# Few-shot Neural Human Performance Rendering from Sparse RGBD Videos

arXiv: https://arxiv.org/abs/2107.06505 · HTML: https://mlsanity.com/paper/2107.06505/

## Key facts

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

## Builds on (most cited first, 12 of 12)

- [U-Net: Convolutional Networks for Biomedical Image Segmentation](https://mlsanity.com/paper/1505.04597/) (2015)
- [DeepSDF: Learning Continuous Signed Distance Functions for Shape Representation](https://mlsanity.com/paper/1901.05103/) (2019)
- [Realtime Multi-Person 2D Pose Estimation using Part Affinity Fields](https://mlsanity.com/paper/1611.08050/) (2016)
- [Neural Scene Flow Fields for Space-Time View Synthesis of Dynamic Scenes](https://mlsanity.com/paper/2011.13084/) (2020)
- [Space-time Neural Irradiance Fields for Free-Viewpoint Video](https://mlsanity.com/paper/2011.12950/) (2020)
- [Neural Point-Based Graphics](https://mlsanity.com/paper/1906.08240/) (2019)
- [Total Capture: A 3D Deformation Model for Tracking Faces, Hands, and Bodies](https://mlsanity.com/paper/1801.01615/) (2018)
- [Monocular Total Capture: Posing Face, Body, and Hands in the Wild](https://mlsanity.com/paper/1812.01598/) (2018)
- [Graph Embedded Pose Clustering for Anomaly Detection](https://mlsanity.com/paper/1912.11850/) (2019)
- [Textured Neural Avatars](https://mlsanity.com/paper/1905.08776/) (2019)
- [NeuralHumanFVV: Real-Time Neural Volumetric Human Performance Rendering using RGB Cameras](https://mlsanity.com/paper/2103.07700/) (2021)
- [SportsCap: Monocular 3D Human Motion Capture and Fine-grained Understanding in Challenging Sports Videos](https://mlsanity.com/paper/2104.11452/) (2021)

## Built on by (most cited first, 8 of 8)

- [NeuralDome: A Neural Modeling Pipeline on Multi-View Human-Object Interactions](https://mlsanity.com/paper/2212.07626/) (2022)
- [READ: Large-Scale Neural Scene Rendering for Autonomous Driving](https://mlsanity.com/paper/2205.05509/) (2022)
- [Neural Free-Viewpoint Performance Rendering under Complex Human-object Interactions](https://mlsanity.com/paper/2108.00362/) (2021)
- [Artemis: Articulated Neural Pets with Appearance and Motion synthesis](https://mlsanity.com/paper/2202.05628/) (2022)
- [Refining 3D Human Texture Estimation from a Single Image](https://mlsanity.com/paper/2303.03471/) (2023)
- [Weakly-Supervised 3D Reconstruction of Clothed Humans via Normal Maps](https://mlsanity.com/paper/2311.16042/) (2023)
- [LookinGoodπ: Real-time Person-independent Neural Re-rendering for High-quality Human Performance Capture](https://mlsanity.com/paper/2112.08037/) (2021)
- [Less is More: Improving Motion Diffusion Models with Sparse Keyframes](https://mlsanity.com/paper/2503.13859/) (2025)

## 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.
