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可重光照和可动画化高斯头像的交互式渲染

Interactive Rendering of Relightable and Animatable Gaussian Avatars.

作者信息

Zhan Youyi, Shao Tianjia, Wang He, Yang Yin, Zhou Kun

出版信息

IEEE Trans Vis Comput Graph. 2025 Oct;31(10):8491-8502. doi: 10.1109/TVCG.2025.3569923.

Abstract

Creating relightable and animatable avatars from multi-view or monocular videos is a challenging task for digital human creation and virtual reality applications. Previous methods rely on neural radiance fields or ray tracing, resulting in slow training and rendering processes. By utilizing Gaussian Splatting, we propose a simple and efficient method to decouple body materials and lighting from sparse-view or monocular avatar videos, so that the avatar can be rendered simultaneously under novel viewpoints, poses, and lightings at interactive frame rates (6.9 fps). Specifically, we first obtain the canonical body mesh using a signed distance function and assign attributes to each mesh vertex. The Gaussians in the canonical space then interpolate from nearby body mesh vertices to obtain the attributes. We subsequently deform the Gaussians to the posed space using forward skinning, and combine the learnable environment light with the Gaussian attributes for shading computation. To achieve fast shadow modeling, we rasterize the posed body mesh from dense viewpoints to obtain the visibility. Our approach is not only simple but also fast enough to allow interactive rendering of avatar animation under environmental light changes. Experiments demonstrate that, compared to previous works, our method can render higher quality results at a faster speed on both synthetic and real datasets.

摘要

从多视图或单目视频创建可重新照明和动画化的虚拟人是数字人创建和虚拟现实应用中的一项具有挑战性的任务。以前的方法依赖于神经辐射场或光线追踪,导致训练和渲染过程缓慢。通过利用高斯喷溅,我们提出了一种简单有效的方法,将身体材质和光照与稀疏视图或单目虚拟人视频解耦,从而使虚拟人能够在新的视点、姿势和光照下以交互式帧率(6.9帧/秒)同时渲染。具体来说,我们首先使用有符号距离函数获得规范身体网格,并为每个网格顶点分配属性。然后,规范空间中的高斯分布从附近的身体网格顶点进行插值以获得属性。我们随后使用正向蒙皮将高斯分布变形到姿态空间,并将可学习的环境光与高斯属性相结合进行着色计算。为了实现快速阴影建模,我们从密集视点对姿态身体网格进行光栅化以获得可见性。我们的方法不仅简单,而且速度足够快,能够在环境光变化下对虚拟人动画进行交互式渲染。实验表明,与以前的工作相比,我们的方法在合成数据集和真实数据集上都能以更快的速度渲染出更高质量的结果。

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