# Rendering Humans from Object-Occluded Monocular Videos

arXiv: https://arxiv.org/abs/2308.04622 · HTML: https://mlsanity.com/paper/2308.04622/

## Key facts

- Cited by 14 papers in the map (data through 14 Oct 2026).
- Builds on 64 of its 73 references that are in the map.
- First posted on arXiv 8 Aug 2023.

## Builds on (most cited first, 30 of 64)

- [Adam: A Method for Stochastic Optimization](https://mlsanity.com/paper/1412.6980/) (2014)
- [The Unreasonable Effectiveness of Deep Features as a Perceptual Metric](https://mlsanity.com/paper/1801.03924/) (2018)
- [PointNet: Deep Learning on Point Sets for 3D Classification and Segmentation](https://mlsanity.com/paper/1612.00593/) (2016)
- [Instant Neural Graphics Primitives with a Multiresolution Hash Encoding](https://mlsanity.com/paper/2201.05989/) (2022)
- [Masked-attention Mask Transformer for Universal Image Segmentation](https://mlsanity.com/paper/2112.01527/) (2021)
- [Fourier Features Let Networks Learn High Frequency Functions in Low Dimensional Domains](https://mlsanity.com/paper/2006.10739/) (2020)
- [Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance Fields](https://mlsanity.com/paper/2111.12077/) (2021)
- [Mip-NeRF: A Multiscale Representation for Anti-Aliasing Neural Radiance Fields](https://mlsanity.com/paper/2103.13415/) (2021)
- [D-NeRF: Neural Radiance Fields for Dynamic Scenes](https://mlsanity.com/paper/2011.13961/) (2020)
- [Nerfies: Deformable Neural Radiance Fields](https://mlsanity.com/paper/2011.12948/) (2020)
- [Direct Voxel Grid Optimization: Super-fast Convergence for Radiance Fields Reconstruction](https://mlsanity.com/paper/2111.11215/) (2021)
- [PIFu: Pixel-Aligned Implicit Function for High-Resolution Clothed Human Digitization](https://mlsanity.com/paper/1905.05172/) (2019)
- [Neural Scene Flow Fields for Space-Time View Synthesis of Dynamic Scenes](https://mlsanity.com/paper/2011.13084/) (2020)
- [Keep it SMPL: Automatic Estimation of 3D Human Pose and Shape from a Single Image](https://mlsanity.com/paper/1607.08128/) (2016)
- [Neural Body: Implicit Neural Representations with Structured Latent Codes for Novel View Synthesis of Dynamic Humans](https://mlsanity.com/paper/2012.15838/) (2020)
- [VIBE: Video Inference for Human Body Pose and Shape Estimation](https://mlsanity.com/paper/1912.05656/) (2019)
- [Ref-NeRF: Structured View-Dependent Appearance for Neural Radiance Fields](https://mlsanity.com/paper/2112.03907/) (2021)
- [NeRV: Neural Reflectance and Visibility Fields for Relighting and View Synthesis](https://mlsanity.com/paper/2012.03927/) (2020)
- [HumanNeRF: Free-viewpoint Rendering of Moving People from Monocular Video](https://mlsanity.com/paper/2201.04127/) (2022)
- [Baking Neural Radiance Fields for Real-Time View Synthesis](https://mlsanity.com/paper/2103.14645/) (2021)
- [Dynamic View Synthesis from Dynamic Monocular Video](https://mlsanity.com/paper/2105.06468/) (2021)
- [Animatable Neural Radiance Fields for Modeling Dynamic Human Bodies](https://mlsanity.com/paper/2105.02872/) (2021)
- [Implicit Functions in Feature Space for 3D Shape Reconstruction and Completion](https://mlsanity.com/paper/2003.01456/) (2020)
- [PARE: Part Attention Regressor for 3D Human Body Estimation](https://mlsanity.com/paper/2104.08527/) (2021)
- [Learning 3D Human Dynamics from Video](https://mlsanity.com/paper/1812.01601/) (2018)
- [Neural Scene Graphs for Dynamic Scenes](https://mlsanity.com/paper/2011.10379/) (2020)
- [ARCH: Animatable Reconstruction of Clothed Humans](https://mlsanity.com/paper/2004.04572/) (2020)
- [NeuMan: Neural Human Radiance Field from a Single Video](https://mlsanity.com/paper/2203.12575/) (2022)
- [Video Based Reconstruction of 3D People Models](https://mlsanity.com/paper/1803.04758/) (2018)
- [Monocular, One-stage, Regression of Multiple 3D People](https://mlsanity.com/paper/2008.12272/) (2020)

## Built on by (most cited first, 14 of 14)

- [Guess The Unseen: Dynamic 3D Scene Reconstruction from Partial 2D Glimpses](https://mlsanity.com/paper/2404.14410/) (2024)
- [Neural Radiance Field-based Visual Rendering: A Comprehensive Review](https://mlsanity.com/paper/2404.00714/) (2024)
- [Wild2Avatar: Rendering Humans Behind Occlusions](https://mlsanity.com/paper/2401.00431/) (2023)
- [OccFusion: Rendering Occluded Humans with Generative Diffusion Priors](https://mlsanity.com/paper/2407.00316/) (2024)
- [CHROME: Clothed Human Reconstruction with Occlusion-Resilience and Multiview-Consistency from a Single Image](https://mlsanity.com/paper/2503.15671/) (2025)
- [3D StreetUnveiler with Semantic-aware 2DGS -- a simple baseline](https://mlsanity.com/paper/2405.18416/) (2024)
- [Generalizable Neural Human Renderer](https://mlsanity.com/paper/2404.14199/) (2024)
- [ExFMan: Rendering 3D Dynamic Humans with Hybrid Monocular Blurry Frames and Events](https://mlsanity.com/paper/2409.14103/) (2024)
- [Repurposing 2D Diffusion Models for 3D Shape Completion](https://mlsanity.com/paper/2512.13991/) (2025)
- [InstantGeoAvatar: Effective Geometry and Appearance Modeling of Animatable Avatars from Monocular Video](https://mlsanity.com/paper/2411.01512/) (2024)
- [EPSilon: Efficient Point Sampling for Lightening of Hybrid-based 3D Avatar Generation](https://mlsanity.com/paper/2507.13648/) (2025)
- [InpaintHuman: Reconstructing Occluded Humans with Multi-Scale UV Mapping and Identity-Preserving Diffusion Inpainting](https://mlsanity.com/paper/2601.02098/) (2026)
- [OAHuman: Occlusion-Aware 3D Human Reconstruction from Monocular Images](https://mlsanity.com/paper/2603.14249/) (2026)
- [CoGS: Compositional Dynamic Human-Object Scenes Gaussian Splatting from Monocular Video](https://mlsanity.com/paper/2606.28820/) (2026)

## Abstract (arXiv)

3D understanding and rendering of moving humans from monocular videos is a challenging task. Despite recent progress, the task remains difficult in real-world scenarios, where obstacles may block the camera view and cause partial occlusions in the captured videos. Existing methods cannot handle such defects due to two reasons. First, the standard rendering strategy relies on point-point mapping, which could lead to dramatic disparities between the visible and occluded areas of the body. Second, the naive direct regression approach does not consider any feasibility criteria (ie, prior information) for rendering under occlusions. To tackle the above drawbacks, we present OccNeRF, a neural rendering method that achieves better rendering of humans in severely occluded scenes. As direct solutions to the two drawbacks, we propose surface-based rendering by integrating geometry and visibility priors. We validate our method on both simulated and real-world occlusions and demonstrate our method's superiority.
