Video yükleniyor...

Video Yüklenemedi

Ana Sayfaya Dön

Relightable Full-Body Gaussian Codec Avatars TL;DR: First drivable full-body avatar model that reconstructs perceptually realistic relightable appearance. Contributions: • We propose the first relightable full-body avatar model that jointly models the relightable appearance of the human body, face, and hands for high-fidelity relighting and animation. • To handle full-body...

10,966 görüntüleme • 1 yıl önce •via X (Twitter)

6 Yorum

MrNeRF profil fotoğrafı
MrNeRF1 yıl önce

Paper: Project:

GUNNAR Optiks profil fotoğrafı
GUNNAR Optiks1 yıl önce

Cute but Deadly! 🎯 See clearly and stay focused with D Va Tokki Edition Glasses! 💖 🙌 @Darkladycosplay

Ben 🔧 profil fotoğrafı
Ben 🔧1 yıl önce

Would love to try this in the Vision Pro, get avatars talking, create a roundtable of some historical figures

༄Brandon Rosado🕴 profil fotoğrafı
༄Brandon Rosado🕴1 yıl önce

Who has the capability to program with this? Or any codec/gaussian avatars? I want to integrate them to Unreal Engine and use it already and get them out of just tech demos/papers

Zhuang | AI Meeting Assistant 🤖📝 profil fotoğrafı
Zhuang | AI Meeting Assistant 🤖📝1 yıl önce

full-body avatars? finally, something to distract from my face!

Abhinav Girdhar profil fotoğrafı
Abhinav Girdhar1 yıl önce

Incredible work! The integration of learnable zonal harmonics and shadow prediction sounds like a game-changer for realism. Any plans for real-time applications?

Benzer Videolar

Nvidia announces GAvatar: Animatable 3D Gaussian Avatars with Implicit Mesh Learning paper page: Gaussian splatting has emerged as a powerful 3D representation that harnesses the advantages of both explicit (mesh) and implicit (NeRF) 3D representations. In this paper, we seek to leverage Gaussian splatting to generate realistic animatable avatars from textual descriptions, addressing the limitations (e.g., flexibility and efficiency) imposed by mesh or NeRF-based representations. However, a naive application of Gaussian splatting cannot generate high-quality animatable avatars and suffers from learning instability; it also cannot capture fine avatar geometries and often leads to degenerate body parts. To tackle these problems, we first propose a primitive-based 3D Gaussian representation where Gaussians are defined inside pose-driven primitives to facilitate animation. Second, to stabilize and amortize the learning of millions of Gaussians, we propose to use neural implicit fields to predict the Gaussian attributes (e.g., colors). Finally, to capture fine avatar geometries and extract detailed meshes, we propose a novel SDF-based implicit mesh learning approach for 3D Gaussians that regularizes the underlying geometries and extracts highly detailed textured meshes. Our proposed method, GAvatar, enables the large-scale generation of diverse animatable avatars using only text prompts. GAvatar significantly surpasses existing methods in terms of both appearance and geometry quality, and achieves extremely fast rendering (100 fps) at 1K resolution.

AK

140,992 görüntüleme • 2 yıl önce

VideoRF: Rendering Dynamic Radiance Fields as 2D Feature Video Streams paper page: Neural Radiance Fields (NeRFs) excel in photorealistically rendering static scenes. However, rendering dynamic, long-duration radiance fields on ubiquitous devices remains challenging, due to data storage and computational constraints. In this paper, we introduce VideoRF, the first approach to enable real-time streaming and rendering of dynamic radiance fields on mobile platforms. At the core is a serialized 2D feature image stream representing the 4D radiance field all in one. We introduce a tailored training scheme directly applied to this 2D domain to impose the temporal and spatial redundancy of the feature image stream. By leveraging the redundancy, we show that the feature image stream can be efficiently compressed by 2D video codecs, which allows us to exploit video hardware accelerators to achieve real-time decoding. On the other hand, based on the feature image stream, we propose a novel rendering pipeline for VideoRF, which has specialized space mappings to query radiance properties efficiently. Paired with a deferred shading model, VideoRF has the capability of real-time rendering on mobile devices thanks to its efficiency. We have developed a real-time interactive player that enables online streaming and rendering of dynamic scenes, offering a seamless and immersive free-viewpoint experience across a range of devices, from desktops to mobile phones.

AK

38,686 görüntüleme • 2 yıl önce

MagicAnimate: Temporally Consistent Human Image Animation using Diffusion Model with Gradio demo local demo: This paper studies the human image animation task, which aims to generate a video of a certain reference identity following a particular motion sequence. Existing animation works typically employ the frame-warping technique to animate the reference image towards the target motion. Despite achieving reasonable results, these approaches face challenges in maintaining temporal consistency throughout the animation due to the lack of temporal modeling and poor preservation of reference identity. In this work, we introduce MagicAnimate, a diffusion-based framework that aims at enhancing temporal consistency, preserving reference image faithfully, and improving animation fidelity. To achieve this, we first develop a video diffusion model to encode temporal information. Second, to maintain the appearance coherence across frames, we introduce a novel appearance encoder to retain the intricate details of the reference image. Leveraging these two innovations, we further employ a simple video fusion technique to encourage smooth transitions for long video animation. Empirical results demonstrate the superiority of our method over baseline approaches on two benchmarks. Notably, our approach outperforms the strongest baseline by over 38% in terms of video fidelity on the challenging TikTok dancing dataset. Code and model will be made available.

AK

810,649 görüntüleme • 2 yıl önce