This paper addresses the challenge of reconstructing an animatable human model from a multi-view video. Some recent works have proposed to decompose a non-rigidly deforming scene into a canonical neural radiance field and a set of deformation fields that map observation-space points to the canonical space, thereby enabling them to learn the dynamic scene from images. However, they represent the deformation field as translational vector field or SE(3) field, which makes the optimization highly under-constrained. Moreover, these representations cannot be explicitly controlled by input motions. Instead, we introduce a pose-driven deformation field based on the linear blend skinning algorithm, which combines the blend weight field and the 3D hu...
We present a novel versatile, fast and simple framework to generate highquality animations of scanne...
There has been rapid progress recently on 3D human rendering, including novel view synthesis and pos...
Human character animation has problems of unrealistic motion and unrealistic skin deformation. In th...
We propose Neural Deformable Fields (NDF), a new representation for dynamic human digitization from ...
Traditional 3D morphable face models (3DMMs) provide fine-grained control over expression but cannot...
High-fidelity human 3D models can now be learned directly from videos, typically by combining a temp...
We propose a method for generating (near) video-realistic animations of real humans under user contr...
4D human performance capture aims to create volumetric representations of observed human subjects pe...
Obtaining personalized 3D animatable avatars from a monocular camera has several real world applicat...
In this paper, we aim to create generalizable and controllable neural signed distance fields (SDFs) ...
We propose Neural Actor (NA), a new method for high-quality synthesis of humans from arbitrary viewp...
10 pages, 6 figures, to appear in Proceedings of the IEEE Winter Conference on Applications of Compu...
We present a facial deformation system that adapts a generic fa- cial rig into di®erent face models...
Photorealistic rendering and reposing of humans is important for enabling augmented reality experien...
With the booming of virtual reality (VR) technology, there is a growing need for customized 3D avata...
We present a novel versatile, fast and simple framework to generate highquality animations of scanne...
There has been rapid progress recently on 3D human rendering, including novel view synthesis and pos...
Human character animation has problems of unrealistic motion and unrealistic skin deformation. In th...
We propose Neural Deformable Fields (NDF), a new representation for dynamic human digitization from ...
Traditional 3D morphable face models (3DMMs) provide fine-grained control over expression but cannot...
High-fidelity human 3D models can now be learned directly from videos, typically by combining a temp...
We propose a method for generating (near) video-realistic animations of real humans under user contr...
4D human performance capture aims to create volumetric representations of observed human subjects pe...
Obtaining personalized 3D animatable avatars from a monocular camera has several real world applicat...
In this paper, we aim to create generalizable and controllable neural signed distance fields (SDFs) ...
We propose Neural Actor (NA), a new method for high-quality synthesis of humans from arbitrary viewp...
10 pages, 6 figures, to appear in Proceedings of the IEEE Winter Conference on Applications of Compu...
We present a facial deformation system that adapts a generic fa- cial rig into di®erent face models...
Photorealistic rendering and reposing of humans is important for enabling augmented reality experien...
With the booming of virtual reality (VR) technology, there is a growing need for customized 3D avata...
We present a novel versatile, fast and simple framework to generate highquality animations of scanne...
There has been rapid progress recently on 3D human rendering, including novel view synthesis and pos...
Human character animation has problems of unrealistic motion and unrealistic skin deformation. In th...