Creating and Reenacting Controllable 3D Humans with Differentiable
Rendering
- URL: http://arxiv.org/abs/2110.11746v1
- Date: Fri, 22 Oct 2021 12:40:09 GMT
- Title: Creating and Reenacting Controllable 3D Humans with Differentiable
Rendering
- Authors: Thiago L. Gomes and Thiago M. Coutinho and Rafael Azevedo and Renato
Martins and Erickson R. Nascimento
- Abstract summary: This paper proposes a new end-to-end neural rendering architecture to transfer appearance and reenact human actors.
Our method leverages a carefully designed graph convolutional network (GCN) to model the human body manifold structure.
By taking advantages of both different synthesisiable rendering and the 3D parametric model, our method is fully controllable.
- Score: 3.079885946230076
- License: http://creativecommons.org/licenses/by-sa/4.0/
- Abstract: This paper proposes a new end-to-end neural rendering architecture to
transfer appearance and reenact human actors. Our method leverages a carefully
designed graph convolutional network (GCN) to model the human body manifold
structure, jointly with differentiable rendering, to synthesize new videos of
people in different contexts from where they were initially recorded. Unlike
recent appearance transferring methods, our approach can reconstruct a fully
controllable 3D texture-mapped model of a person, while taking into account the
manifold structure from body shape and texture appearance in the view
synthesis. Specifically, our approach models mesh deformations with a
three-stage GCN trained in a self-supervised manner on rendered silhouettes of
the human body. It also infers texture appearance with a convolutional network
in the texture domain, which is trained in an adversarial regime to reconstruct
human texture from rendered images of actors in different poses. Experiments on
different videos show that our method successfully infers specific body
deformations and avoid creating texture artifacts while achieving the best
values for appearance in terms of Structural Similarity (SSIM), Learned
Perceptual Image Patch Similarity (LPIPS), Mean Squared Error (MSE), and
Fr\'echet Video Distance (FVD). By taking advantages of both differentiable
rendering and the 3D parametric model, our method is fully controllable, which
allows controlling the human synthesis from both pose and rendering parameters.
The source code is available at
https://www.verlab.dcc.ufmg.br/retargeting-motion/wacv2022.
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