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Recent neural rendering approaches for human activities achieve remarkable view synthesis results, but still rely on dense input views or dense training with all the capture frames, leading to deployment difficulty and inefficient training overload. However, existing advances will be ill-posed if the input is both spatially and temporally sparse. To fill this gap, in this paper we propose a few-shot neural human rendering approach (FNHR) from only sparse RGBD inputs, which exploits the temporal and spatial redundancy to generate photo-realistic free-view output of human activities. Our FNHR is trained only on the key-frames which expand the motion manifold in the input sequences. We introduce a two-branch neural blending to combine the neural point render and classical graphics texturing pipeline, which integrates reliable observations over sparse key-frames. Furthermore, we adopt a patch-based adversarial training process to make use of the local redundancy and avoids over-fitting to the key-frames, which generates fine-detailed rendering results. Extensive experiments demonstrate the effectiveness of our approach to generate high-quality free view-point results for challenging human performances under the sparse setting.
4D reconstruction of human-object interaction is critical for immersive VR/AR experience and human activity understanding. Recent advances still fail to recover fine geometry and texture results from sparse RGB inputs, especially under challenging hu
In this paper, we aim at synthesizing a free-viewpoint video of an arbitrary human performance using sparse multi-view cameras. Recently, several works have addressed this problem by learning person-specific neural radiance fields (NeRF) to capture t
Human volumetric capture is a long-standing topic in computer vision and computer graphics. Although high-quality results can be achieved using sophisticated off-line systems, real-time human volumetric capture of complex scenarios, especially using
Anomalous activity recognition deals with identifying the patterns and events that vary from the normal stream. In a surveillance paradigm, these events range from abuse to fighting and road accidents to snatching, etc. Due to the sparse occurrence o
Motivated by augmented and virtual reality applications such as telepresence, there has been a recent focus in real-time performance capture of humans under motion. However, given the real-time constraint, these systems often suffer from artifacts in