FaceFolds: Meshed Radiance Manifolds for Efficient Volumetric Rendering of Dynamic Faces

Fuente: arXiv
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Autori principali: Medin, Safa C., Li, Gengyan, Du, Ruofei, Garbin, Stephan, Davidson, Philip, Wornell, Gregory W., Beeler, Thabo, Meka, Abhimitra
Natura: Preprint
Pubblicazione: 2024
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author Medin, Safa C.
Li, Gengyan
Du, Ruofei
Garbin, Stephan
Davidson, Philip
Wornell, Gregory W.
Beeler, Thabo
Meka, Abhimitra
author_facet Medin, Safa C.
Li, Gengyan
Du, Ruofei
Garbin, Stephan
Davidson, Philip
Wornell, Gregory W.
Beeler, Thabo
Meka, Abhimitra
contents 3D rendering of dynamic face captures is a challenging problem, and it demands improvements on several fronts$\unicode{x2014}$photorealism, efficiency, compatibility, and configurability. We present a novel representation that enables high-quality volumetric rendering of an actor's dynamic facial performances with minimal compute and memory footprint. It runs natively on commodity graphics soft- and hardware, and allows for a graceful trade-off between quality and efficiency. Our method utilizes recent advances in neural rendering, particularly learning discrete radiance manifolds to sparsely sample the scene to model volumetric effects. We achieve efficient modeling by learning a single set of manifolds for the entire dynamic sequence, while implicitly modeling appearance changes as temporal canonical texture. We export a single layered mesh and view-independent RGBA texture video that is compatible with legacy graphics renderers without additional ML integration. We demonstrate our method by rendering dynamic face captures of real actors in a game engine, at comparable photorealism to state-of-the-art neural rendering techniques at previously unseen frame rates.
format Preprint
id arxiv_https___arxiv_org_abs_2404_13807
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle FaceFolds: Meshed Radiance Manifolds for Efficient Volumetric Rendering of Dynamic Faces
Medin, Safa C.
Li, Gengyan
Du, Ruofei
Garbin, Stephan
Davidson, Philip
Wornell, Gregory W.
Beeler, Thabo
Meka, Abhimitra
Computer Vision and Pattern Recognition
Graphics
3D rendering of dynamic face captures is a challenging problem, and it demands improvements on several fronts$\unicode{x2014}$photorealism, efficiency, compatibility, and configurability. We present a novel representation that enables high-quality volumetric rendering of an actor's dynamic facial performances with minimal compute and memory footprint. It runs natively on commodity graphics soft- and hardware, and allows for a graceful trade-off between quality and efficiency. Our method utilizes recent advances in neural rendering, particularly learning discrete radiance manifolds to sparsely sample the scene to model volumetric effects. We achieve efficient modeling by learning a single set of manifolds for the entire dynamic sequence, while implicitly modeling appearance changes as temporal canonical texture. We export a single layered mesh and view-independent RGBA texture video that is compatible with legacy graphics renderers without additional ML integration. We demonstrate our method by rendering dynamic face captures of real actors in a game engine, at comparable photorealism to state-of-the-art neural rendering techniques at previously unseen frame rates.
title FaceFolds: Meshed Radiance Manifolds for Efficient Volumetric Rendering of Dynamic Faces
topic Computer Vision and Pattern Recognition
Graphics
url https://arxiv.org/abs/2404.13807