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← ArchivePaper2021

Real-time Deep Dynamic Characters

Marc Habermann, Lingjie Liu, Weipeng Xu, Michael Zollhoefer, Gerard Pons-Moll, Christian Theobalt

SIGGRAPHAcademicML DeformationSkinning

Real-time neural character deformation combining skeleton-driven skinning with learned dynamic detail including cloth and soft-tissue effects.

Abstract

This paper proposes a deep videorealistic 3D human character model that displays highly realistic shape, motion, and dynamic appearance learned in a weakly supervised way from multi-view imagery. In contrast to prior work, the controllable character displays motion-dependent dynamics such as the swing of a skirt without requiring physics simulation, along with a learned dynamic texture model that captures motion-dependent appearance and view-dependent lighting effects. The method uses a parametric differentiable character representation combined with embedded deformation and per-vertex displacements regressed by a novel structure-aware graph convolutional network, and a neural generative dynamic texture model, all trained from multi-view video using differentiable rendering. Taking only a skeletal motion and camera view as input, the model creates physically plausible clothing deformations and video-realistic textures in real time.

How to read this

Category
Method: real-time learned dynamic character model (deformation plus appearance)
Contributions
  • Learns a controllable, videorealistic 3D human with motion-dependent dynamics (such as a swinging skirt) without physics simulation, weakly supervised from multi-view video
  • Combines a parametric differentiable character with embedded deformation and per-vertex displacements regressed by a structure-aware graph convolutional network
  • Adds a neural generative dynamic texture model for motion-dependent appearance and view-dependent lighting, producing real-time output from skeletal motion and camera view
Context
Advances learned deformation approximation in the spirit of Fast and Deep Deformation Approximations (Bailey et al.), extending it to clothing dynamics and a jointly learned dynamic texture trained via differentiable rendering.Builds on: Fast and Deep Deformation Approximations
Correctness
Trained weakly supervised from multi-view imagery and producing physically plausible (not simulated) deformations, so results depend on captured motions and views; plausibility rather than physical accuracy and generalization beyond the training distribution are the caveats to keep in mind.
Clarity
Dense, multi-component system; a first pass conveys the skeleton-plus-learned-dynamics-plus-dynamic-texture pipeline, second and third passes are needed for the graph-network and differentiable-rendering training details.
How to read it
First pass for the overall real-time architecture and what each module contributes; do a second pass on the structure-aware GCN and dynamic texture model if neural character rendering is your focus.

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