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Neural Head Avatars from Monocular RGB Videos

Philip-William Grassal, Malte Prinzler, Titus Leistner, Carsten Rother, Matthias Niessner, Justus Thies

CVPRAcademic278 cites3 descendantsFacial

Hybrid avatar representation combining a coarse morphable face model with two networks predicting mesh vertex offsets and view- and expression-dependent textures.

Abstract

We present Neural Head Avatars, a novel neural representation that explicitly models the surface geometry and appearance of an animatable human avatar that can be used for teleconferencing in AR/VR or other applications in the movie or games industry that rely on a digital human.11philgras.github.io/neural_head_avatars/neural_head_avatars.html Our representation can be learned from a monocular RGB portrait video that features a range of different expressions and views. Specifically, we propose a hybrid representation consisting of a morphable model for the coarse shape and expressions of the face, and two feed-forward networks, predicting vertex offsets of the underlying mesh as well as a view- and expression-dependent texture. We demonstrate that this representation is able to accurately extrapolate to unseen poses and view points, and generates natural expressions while providing sharp texture details. Compared to previous works on head avatars, our method provides a disentangled shape and appearance model of the complete human head (including hair) that is compatible with the standard graphics pipeline. Moreover, it quantitatively and qualitatively outperforms current state of the art in terms of reconstruction quality and novel-view synthesis.

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Category
Method: animatable neural head avatar from monocular video
Contributions
  • A hybrid head representation combining a coarse morphable face model with two feed-forward networks for mesh vertex offsets and a view- and expression-dependent texture
  • Learns a complete head avatar (including hair) from a single monocular RGB portrait video
  • Produces a disentangled shape/appearance model compatible with the standard graphics pipeline that extrapolates to unseen poses and viewpoints
Context
Builds on monocular morphable-model face reconstruction such as Feng et al. DECA (2021), adding learned geometry offsets and neural texture for a full animatable head.Builds on: Learning an Animatable Detailed 3D Face Model from In-The-Wild Images
Correctness
Reported to quantitatively and qualitatively outperform prior head-avatar work and extrapolate to unseen poses/views; it relies on a morphable-model prior and a single subject's monocular video, so coverage of expressions and views in that video bounds quality.
Clarity
Accessible; a first pass conveys the hybrid (model + two networks) design, a second pass covers the offset and texture network formulations.
How to read it
First pass for the morphable-model-plus-networks hybrid and why it stays graphics-pipeline compatible; second pass on the vertex-offset and view/expression texture networks if reconstructing avatars.

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