, resulting in blurry outputs under diverse viewing angles and complex motions. To address these issues, we propose Blur2Sharp, a novel framework integrating 3D-aware neural rendering and diffusion models to generate sharp, geometrically consistent novel-view images from only a single reference view. Our method employs a dual-conditioning architecture: initially, a Human NeRF model generates geometrically coherent multi-view renderings for target poses, explicitly encoding 3D structural guidance. Subsequently, a diffusion model conditioned on these renderings refines the generated images, preserving fine-grained details and structural fidelity. We further enhance visual quality through hierarchical feature fusion, incorporating texture, normal, and semantic priors extracted from parametric SMPL models to simultaneously improve global coherence and local detail accuracy. Extensive experiments demonstrate that Blur2Sharp consistently surpasses state-of-the-art techniques in both novel pose and view generation tasks, particularly excelling under challenging scenarios involving loose clothing and occlusions.

  • 5 authors
·
Dec 8

PSHuman: Photorealistic Single-view Human Reconstruction using Cross-Scale Diffusion

Detailed and photorealistic 3D human modeling is essential for various applications and has seen tremendous progress. However, full-body reconstruction from a monocular RGB image remains challenging due to the ill-posed nature of the problem and sophisticated clothing topology with self-occlusions. In this paper, we propose PSHuman, a novel framework that explicitly reconstructs human meshes utilizing priors from the multiview diffusion model. It is found that directly applying multiview diffusion on single-view human images leads to severe geometric distortions, especially on generated faces. To address it, we propose a cross-scale diffusion that models the joint probability distribution of global full-body shape and local facial characteristics, enabling detailed and identity-preserved novel-view generation without any geometric distortion. Moreover, to enhance cross-view body shape consistency of varied human poses, we condition the generative model on parametric models like SMPL-X, which provide body priors and prevent unnatural views inconsistent with human anatomy. Leveraging the generated multi-view normal and color images, we present SMPLX-initialized explicit human carving to recover realistic textured human meshes efficiently. Extensive experimental results and quantitative evaluations on CAPE and THuman2.1 datasets demonstrate PSHumans superiority in geometry details, texture fidelity, and generalization capability.

  • 13 authors
·
Sep 16, 2024

3D Human Reconstruction in the Wild with Synthetic Data Using Generative Models

In this work, we show that synthetic data created by generative models is complementary to computer graphics (CG) rendered data for achieving remarkable generalization performance on diverse real-world scenes for 3D human pose and shape estimation (HPS). Specifically, we propose an effective approach based on recent diffusion models, termed HumanWild, which can effortlessly generate human images and corresponding 3D mesh annotations. We first collect a large-scale human-centric dataset with comprehensive annotations, e.g., text captions and surface normal images. Then, we train a customized ControlNet model upon this dataset to generate diverse human images and initial ground-truth labels. At the core of this step is that we can easily obtain numerous surface normal images from a 3D human parametric model, e.g., SMPL-X, by rendering the 3D mesh onto the image plane. As there exists inevitable noise in the initial labels, we then apply an off-the-shelf foundation segmentation model, i.e., SAM, to filter negative data samples. Our data generation pipeline is flexible and customizable to facilitate different real-world tasks, e.g., ego-centric scenes and perspective-distortion scenes. The generated dataset comprises 0.79M images with corresponding 3D annotations, covering versatile viewpoints, scenes, and human identities. We train various HPS regressors on top of the generated data and evaluate them on a wide range of benchmarks (3DPW, RICH, EgoBody, AGORA, SSP-3D) to verify the effectiveness of the generated data. By exclusively employing generative models, we generate large-scale in-the-wild human images and high-quality annotations, eliminating the need for real-world data collection.

  • 5 authors
·
Mar 17, 2024

SKEL-CF: Coarse-to-Fine Biomechanical Skeleton and Surface Mesh Recovery

Parametric 3D human models such as SMPL have driven significant advances in human pose and shape estimation, yet their simplified kinematics limit biomechanical realism. The recently proposed SKEL model addresses this limitation by re-rigging SMPL with an anatomically accurate skeleton. However, estimating SKEL parameters directly remains challenging due to limited training data, perspective ambiguities, and the inherent complexity of human articulation. We introduce SKEL-CF, a coarse-to-fine framework for SKEL parameter estimation. SKEL-CF employs a transformer-based encoder-decoder architecture, where the encoder predicts coarse camera and SKEL parameters, and the decoder progressively refines them in successive layers. To ensure anatomically consistent supervision, we convert the existing SMPL-based dataset 4DHuman into a SKEL-aligned version, 4DHuman-SKEL, providing high-quality training data for SKEL estimation. In addition, to mitigate depth and scale ambiguities, we explicitly incorporate camera modeling into the SKEL-CF pipeline and demonstrate its importance across diverse viewpoints. Extensive experiments validate the effectiveness of the proposed design. On the challenging MOYO dataset, SKEL-CF achieves 85.0 MPJPE / 51.4 PA-MPJPE, significantly outperforming the previous SKEL-based state-of-the-art HSMR (104.5 / 79.6). These results establish SKEL-CF as a scalable and anatomically faithful framework for human motion analysis, bridging the gap between computer vision and biomechanics. Our implementation is available on the project page: https://pokerman8.github.io/SKEL-CF/.

  • 9 authors
·
Nov 25

GeneMAN: Generalizable Single-Image 3D Human Reconstruction from Multi-Source Human Data

Given a single in-the-wild human photo, it remains a challenging task to reconstruct a high-fidelity 3D human model. Existing methods face difficulties including a) the varying body proportions captured by in-the-wild human images; b) diverse personal belongings within the shot; and c) ambiguities in human postures and inconsistency in human textures. In addition, the scarcity of high-quality human data intensifies the challenge. To address these problems, we propose a Generalizable image-to-3D huMAN reconstruction framework, dubbed GeneMAN, building upon a comprehensive multi-source collection of high-quality human data, including 3D scans, multi-view videos, single photos, and our generated synthetic human data. GeneMAN encompasses three key modules. 1) Without relying on parametric human models (e.g., SMPL), GeneMAN first trains a human-specific text-to-image diffusion model and a view-conditioned diffusion model, serving as GeneMAN 2D human prior and 3D human prior for reconstruction, respectively. 2) With the help of the pretrained human prior models, the Geometry Initialization-&-Sculpting pipeline is leveraged to recover high-quality 3D human geometry given a single image. 3) To achieve high-fidelity 3D human textures, GeneMAN employs the Multi-Space Texture Refinement pipeline, consecutively refining textures in the latent and the pixel spaces. Extensive experimental results demonstrate that GeneMAN could generate high-quality 3D human models from a single image input, outperforming prior state-of-the-art methods. Notably, GeneMAN could reveal much better generalizability in dealing with in-the-wild images, often yielding high-quality 3D human models in natural poses with common items, regardless of the body proportions in the input images.

  • 8 authors
·
Nov 27, 2024

MagicMan: Generative Novel View Synthesis of Humans with 3D-Aware Diffusion and Iterative Refinement

Existing works in single-image human reconstruction suffer from weak generalizability due to insufficient training data or 3D inconsistencies for a lack of comprehensive multi-view knowledge. In this paper, we introduce MagicMan, a human-specific multi-view diffusion model designed to generate high-quality novel view images from a single reference image. As its core, we leverage a pre-trained 2D diffusion model as the generative prior for generalizability, with the parametric SMPL-X model as the 3D body prior to promote 3D awareness. To tackle the critical challenge of maintaining consistency while achieving dense multi-view generation for improved 3D human reconstruction, we first introduce hybrid multi-view attention to facilitate both efficient and thorough information interchange across different views. Additionally, we present a geometry-aware dual branch to perform concurrent generation in both RGB and normal domains, further enhancing consistency via geometry cues. Last but not least, to address ill-shaped issues arising from inaccurate SMPL-X estimation that conflicts with the reference image, we propose a novel iterative refinement strategy, which progressively optimizes SMPL-X accuracy while enhancing the quality and consistency of the generated multi-views. Extensive experimental results demonstrate that our method significantly outperforms existing approaches in both novel view synthesis and subsequent 3D human reconstruction tasks.

  • 10 authors
·
Aug 26, 2024 2

HART: Human Aligned Reconstruction Transformer

We introduce HART, a unified framework for sparse-view human reconstruction. Given a small set of uncalibrated RGB images of a person as input, it outputs a watertight clothed mesh, the aligned SMPL-X body mesh, and a Gaussian-splat representation for photorealistic novel-view rendering. Prior methods for clothed human reconstruction either optimize parametric templates, which overlook loose garments and human-object interactions, or train implicit functions under simplified camera assumptions, limiting applicability in real scenes. In contrast, HART predicts per-pixel 3D point maps, normals, and body correspondences, and employs an occlusion-aware Poisson reconstruction to recover complete geometry, even in self-occluded regions. These predictions also align with a parametric SMPL-X body model, ensuring that reconstructed geometry remains consistent with human structure while capturing loose clothing and interactions. These human-aligned meshes initialize Gaussian splats to further enable sparse-view rendering. While trained on only 2.3K synthetic scans, HART achieves state-of-the-art results: Chamfer Distance improves by 18-23 percent for clothed-mesh reconstruction, PA-V2V drops by 6-27 percent for SMPL-X estimation, LPIPS decreases by 15-27 percent for novel-view synthesis on a wide range of datasets. These results suggest that feed-forward transformers can serve as a scalable model for robust human reconstruction in real-world settings. Code and models will be released.

  • 6 authors
·
Sep 30

Expressive Whole-Body 3D Gaussian Avatar

Facial expression and hand motions are necessary to express our emotions and interact with the world. Nevertheless, most of the 3D human avatars modeled from a casually captured video only support body motions without facial expressions and hand motions.In this work, we present ExAvatar, an expressive whole-body 3D human avatar learned from a short monocular video. We design ExAvatar as a combination of the whole-body parametric mesh model (SMPL-X) and 3D Gaussian Splatting (3DGS). The main challenges are 1) a limited diversity of facial expressions and poses in the video and 2) the absence of 3D observations, such as 3D scans and RGBD images. The limited diversity in the video makes animations with novel facial expressions and poses non-trivial. In addition, the absence of 3D observations could cause significant ambiguity in human parts that are not observed in the video, which can result in noticeable artifacts under novel motions. To address them, we introduce our hybrid representation of the mesh and 3D Gaussians. Our hybrid representation treats each 3D Gaussian as a vertex on the surface with pre-defined connectivity information (i.e., triangle faces) between them following the mesh topology of SMPL-X. It makes our ExAvatar animatable with novel facial expressions by driven by the facial expression space of SMPL-X. In addition, by using connectivity-based regularizers, we significantly reduce artifacts in novel facial expressions and poses.

  • 3 authors
·
Jul 31, 2024 2

Generalizing Neural Human Fitting to Unseen Poses With Articulated SE(3) Equivariance

We address the problem of fitting a parametric human body model (SMPL) to point cloud data. Optimization-based methods require careful initialization and are prone to becoming trapped in local optima. Learning-based methods address this but do not generalize well when the input pose is far from those seen during training. For rigid point clouds, remarkable generalization has been achieved by leveraging SE(3)-equivariant networks, but these methods do not work on articulated objects. In this work we extend this idea to human bodies and propose ArtEq, a novel part-based SE(3)-equivariant neural architecture for SMPL model estimation from point clouds. Specifically, we learn a part detection network by leveraging local SO(3) invariance, and regress shape and pose using articulated SE(3) shape-invariant and pose-equivariant networks, all trained end-to-end. Our novel pose regression module leverages the permutation-equivariant property of self-attention layers to preserve rotational equivariance. Experimental results show that ArtEq generalizes to poses not seen during training, outperforming state-of-the-art methods by ~44% in terms of body reconstruction accuracy, without requiring an optimization refinement step. Furthermore, ArtEq is three orders of magnitude faster during inference than prior work and has 97.3% fewer parameters. The code and model are available for research purposes at https://arteq.is.tue.mpg.de.

  • 5 authors
·
Apr 20, 2023

Multi-HMR: Multi-Person Whole-Body Human Mesh Recovery in a Single Shot

We present Multi-HMR, a strong sigle-shot model for multi-person 3D human mesh recovery from a single RGB image. Predictions encompass the whole body, i.e., including hands and facial expressions, using the SMPL-X parametric model and 3D location in the camera coordinate system. Our model detects people by predicting coarse 2D heatmaps of person locations, using features produced by a standard Vision Transformer (ViT) backbone. It then predicts their whole-body pose, shape and 3D location using a new cross-attention module called the Human Prediction Head (HPH), with one query attending to the entire set of features for each detected person. As direct prediction of fine-grained hands and facial poses in a single shot, i.e., without relying on explicit crops around body parts, is hard to learn from existing data, we introduce CUFFS, the Close-Up Frames of Full-Body Subjects dataset, containing humans close to the camera with diverse hand poses. We show that incorporating it into the training data further enhances predictions, particularly for hands. Multi-HMR also optionally accounts for camera intrinsics, if available, by encoding camera ray directions for each image token. This simple design achieves strong performance on whole-body and body-only benchmarks simultaneously: a ViT-S backbone on 448{times}448 images already yields a fast and competitive model, while larger models and higher resolutions obtain state-of-the-art results.

  • 7 authors
·
Feb 22, 2024

RaBit: Parametric Modeling of 3D Biped Cartoon Characters with a Topological-consistent Dataset

Assisting people in efficiently producing visually plausible 3D characters has always been a fundamental research topic in computer vision and computer graphics. Recent learning-based approaches have achieved unprecedented accuracy and efficiency in the area of 3D real human digitization. However, none of the prior works focus on modeling 3D biped cartoon characters, which are also in great demand in gaming and filming. In this paper, we introduce 3DBiCar, the first large-scale dataset of 3D biped cartoon characters, and RaBit, the corresponding parametric model. Our dataset contains 1,500 topologically consistent high-quality 3D textured models which are manually crafted by professional artists. Built upon the data, RaBit is thus designed with a SMPL-like linear blend shape model and a StyleGAN-based neural UV-texture generator, simultaneously expressing the shape, pose, and texture. To demonstrate the practicality of 3DBiCar and RaBit, various applications are conducted, including single-view reconstruction, sketch-based modeling, and 3D cartoon animation. For the single-view reconstruction setting, we find a straightforward global mapping from input images to the output UV-based texture maps tends to lose detailed appearances of some local parts (e.g., nose, ears). Thus, a part-sensitive texture reasoner is adopted to make all important local areas perceived. Experiments further demonstrate the effectiveness of our method both qualitatively and quantitatively. 3DBiCar and RaBit are available at gaplab.cuhk.edu.cn/projects/RaBit.

  • 7 authors
·
Mar 22, 2023

Champ: Controllable and Consistent Human Image Animation with 3D Parametric Guidance

In this study, we introduce a methodology for human image animation by leveraging a 3D human parametric model within a latent diffusion framework to enhance shape alignment and motion guidance in curernt human generative techniques. The methodology utilizes the SMPL(Skinned Multi-Person Linear) model as the 3D human parametric model to establish a unified representation of body shape and pose. This facilitates the accurate capture of intricate human geometry and motion characteristics from source videos. Specifically, we incorporate rendered depth images, normal maps, and semantic maps obtained from SMPL sequences, alongside skeleton-based motion guidance, to enrich the conditions to the latent diffusion model with comprehensive 3D shape and detailed pose attributes. A multi-layer motion fusion module, integrating self-attention mechanisms, is employed to fuse the shape and motion latent representations in the spatial domain. By representing the 3D human parametric model as the motion guidance, we can perform parametric shape alignment of the human body between the reference image and the source video motion. Experimental evaluations conducted on benchmark datasets demonstrate the methodology's superior ability to generate high-quality human animations that accurately capture both pose and shape variations. Furthermore, our approach also exhibits superior generalization capabilities on the proposed wild dataset. Project page: https://fudan-generative-vision.github.io/champ.

  • 8 authors
·
Mar 21, 2024 2

Expressive Gaussian Human Avatars from Monocular RGB Video

Nuanced expressiveness, particularly through fine-grained hand and facial expressions, is pivotal for enhancing the realism and vitality of digital human representations. In this work, we focus on investigating the expressiveness of human avatars when learned from monocular RGB video; a setting that introduces new challenges in capturing and animating fine-grained details. To this end, we introduce EVA, a drivable human model that meticulously sculpts fine details based on 3D Gaussians and SMPL-X, an expressive parametric human model. Focused on enhancing expressiveness, our work makes three key contributions. First, we highlight the critical importance of aligning the SMPL-X model with RGB frames for effective avatar learning. Recognizing the limitations of current SMPL-X prediction methods for in-the-wild videos, we introduce a plug-and-play module that significantly ameliorates misalignment issues. Second, we propose a context-aware adaptive density control strategy, which is adaptively adjusting the gradient thresholds to accommodate the varied granularity across body parts. Last but not least, we develop a feedback mechanism that predicts per-pixel confidence to better guide the learning of 3D Gaussians. Extensive experiments on two benchmarks demonstrate the superiority of our framework both quantitatively and qualitatively, especially on the fine-grained hand and facial details. See the project website at https://evahuman.github.io

  • 7 authors
·
Jul 3, 2024