Hybrid Explicit Representation for Ultra-Realistic Head Avatars

Fuente: arXiv
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Hauptverfasser: Cai, Hongrui, Xiao, Yuting, Wang, Xuan, Li, Jiafei, Guo, Yudong, Fan, Yanbo, Gao, Shenghua, Zhang, Juyong
Format: Preprint
Veröffentlicht: 2024
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author Cai, Hongrui
Xiao, Yuting
Wang, Xuan
Li, Jiafei
Guo, Yudong
Fan, Yanbo
Gao, Shenghua
Zhang, Juyong
author_facet Cai, Hongrui
Xiao, Yuting
Wang, Xuan
Li, Jiafei
Guo, Yudong
Fan, Yanbo
Gao, Shenghua
Zhang, Juyong
contents We introduce a novel approach to creating ultra-realistic head avatars and rendering them in real-time (>30fps at $2048 \times 1334$ resolution). First, we propose a hybrid explicit representation that combines the advantages of two primitive-based efficient rendering techniques. UV-mapped 3D mesh is utilized to capture sharp and rich textures on smooth surfaces, while 3D Gaussian Splatting is employed to represent complex geometric structures. In the pipeline of modeling an avatar, after tracking parametric models based on captured multi-view RGB videos, our goal is to simultaneously optimize the texture and opacity map of mesh, as well as a set of 3D Gaussian splats localized and rigged onto the mesh facets. Specifically, we perform $α$-blending on the color and opacity values based on the merged and re-ordered z-buffer from the rasterization results of mesh and 3DGS. This process involves the mesh and 3DGS adaptively fitting the captured visual information to outline a high-fidelity digital avatar. To avoid artifacts caused by Gaussian splats crossing the mesh facets, we design a stable hybrid depth sorting strategy. Experiments illustrate that our modeled results exceed those of state-of-the-art approaches.
format Preprint
id arxiv_https___arxiv_org_abs_2403_11453
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle Hybrid Explicit Representation for Ultra-Realistic Head Avatars
Cai, Hongrui
Xiao, Yuting
Wang, Xuan
Li, Jiafei
Guo, Yudong
Fan, Yanbo
Gao, Shenghua
Zhang, Juyong
Graphics
Computer Vision and Pattern Recognition
We introduce a novel approach to creating ultra-realistic head avatars and rendering them in real-time (>30fps at $2048 \times 1334$ resolution). First, we propose a hybrid explicit representation that combines the advantages of two primitive-based efficient rendering techniques. UV-mapped 3D mesh is utilized to capture sharp and rich textures on smooth surfaces, while 3D Gaussian Splatting is employed to represent complex geometric structures. In the pipeline of modeling an avatar, after tracking parametric models based on captured multi-view RGB videos, our goal is to simultaneously optimize the texture and opacity map of mesh, as well as a set of 3D Gaussian splats localized and rigged onto the mesh facets. Specifically, we perform $α$-blending on the color and opacity values based on the merged and re-ordered z-buffer from the rasterization results of mesh and 3DGS. This process involves the mesh and 3DGS adaptively fitting the captured visual information to outline a high-fidelity digital avatar. To avoid artifacts caused by Gaussian splats crossing the mesh facets, we design a stable hybrid depth sorting strategy. Experiments illustrate that our modeled results exceed those of state-of-the-art approaches.
title Hybrid Explicit Representation for Ultra-Realistic Head Avatars
topic Graphics
Computer Vision and Pattern Recognition
url https://arxiv.org/abs/2403.11453