Animatable Virtual Humans: Learning pose-dependent human representations in UV space for interactive performance synthesis
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Abstract (arXiv)
We propose a novel representation of virtual humans for highly realistic real-time animation and rendering in 3D applications. We learn pose dependent appearance and geometry from highly accurate dynamic mesh sequences obtained from state-of-the-art multiview-video reconstruction. Learning pose-dependent appearance and geometry from mesh sequences poses significant challenges, as it requires the network to learn the intricate shape and articulated motion of a human body. However, statistical body models like SMPL provide valuable a-priori knowledge which we leverage in order to constrain the dimension of the search space enabling more efficient and targeted learning and define pose-dependency. Instead of directly learning absolute pose-dependent geometry, we learn the difference between the observed geometry and the fitted SMPL model. This allows us to encode both pose-dependent appearance and geometry in the consistent UV space of the SMPL model. This approach not only ensures a high level of realism but also facilitates streamlined processing and rendering of virtual humans in real-time scenarios.
Key facts. Cited by 3 papers in the map (data through 14 Oct 2026). Builds on 21 of its 38 references that are in the map. First posted on arXiv 5 Oct 2023.
Builds on
21 of 38 references.
References · 21
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9 more
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3 papers.