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While deep learning has reshaped the classical motion capture pipeline, generative, analysis-by-synthesis elements are still in use to recover fine details if a high-quality 3D model of the user is available. Unfortunately, obtaining such a model for every user a priori is challenging, time-consuming, and limits the application scenarios. We propose a novel test-time optimization approach for monocular motion capture that learns a volumetric body model of the user in a self-supervised manner. To this end, our approach combines the advantages of neural radiance fields with an articulated skeleton representation. Our proposed skeleton embedding serves as a common reference that links constraints across time, thereby reducing the number of required camera views from traditionally dozens of calibrated cameras, down to a single uncalibrated one. As a starting point, we employ the output of an off-the-shelf model that predicts the 3D skeleton pose. The volumetric body shape and appearance is then learned from scratch, while jointly refining the initial pose estimate. Our approach is self-supervised and does not require any additional ground truth labels for appearance, pose, or 3D shape. We demonstrate that our novel combination of a discriminative pose estimation technique with surface-free analysis-by-synthesis outperforms purely discriminative monocular pose estimation approaches and generalizes well to multiple views.
Besides the COVID-19 pandemic and political upheaval in the US, 2020 was also the year in which neural volume rendering exploded onto the scene, triggered by the impressive NeRF paper by Mildenhall et al. (2020). Both of us have tried to capture this
State-of-the-art 3D human pose estimation approaches typically estimate pose from the entire RGB image in a single forward run. In this paper, we develop a post-processing step to refine 3D human pose estimation from body part patches. Using local pa
Generating ``bullet-time effects of human free-viewpoint videos is critical for immersive visual effects and VR/AR experience. Recent neural advances still lack the controllable and interactive bullet-time design ability for human free-viewpoint rend
We propose Neural Actor (NA), a new method for high-quality synthesis of humans from arbitrary viewpoints and under arbitrary controllable poses. Our method is built upon recent neural scene representation and rendering works which learn representati
A key challenge in the task of human pose and shape estimation is occlusion, including self-occlusions, object-human occlusions, and inter-person occlusions. The lack of diverse and accurate pose and shape training data becomes a major bottleneck, es