Towards Native Generative Model for 3D Head Avatar

Fuente: arXiv
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Main Authors: Zhuang, Yiyu, He, Yuxiao, Zhang, Jiawei, Wang, Yanwen, Zhu, Jiahe, Yao, Yao, Zhu, Siyu, Cao, Xun, Zhu, Hao
Format: Preprint
Published: 2024
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author Zhuang, Yiyu
He, Yuxiao
Zhang, Jiawei
Wang, Yanwen
Zhu, Jiahe
Yao, Yao
Zhu, Siyu
Cao, Xun
Zhu, Hao
author_facet Zhuang, Yiyu
He, Yuxiao
Zhang, Jiawei
Wang, Yanwen
Zhu, Jiahe
Yao, Yao
Zhu, Siyu
Cao, Xun
Zhu, Hao
contents Creating 3D head avatars is a significant yet challenging task for many applicated scenarios. Previous studies have set out to learn 3D human head generative models using massive 2D image data. Although these models are highly generalizable for human appearance, their result models are not 360$^\circ$-renderable, and the predicted 3D geometry is unreliable. Therefore, such results cannot be used in VR, game modeling, and other scenarios that require 360$^\circ$-renderable 3D head models. An intuitive idea is that 3D head models with limited amount but high 3D accuracy are more reliable training data for a high-quality 3D generative model. In this vein, we delve into how to learn a native generative model for 360$^\circ$ full head from a limited 3D head dataset. Specifically, three major problems are studied: 1) how to effectively utilize various representations for generating the 360$^\circ$-renderable human head; 2) how to disentangle the appearance, shape, and motion of human faces to generate a 3D head model that can be edited by appearance and driven by motion; 3) and how to extend the generalization capability of the generative model to support downstream tasks. Comprehensive experiments are conducted to verify the effectiveness of the proposed model. We hope the proposed models and artist-designed dataset can inspire future research on learning native generative 3D head models from limited 3D datasets.
format Preprint
id arxiv_https___arxiv_org_abs_2410_01226
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle Towards Native Generative Model for 3D Head Avatar
Zhuang, Yiyu
He, Yuxiao
Zhang, Jiawei
Wang, Yanwen
Zhu, Jiahe
Yao, Yao
Zhu, Siyu
Cao, Xun
Zhu, Hao
Computer Vision and Pattern Recognition
Creating 3D head avatars is a significant yet challenging task for many applicated scenarios. Previous studies have set out to learn 3D human head generative models using massive 2D image data. Although these models are highly generalizable for human appearance, their result models are not 360$^\circ$-renderable, and the predicted 3D geometry is unreliable. Therefore, such results cannot be used in VR, game modeling, and other scenarios that require 360$^\circ$-renderable 3D head models. An intuitive idea is that 3D head models with limited amount but high 3D accuracy are more reliable training data for a high-quality 3D generative model. In this vein, we delve into how to learn a native generative model for 360$^\circ$ full head from a limited 3D head dataset. Specifically, three major problems are studied: 1) how to effectively utilize various representations for generating the 360$^\circ$-renderable human head; 2) how to disentangle the appearance, shape, and motion of human faces to generate a 3D head model that can be edited by appearance and driven by motion; 3) and how to extend the generalization capability of the generative model to support downstream tasks. Comprehensive experiments are conducted to verify the effectiveness of the proposed model. We hope the proposed models and artist-designed dataset can inspire future research on learning native generative 3D head models from limited 3D datasets.
title Towards Native Generative Model for 3D Head Avatar
topic Computer Vision and Pattern Recognition
url https://arxiv.org/abs/2410.01226