mlsanityData to 7 Oct 2026

Few-shot Neural Human Performance Rendering from Sparse RGBD Videos

arXiv 2107.06505 ↗First posted 14 Jul 2021cs.CV cs.AIcited by 8

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Abstract (arXiv)

Recent neural rendering approaches for human activities achieve remarkable view synthesis results, but still rely on dense input views or dense training with all the capture frames, leading to deployment difficulty and inefficient training overload. However, existing advances will be ill-posed if the input is both spatially and temporally sparse. To fill this gap, in this paper we propose a few-shot neural human rendering approach (FNHR) from only sparse RGBD inputs, which exploits the temporal and spatial redundancy to generate photo-realistic free-view output of human activities. Our FNHR is trained only on the key-frames which expand the motion manifold in the input sequences. We introduce a two-branch neural blending to combine the neural point render and classical graphics texturing pipeline, which integrates reliable observations over sparse key-frames. Furthermore, we adopt a patch-based adversarial training process to make use of the local redundancy and avoids over-fitting to the key-frames, which generates fine-detailed rendering results. Extensive experiments demonstrate the effectiveness of our approach to generate high-quality free view-point results for challenging human performances under the sparse setting.

Key facts. Cited by 8 papers in the map (data through 7 Oct 2026). Builds on 12 of its 25 references that are in the map. First posted on arXiv 14 Jul 2021.

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12 of 25 references.

References · 12

  1. 2015U-Net: Convolutional Networks for Biomedical Image Segmentationcited by 19,604
  2. 2019DeepSDF: Learning Continuous Signed Distance Functions for Shape Representationcited by 2,682
  3. 2016Realtime Multi-Person 2D Pose Estimation using Part Affinity Fieldscited by 1,061
  4. 2020Neural Scene Flow Fields for Space-Time View Synthesis of Dynamic Scenescited by 750
  5. 2020Space-time Neural Irradiance Fields for Free-Viewpoint Videocited by 414
  6. 2019Neural Point-Based Graphicscited by 326
  7. 2018Total Capture: A 3D Deformation Model for Tracking Faces, Hands, and Bodiescited by 239
  8. 2018Monocular Total Capture: Posing Face, Body, and Hands in the Wildcited by 162
  9. 2019Graph Embedded Pose Clustering for Anomaly Detectioncited by 95
  10. 2019Textured Neural Avatarscited by 65
  11. 2021NeuralHumanFVV: Real-Time Neural Volumetric Human Performance Rendering using RGB Camerascited by 40
  12. 2021SportsCap: Monocular 3D Human Motion Capture and Fine-grained Understanding in Challenging Sports Videoscited by 40

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Cited by year

Citing papers per year: 2021: 2; 2022: 3; 2023: 2; 2024: 0; 2025: 1.

8 papers.