arXiv:2507.18385cs.CV2025-07被引 3

单图估计人体材质,提升皮肤等细节的逼真度。

HumanMaterial: Human Material Estimation from a Single Image via Progressive Training

  • 分阶段训练:先用先验模型初估材质,再微调优化。
  • 新数据集OpenHumanBRDF包含位移和次表面散射,提升真实感。
  • 适合需要高精度人体渲染的研究者或工业级应用开发。

基于物理的全身体逆向渲染旨在获取高质量材质,以实现任意光照下的照片级渲染。该任务需估计多种材质贴图,通常依赖渲染结果约束。由于材质贴图缺乏约束,逆向渲染为病态问题。以往方法通过构建材质数据集缓解此问题,但其简化材质数据与渲染方程导致渲染结果真实感有限,尤其在皮肤表现上。为此,我们基于扫描真实数据与统计材质数据构建了更高质量的数据集(OpenHumanBRDF),新增法线、漫反射色度、粗糙度、镜面色度、位移与次表面散射贴图,显著提升渲染真实感。随着预测材质数量增加,传统端到端模型难以平衡各材质贴图的重要性,导致欠拟合。因此,我们提出带有渐进训练策略的HumanMaterial模型:先通过三个先验模型获得初始材质结果,再由微调模型进行精修。针对不同材质对渲染结果的影响差异,设计可控物理渲染(CPR)损失,增强训练中关键材质的监督权重。在OpenHumanBRDF数据集及真实数据上的大量实验表明,本方法达到当前最优性能。

原文摘要 · Abstract (English)

Full-body Human inverse rendering based on physically-based rendering aims to acquire high-quality materials, which helps achieve photo-realistic rendering under arbitrary illuminations. This task requires estimating multiple material maps and usually relies on the constraint of rendering result. The absence of constraints on the material maps makes inverse rendering an ill-posed task. Previous works alleviated this problem by building material dataset for training, but their simplified material data and rendering equation lead to rendering results with limited realism, especially that of skin. To further alleviate this problem, we construct a higher-quality dataset (OpenHumanBRDF) based on scanned real data and statistical material data. In addition to the normal, diffuse albedo, roughness, specular albedo, we produce displacement and subsurface scattering to enhance the realism of rendering results, especially for the skin. With the increase in prediction tasks for more materials, using an end-to-end model as in the previous work struggles to balance the importance among various material maps, and leads to model underfitting. Therefore, we design a model (HumanMaterial) with progressive training strategy to make full use of the supervision information of the material maps and improve the performance of material estimation. HumanMaterial first obtain the initial material results via three prior models, and then refine the results by a finetuning model. Prior models estimate different material maps, and each map has different significance for rendering results. Thus, we design a Controlled PBR Rendering (CPR) loss, which enhances the importance of the materials to be optimized during the training of prior models. Extensive experiments on OpenHumanBRDF dataset and real data demonstrate that our method achieves state-of-the-art performance.

逆向渲染材质估计人体建模物理渲染

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