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Animatable Virtual Humans: Learning pose-dependent human representations in UV space for interactive performance synthesis

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arxiv 2310.03615 v1 pith:LTCKWPBN submitted 2023-10-05 cs.CV cs.GR

classification cs.CVcs.GR
keywords geometrylearningpose-dependentappearancehumanslearnsmplspace
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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.

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Cited by 1 Pith paper

Reviewed papers in the Pith corpus that reference this work. Sorted by Pith novelty score. Full citation record

  1. EPSilon: Efficient Point Sampling for Lightening of Hybrid-based 3D Avatar Generation

    cs.CV 2025-07 conditional novelty 6.0 of 10

    EPSilon prunes empty rays and sampling intervals around the body mesh, cutting hybrid avatar rendering to 3.9% of the points and 20x faster inference with comparable quality.

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