Going beyond Free Viewpoint: Creating Animatable Volumetric Video of Human Performances
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Abstract (arXiv)
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.
Key facts. Cited by 6 papers in the map (data through 14 Oct 2026). First posted on arXiv 2 Sep 2020.
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Citing papers per year: 2021: 1; 2022: 1; 2023: 2; 2024: 0; 2025: 2.
6 papers.
- 2021Real-time Deep Dynamic Characterscited by 133
- 20234K4D: Real-Time 4D View Synthesis at 4K Resolutioncited by 91
- 2025FreeTimeGS: Free Gaussian Primitives at Anytime and Anywhere for Dynamic Scene Reconstructioncited by 54
- 2022HDHumans: A Hybrid Approach for High-fidelity Digital Humanscited by 12
- 2025MV-Performer: Taming Video Diffusion Model for Faithful and Synchronized Multi-view Performer Synthesiscited by 4
- 2023Animating NeRFs from Texture Space: A Framework for Pose-Dependent Rendering of Human Performancescited by 2
- 2025MV-Performer: Taming Video Diffusion Model for Faithful and Synchronized Multi-view Performer Synthesis8 Oct 2025
- 2025FreeTimeGS: Free Gaussian Primitives at Anytime and Anywhere for Dynamic Scene Reconstruction5 Jun 2025
- 2023Animating NeRFs from Texture Space: A Framework for Pose-Dependent Rendering of Human Performances6 Nov 2023
- 20234K4D: Real-Time 4D View Synthesis at 4K Resolution17 Oct 2023
- 2022HDHumans: A Hybrid Approach for High-fidelity Digital Humans21 Oct 2022
- 2021Real-time Deep Dynamic Characters4 May 2021