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Animatable Neural Radiance Fields for Modeling Dynamic Human Bodies
Sida Peng, Junting Dong, Qianqian Wang, Shangzhan Zhang, Qing Shuai, Xiaowei Zhou, Hujun Bao
Introduces neural blend weight fields driven by a skeletal deformation to map observation space to a canonical NeRF, enabling free-viewpoint video of dynamic humans.
Abstract
This paper addresses the challenge of reconstructing an animatable human model from a multi-view video. Some recent works have proposed to decompose a non-rigidly deforming scene into a canonical neural radiance field and a set of deformation fields that map observation-space points to the canonical space, thereby enabling them to learn the dynamic scene from images. However, they represent the deformation field as translational vector field or SE(3) field, which makes the optimization highly under-constrained. Moreover, these representations cannot be explicitly controlled by input motions. Instead, we introduce neural blend weight fields to produce the deformation fields. Based on the skeleton-driven deformation, blend weight fields are used with 3D human skeletons to generate observation-to-canonical and canonical-to-observation correspondences. Since 3D human skeletons are more observable, they can regularize the learning of deformation fields. Moreover, the learned blend weight fields can be combined with input skeletal motions to generate new deformation fields to animate the human model. Experiments show that our approach significantly outperforms recent human synthesis methods. The code and supplementary materials are available at https://zju3dv.github.io/animatable_nerf/.
How to read this
- Category
- Method: animatable neural radiance field for dynamic human bodies
- Contributions
- Neural blend weight fields that, combined with a 3D human skeleton, generate observation-to-canonical and canonical-to-observation deformation correspondences
- Skeleton-driven regularization that better constrains the deformation field than translational or SE(3) fields
- Learned blend-weight fields recombined with new skeletal motions to animate the reconstructed human and render free-viewpoint video
- Context
- Extends canonical-NeRF-plus-deformation reconstruction by tying deformation to SMPL/skeleton-based blend skinning, building on SMPL and Neural Body.Builds on: SMPL: A Skinned Multi-Person Linear Model · Neural Body: Implicit Neural Representations with Structured Latent Codes for Novel View Synthesis of Dynamic Humans
- Correctness
- Reported to outperform recent human-synthesis methods from multi-view video; remember it requires multi-view input and an observable 3D skeleton, and reconstruction quality is tied to skeleton-driven deformation assumptions.
- Clarity
- Moderately accessible; a second pass is useful to connect the blend-weight field formulation to classic LBS.
- How to read it
- First pass for how blend-weight fields make the NeRF explicitly pose-controllable; second pass on the observation/canonical mapping math if you work on animatable avatars.
Builds on
Built upon by
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Related work
- 3DGS-Avatar: Animatable Avatars via Deformable 3D Gaussian Splatting 2024 / CVPR
- Neural Body: Implicit Neural Representations with Structured Latent Codes for Novel View Synthesis of Dynamic Humans 2021 / CVPR
- S3: Neural Shape, Skeleton, and Skinning Fields for 3D Human Modeling 2021 / CVPR
- SNARF: Differentiable Forward Skinning for Animating Non-Rigid Neural Implicit Shapes 2021 / CVPR
Keywords
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