arXiv:2410.01226cs.CV2024-10被引 9

用少量高质量3D数据训练可360度渲染的头像生成模型。

Towards Native Generative Model for 3D Head Avatar

  • 从有限3D数据中学习原生360度可渲染头像生成模型
  • 实现外观、形状、动作解耦,支持编辑与驱动
  • 适合虚拟现实、游戏建模等需要高精度头像的场景

创建3D头像在诸多应用中具有重要意义但挑战重重。以往研究多基于海量2D图像学习3D人头生成模型,虽具强泛化能力,但生成结果无法360°渲染,且3D几何不可靠,难以用于虚拟现实、游戏建模等需全视角渲染的场景。本文提出从有限但高精度的3D头像数据出发,构建原生360°可渲染的3D头像生成模型。重点解决三方面问题:1)如何有效融合多种表示以生成360°可渲染的人头;2)如何解耦人脸的外观、形状与运动,实现外观可编辑、运动可驱动;3)如何提升模型泛化能力以支持下游任务。通过全面实验验证了所提方法的有效性。希望本工作提出的模型与艺术家设计的数据集能推动基于有限3D数据的原生3D头像生成研究。

原文摘要 · Abstract (English)

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.

3D生成头像建模解耦生成虚拟现实

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