Ruizhi Shao

dblp:267/7795 · DBLP profile ↗
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23ranked-venue papers
8as first author
22since 2021 · last 2026
0000-0003-2188-1348ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 20 · 8 first-author · 19 since 2021Artificial intelligence and machine learning · 16 · 5 first-author · 16 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 first-author · 2 since 2021
YearPublicationVenuePosition
2026 DevilSight: Augmenting Monocular Human Avatar Reconstruction Through a Virtual Perspective
abstract
We present a novel framework to reconstruct human avatars from monocular videos. Recent approaches have struggled either to capture the fine-grained dynamic details from the input or to generate plausible details at novel viewpoints, which mainly stem from the limited representational capacity of the avatar model and insufficient observational data. To overcome these challenges, we propose to leverage the advanced video generative model, Human4DiT, to generate the human motions from alternative perspective as an additional supervision signal. This approach not only enriches the details in previously unseen regions but also effectively regularizes the avatar representation to mitigate artifacts. Furthermore, we introduce two complementary strategies to enhance video generation: To ensure consistent reproduction of human motion, we inject the physical identity into the model through video finetuning. For higher-resolution outputs with finer details, a patch-based denoising algorithm is employed. Experimental results demonstrate that our method outperforms recent state-of-the-art approaches and validate the effectiveness of our proposed strategies.
Yushuo Chen 0001, Ruizhi Shao, Youxin Pang, Hongwen Zhang 0001, Rihui Wu, Yebin Liu
3DV2
2025 The Language of Motion: Unifying Verbal and Non-verbal Language of 3D Human Motion
abstract
Human communication is inherently multimodal, involving a combination of verbal and non-verbal cues such as speech, facial expressions, and body gestures. Modeling these behaviors is essential for understanding human interaction and for creating virtual characters that can communicate naturally in applications like games, films, and virtual reality. However, existing motion generation models are typically limited to specific input modalities-either speech, text, or motion data-and cannot fully leverage the diversity of available data. In this paper, we propose a novel framework that unifies verbal and non-verbal language using multimodal language models for human motion understanding and generation. This model is flexible in taking text, speech, and motion or any combination of them as input. Coupled with our novel pre-training strategy, our model not only achieves state-of-the-art performance on co-speech gesture generation but also requires much less data for training. Our model also unlocks an array of novel tasks such as editable gesture generation and emotion prediction from motion. We believe unifying the verbal and non-verbal language of human motion is essential for real-world applications, and language models offer a powerful approach to achieving this goal. Project page: languageofmotion.github.io.
Changan Chen, Juze Zhang, Shrinidhi K. Lakshmikanth, Yusu Fang, Ruizhi Shao, Gordon Wetzstein, Li Fei-Fei 0001, Ehsan Adeli-Mosabbeb
CVPR5
2025 ManiVideo: Generating Hand-Object Manipulation Video with Dexterous and Generalizable Grasping
abstract
In this paper, we introduce ManiVideo, a novel method for generating consistent and temporally coherent bimanual hand-object manipulation videos from given motion sequences of hands and objects. The core idea of ManiVideo is the construction of a multi-layer occlusion (MLO) representation that learns 3D occlusion relationships from occlusion-free normal maps and occlusion confidence maps. By embedding the MLO structure into the UNet in two forms, the model enhances the 3D consistency of dexterous hand-object manipulation. To further achieve the generalizable grasping of objects, we integrate Objaverse, a large-scale 3D object dataset, to address the scarcity of video data, thereby facilitating the learning of extensive object consistency. Additionally, we propose an innovative training strategy that effectively integrates multiple datasets, supporting downstream tasks such as human-centric hand-object manipulation video generation. Through extensive experiments, we demonstrate that our approach not only achieves video generation with plausible hand-object interaction and generalizable objects, but also outperforms existing SOTA methods. Project: https://carlyx.github.io/manivideo/
Youxin Pang, Ruizhi Shao, Jiajun Zhang 0012, Hanzhang Tu, Yun Liu 0018, Boyao Zhou, Hongwen Zhang 0001, Yebin Liu
CVPR2
2025 SViMo: Synchronized Diffusion for Video and Motion Generation in Hand-object Interaction Scenarios
abstract
Hand-Object Interaction (HOI) generation has significant application potential. However, current 3D HOI motion generation approaches heavily rely on predefined 3D object models and lab-captured motion data, limiting generalization capabilities. Meanwhile, HOI video generation methods prioritize pixel-level visual fidelity, often sacrificing physical plausibility. Recognizing that visual appearance and motion patterns share fundamental physical laws in the real world, we propose a novel framework that combines visual priors and dynamic constraints within a synchronized diffusion process to generate the HOI video and motion simultaneously. To integrate the heterogeneous semantics, appearance, and motion features, our method implements tri-modal adaptive modulation for feature aligning, coupled with 3D full-attention for modeling inter- and intra-modal dependencies. Furthermore, we introduce a vision-aware 3D interaction diffusion model that generates explicit 3D interaction sequences directly from the synchronized diffusion outputs, then feeds them back to establish a closed-loop feedback cycle. This architecture eliminates dependencies on predefined object models or explicit pose guidance while significantly enhancing video-motion consistency. Experimental results demonstrate our method's superiority over state-of-the-art approaches in generating high-fidelity, dynamically plausible HOI sequences, with notable generalization capabilities in unseen real-world scenarios. Project page at [https://droliven.github.io/SViMo_project](https://droliven.github.io/SViMo_project).
Lingwei Dang, Ruizhi Shao, Hongwen Zhang 0001, Wei Min, Yebin Liu, Qingyao Wu
NeurIPS2
2025 Ins-HOI: Instance Aware Human-Object Interactions Recovery
abstract
Accurately modeling detailed interactions between human/hand and object is an appealing yet challenging task. Current multi-view capture systems are only capable of reconstructing multiple subjects into a single, unified mesh, which fails to model the states of each instance individually during interactions. To address this, previous methods use template-based representations to track human/hand and object. However, the quality of the reconstructions is limited by the descriptive capabilities of the templates so these methods inherently struggle with geometric details, pressing deformations and invisible contact surfaces. In this work, we propose an end-to-end Instance-aware Human-Object Interactions recovery (Ins-HOI) framework by introducing an instance-level occupancy field representation. However, the real-captured data is presented as a holistic mesh, unable to provide instance-level supervision. To address this, we further propose a complementary training strategy that leverages synthetic data to introduce instance-level shape priors, enabling the disentanglement of occupancy fields for different instances. Specifically, synthetic data, created by randomly combining individual scans of humans/hands and objects, guides the network to learn a coarse prior of instances. Meanwhile, real-captured data helps in learning the overall geometry and restricting interpenetration in contact areas. As demonstrated in experiments, our method Ins-HOI supports instance-level reconstruction and provides reasonable and realistic invisible contact surfaces even in cases of extremely close interaction. To facilitate research on this task, we collect a large-scale, high-fidelity 3D scan dataset, including 5.2 k high-quality scans with real-world human-chair and hand-object interactions. The code and data will be public for research purposes.
Jiajun Zhang 0012, Yuxiang Zhang 0006, Hongwen Zhang 0001, Xiao Zhou 0019, Boyao Zhou, Ruizhi Shao, Zonghai Hu, Yebin Liu
IEEE Trans. Pattern Anal. Mach. Intell.6
2025 Interspatial Attention for Efficient 4D Human Video Generation
abstract
Generating photorealistic videos of digital humans in a controllable manner is crucial for a plethora of applications. Existing approaches either build on methods that employ template-based 3D representations or emerging video generation models but suffer from poor quality or limited consistency and identity preservation when generating individual or multiple digital humans. In this paper, we introduce a new interspatial attention (ISA) mechanism as a scalable building block for modern diffusion transformer (DiT)-based video generation models. ISA is a new type of cross attention that uses relative positional encodings tailored for the generation of human videos. Leveraging a custom-developed video variation autoencoder, we train a latent ISA-based diffusion model on a large corpus of video data. Our model achieves state-of-the-art performance for 4D human video synthesis, demonstrating remarkable motion consistency and identity preservation while providing precise control of the camera and body poses. Our code and model are publicly released at https://dsaurus.github.io/isa4d/.
Ruizhi Shao, Yinghao Xu 0001, Yujun Shen, Ceyuan Yang, Changan Chen, Yebin Liu, Gordon Wetzstein
ACM Trans. Graph.1
2024 HumanNorm: Learning Normal Diffusion Model for High-quality and Realistic 3D Human Generation
abstract
Recent text-to-3D methods employing diffusion models have made significant advancements in 3D human generation. However, these approaches face challenges due to the limitations of text-to-image diffusion models, which lack an understanding of 3D structures. Consequently, these methods struggle to achieve high-quality human generation, resulting in smooth geometry and cartoon-like appearances. In this paper, we propose HumanNorm, a novel approach for high-quality and realistic 3D human generation. The main idea is to enhance the model's 2D perception of 3D geometry by learning a normal-adapted diffusion model and a normal-aligned diffusion model. The normal-adapted diffusion model can generate high-fidelity normal maps corresponding to user prompts with view-dependent and body-aware text. The normal-aligned diffusion model learns to generate color images aligned with the normal maps, thereby transforming physical geometry details into realistic appearance. Leveraging the proposed normal diffusion model, we devise a progressive geometry generation strategy and a multi-step Score Distillation Sampling (SDS) loss to enhance the performance of 3D human generation. Comprehensive experiments substantiate HumanNorm's ability to generate 3D humans with intricate geometry and realistic appearances. HumanNorm outperforms existing text-to-3D methods in both geometry and texture quality. The project page of HumanNorm is https://humannorm.github.io/.
Xin Huang 0021, Ruizhi Shao, Qi Zhang 0029, Hongwen Zhang 0001, Yebin Liu, Qing Wang 0006
CVPR2
2024 HHMR: Holistic Hand Mesh Recovery by Enhancing the Multimodal Controllability of Graph Diffusion Models
abstract
Recent years have witnessed a trend of the deep integration of the generation and reconstruction paradigms. In this paper, we extend the ability of controllable generative models for a more comprehensive hand mesh recovery task: di-rect hand mesh generation, inpainting, reconstruction, and fitting in a single framework, which we name as Holistic Hand Mesh Recovery (HHMR). Our key observation is that different kinds of hand mesh recovery tasks can be achieved by a single generative model with strong multimodal con-trollability, and in such a framework, realizing different tasks only requires giving different signals as conditions. To achieve this goal, we propose an all-in-one diffusion frame-work based on graph convolution and attention mechanisms for holistic hand mesh recovery. In order to achieve strong control generation capability while ensuring the decoupling of multimodal control signals, we map different modalities to a shared feature space and apply cross-scale random masking in both modality and feature levels. In this way, the correlation between different modalities can be fully exploited during the learning of hand priors. Furthermore, we propose Condition-aligned Gradient Guidance to enhance the alignment of the generated model with the control sig-nals, which significantly improves the accuracy of the hand mesh reconstruction and fitting. Experiments show that our novel framework can realize multiple hand mesh recovery tasks simultaneously and outperform the existing methods in different tasks, which provides more possibilities for sub-sequent downstream applications including gesture recognition, pose generation, mesh editing, and so on.
Mengcheng Li, Hongwen Zhang 0001, Yuxiang Zhang 0006, Ruizhi Shao, Tao Yu 0007, Yebin Liu
CVPR4
2024 Control4D: Efficient 4D Portrait Editing With Text
abstract
We introduce Control4D, an innovative framework for editing dynamic 4D portraits using text instructions. Our method addresses the prevalent challenges in 4D editing, notably the inefficiencies of existing 4D representations and the inconsistent editing effect caused by diffusion-based editors. We first propose GaussianPlanes, a novel 4D representation that makes Gaussian Splatting more structured by applying plane-based decomposition in 3D space and time. This enhances both efficiency and robustness in 4D editing. Furthermore, we propose to leverage a 4D generator to learn a more continuous generation space from inconsistent edited images produced by the diffusion-based editor, which effectively improves the consistency and quality of 4D editing. Comprehensive evaluation demonstrates the superiority of Control4D, including significantly reduced training time, high-quality rendering, and spatial-temporal consistency in 4D portrait editing. The link to our project website is: https://control4darxiv.github.io/
Ruizhi Shao, Jingxiang Sun, Zerong Zheng, Boyao Zhou, Hongwen Zhang 0001, Yebin Liu
CVPR1
2024 GPS-Gaussian: Generalizable Pixel-Wise 3D Gaussian Splatting for Real-Time Human Novel View Synthesis
abstract
We present a new approach, termed GPS-Gaussian, for synthesizing novel views of a character in a real-time manner. The proposed method enables 2K-resolution rendering under a sparse-view camera setting. Unlike the original Gaussian Splatting or neural implicit rendering methods that necessitate per-subject optimizations, we introduce Gaussian parameter maps defined on the source views and regress directly Gaussian Splatting properties for instant novel view synthesis without any fine-tuning or optimization. To this end, we train our Gaussian parameter regression module on a large amount of human scan data, jointly with a depth estimation module to lift 2D parameter maps to 3D space. The proposed framework is fully differentiable and experiments on several datasets demonstrate that our method outperforms state-of-the-art methods while achieving an exceeding rendering speed. The code is available at https://github.com/aipixel/GPS-Gaussian.
Shunyuan Zheng, Boyao Zhou, Ruizhi Shao, Boning Liu 0001, Shengping Zhang, Liqiang Nie, Yebin Liu
CVPR3
2024 DreamCraft3D: Hierarchical 3D Generation with Bootstrapped Diffusion Prior
abstract
We present DreamCraft3D, a hierarchical 3D content generation method that produces high-fidelity and coherent 3D objects. We tackle the problem by leveraging a 2D reference image to guide the stages of geometry sculpting and texture boosting. A central focus of this work is to address the consistency issue that existing works encounter. To sculpt geometries that render coherently, we perform score distillation sampling via a view-dependent diffusion model. This 3D prior, alongside several training strategies, prioritizes the geometry consistency but compromises the texture fidelity. We further propose bootstrapped score distillation to specifically boost the texture. We train a personalized diffusion model, Dreambooth, on the augmented renderings of the scene, imbuing it with 3D knowledge of the scene being optimized. The score distillation from this 3D-aware diffusion prior provides view-consistent guidance for the scene. Notably, through an alternating optimization of the diffusion prior and 3D scene representation, we achieve mutually reinforcing improvements: the optimized 3D scene aids in training the scene-specific diffusion model, which offers increasingly view-consistent guidance for 3D optimization. The optimization is thus bootstrapped and leads to substantial texture boosting. With tailored 3D priors throughout the hierarchical generation, DreamCraft3D generates coherent 3D objects with photorealistic renderings, advancing the state-of-the-art in 3D content generation.
Jingxiang Sun, Ruizhi Shao, Lizhen Wang 0002, Zhenda Xie, Yebin Liu
ICLR3
2024 HumanCoser: Layered 3D Human Generation via Semantic-Aware Diffusion Model
abstract
This paper aims to generate physically-layered 3D humans from text prompts. Existing methods either generate 3D clothed humans as a whole or support only tight and simple clothing generation, which limits their applications to virtual try-on and partlevel editing. To achieve physically-layered 3D human generation with reusable and complex clothing, we propose a novel layer-wise dressed human representation based on a physically-decoupled diffusion model. Specifically, to achieve layer-wise clothing generation, we propose a dual-representation decoupling framework for generating clothing decoupled from the human body, in conjunction with an innovative multi-layer fusion volume rendering method. To match the clothing with different body shapes, we propose an SMPL-driven implicit field deformation network that enables the free transfer and reuse of clothing. Extensive experiments demonstrate that our approach not only achieves state-of-the-art layered 3D human generation with complex clothing but also supports virtual try-on and layered human animation. More results and the code can be found on our project page at https: //cic.tju.edu.cn/faculty/likun/projects/HumanCoser
Ruizhi Shao, Qiao Feng 0001, Yukun Lai, Kun Li 0001
ISMAR3
2024 360-degree Human Video Generation with 4D Diffusion Transformer
abstract
We present a novel approach for generating 360-degree high-quality, spatiotemporally coherent human videos from a single image. Our framework combines the strengths of diffusion transformers for capturing global correlations across viewpoints and time, and CNNs for accurate condition injection. The core is a hierarchical 4D transformer architecture that factorizes self-attention across views, time steps, and spatial dimensions, enabling efficient modeling of the 4D space. Precise conditioning is achieved by injecting human identity, camera parameters, and temporal signals into the respective transformers. To train this model, we collect a multi-dimensional dataset spanning images, videos, multi-view data, and limited 4D footage, along with a tailored multi-dimensional training strategy. Our approach overcomes the limitations of previous methods based on generative adversarial networks or vanilla diffusion models, which struggle with complex motions, viewpoint changes, and generalization. Through extensive experiments, we demonstrate our method's ability to synthesize 360-degree realistic, coherent human motion videos, paving the way for advanced multimedia applications in areas such as virtual reality and animation.
Ruizhi Shao, Youxin Pang, Zerong Zheng, Jingxiang Sun, Yebin Liu
ACM Trans. Graph.1
2024 HDhuman: High-Quality Human Novel-View Rendering From Sparse Views
abstract
In this paper, we aim to address the challenge of novel view rendering of human performers that wear clothes with complex texture patterns using a sparse set of camera views. Although some recent works have achieved remarkable rendering quality on humans with relatively uniform textures using sparse views, the rendering quality remains limited when dealing with complex texture patterns as they are unable to recover the high-frequency geometry details that are observed in the input views. To this end, we propose HDhuman, which uses a human reconstruction network with a pixel-aligned spatial transformer and a rendering network with geometry-guided pixel-wise feature integration to achieve high-quality human reconstruction and rendering. The designed pixel-aligned spatial transformer calculates the correlations between the input views and generates human reconstruction results with high-frequency details. Based on the surface reconstruction results, the geometry-guided pixel-wise visibility reasoning provides guidance for multi-view feature integration, enabling the rendering network to render high-quality images at 2k resolution on novel views. Unlike previous neural rendering works that always need to train or fine-tune an independent network for a different scene, our method is a general framework that is able to generalize to novel subjects. Experiments show that our approach outperforms all the prior generic or specific methods on both synthetic data and real-world data. Source code and test data will be made publicly available for research purposes at http://cic.tju.edu.cn/faculty/likun/projects/HDhuman/index.html.
Tiansong Zhou, Tao Yu 0007, Ruizhi Shao, Kun Li 0001
IEEE Trans. Vis. Comput. Graph.4
2023 CloSET: Modeling Clothed Humans on Continuous Surface with Explicit Template Decomposition
abstract
Creating animatable avatars from static scans requires the modeling of clothing deformations in different poses. Existing learning-based methods typically add pose-dependent deformations upon a minimally-clothed mesh template or a learned implicit template, which have limitations in capturing details or hinder end-to-end learning. In this paper, we revisit point-based solutions and propose to decompose explicit garment-related templates and then add pose-dependent wrinkles to them. In this way, the clothing deformations are disentangled such that the pose-dependent wrinkles can be better learned and applied to unseen poses. Additionally, to tackle the seam artifact issues in recent state-of-the-art point-based methods, we propose to learn point features on a body surface, which establishes a continuous and compact feature space to capture the fine-grained and pose-dependent clothing geometry. To facilitate the research in this field, we also introduce a high-quality scan dataset of humans in real-world clothing. Our approach is validated on two existing datasets and our newly introduced dataset, showing better clothing deformation results in unseen poses. The project page with code and dataset can be found at https://www.liuyebin.com/closet.
Hongwen Zhang 0001, Siyou Lin, Ruizhi Shao, Yuxiang Zhang 0006, Zerong Zheng, Han Huang 0005, Yandong Guo, Yebin Liu
CVPR3
2023 Tensor4D: Efficient Neural 4D Decomposition for High-Fidelity Dynamic Reconstruction and Rendering
abstract
We present Tensor4D, an efficient yet effective approach to dynamic scene modeling. The key of our solution is an efficient 4D tensor decomposition method so that the dynamic scene can be directly represented as a 4D spatio-temporal tensor. To tackle the accompanying memory issue, we decompose the 4D tensor hierarchically by projecting it first into three time-aware volumes and then nine compact feature planes. In this way, spatial information over time can be simultaneously captured in a compact and memory-efficient manner. When applying Tensor4D for dynamic scene reconstruction and rendering, we further factorize the 4D fields to different scales in the sense that structural motions and dynamic detailed changes can be learned from coarse to fine. The effectiveness of our method is validated on both synthetic and real-world scenes. Extensive experiments show that our method is able to achieve high-quality dynamic reconstruction and rendering from sparse-view camera rigs or even a monocular camera. The code and dataset will be released at https://github.com/DSaurus/Tensor4D.
Ruizhi Shao, Zerong Zheng, Hanzhang Tu, Boning Liu 0001, Hongwen Zhang 0001, Yebin Liu
CVPR1
2022 DoubleField: Bridging the Neural Surface and Radiance Fields for High-fidelity Human Reconstruction and Rendering
abstract
We introduce DoubleField, a novel framework combining the merits of both surface field and radiance field for high-fidelity human reconstruction and rendering. Within DoubleField, the surface field and radiance field are associated together by a shared feature embedding and a surface-guided sampling strategy. Moreover, a view-to-view transformer is introduced to fuse multi-view features and learn view-dependent features directly from high-resolution inputs. With the modeling power of DoubleField and the view-to-view transformer, our method significantly improves the reconstruction quality of both geometry and appearance, while supporting direct inference, scene-specific high-resolution finetuning, and fast rendering. The efficacy of DoubleField is validated by the quantitative evaluations on several datasets and the qualitative results in a real-world sparse multi-view system, showing its superior capability for high-quality human model reconstruction and photo-realistic free-viewpoint human rendering. Data and source code will be made public for the research purpose.
Ruizhi Shao, Hongwen Zhang 0001, He Zhang 0015, Mingjia Chen, Yan-Pei Cao 0001, Tao Yu 0007, Yebin Liu
CVPR1
2022 Learning Implicit Templates for Point-Based Clothed Human Modeling
Siyou Lin, Hongwen Zhang 0001, Zerong Zheng, Ruizhi Shao, Yebin Liu
ECCV (3)4
2022 DiffuStereo: High Quality Human Reconstruction via Diffusion-Based Stereo Using Sparse Cameras
Ruizhi Shao, Zerong Zheng, Hongwen Zhang 0001, Jingxiang Sun, Yebin Liu
ECCV (32)1
2022 FloRen: Real-time High-quality Human Performance Rendering via Appearance Flow Using Sparse RGB Cameras
abstract
We propose FloRen, a novel system for real-time, high-resolution free-view human synthesis. Our system runs at 15fps in 1K resolution with very sparse RGB cameras. In FloRen, a coarse-level implicit geometry is recovered at first as initialization, and then processed by a neural rendering framework based on appearance flow. Our appearance flow-based rendering framework consists of three steps, namely view-dependent depth refinement, appearance flow estimation and occlusion-aware color rendering. In this way, we resolve the view synthesis problem in the image plane, where 2D convolutional neural networks can be efficiently applied, contributing to high speed performance. For robust appearance flow estimation, we explicitly combine data-driven human prior knowledge with multiview geometric constraints. The accurate appearance flow enables precise color mapping from input view to novel view, which greatly facilitates high-resolution novel view generation. We demonstrate that our system achieves state-of-the-art performance and even outperforms many offline methods.
Ruizhi Shao, Liliang Chen, Zerong Zheng, Hongwen Zhang 0001, Yuxiang Zhang 0006, Han Huang 0005, Yandong Guo, Yebin Liu
SIGGRAPH Asia1
2021 LocalTrans: A Multiscale Local Transformer Network for Cross-Resolution Homography Estimation
abstract
Cross-resolution image alignment is a key problem in multiscale gigapixel photography, which requires to estimate homography matrix using images with large resolution gap. Existing deep homography methods concatenate the input images or features, neglecting the explicit formulation of correspondences between them, which leads to degraded accuracy in cross-resolution challenges. In this paper, we consider the cross-resolution homography estimation as a multimodal problem, and propose a local transformer network embedded within a multiscale structure to explicitly learn correspondences between the multimodal inputs, namely, input images with different resolutions. The proposed local transformer adopts a local attention map specifically for each position in the feature. By combining the local transformer with the multiscale structure, the network is able to capture long-short range correspondences efficiently and accurately. Experiments on both the MS-COCO dataset and the real-captured cross-resolution dataset show that the proposed network outperforms existing state-of-the-art feature-based and deep-learning-based homography estimation methods, and is able to accurately align images under 10× resolution gap.
Ruizhi Shao, Gaochang Wu, Yuemei Zhou, Ying Fu 0001, Lu Fang 0001, Yebin Liu
ICCV1
2021 DeepMultiCap: Performance Capture of Multiple Characters Using Sparse Multiview Cameras
abstract
We propose DeepMultiCap, a novel method for multi-person performance capture using sparse multi-view cameras. Our method can capture time varying surface details without the need of using pre-scanned template models. To tackle with the serious occlusion challenge for close interacting scenes, we combine a recently proposed pixel-aligned implicit function with parametric model for robust reconstruction of the invisible surface areas. An effective attention-aware module is designed to obtain the fine-grained geometry details from multi-view images, where high-fidelity results can be generated. In addition to the spatial attention method, for video inputs, we further propose a novel temporal fusion method to alleviate the noise and temporal inconsistencies for moving character reconstruction. For quantitative evaluation, we contribute a high quality multi-person dataset, MultiHuman, which consists of 150 static scenes with different levels of occlusions and ground truth 3D human models. Experimental results demonstrate the state-of-the-art performance of our method and the well generalization to real multiview video data, which outperforms the prior works by a large margin.
Ruizhi Shao, Yuxiang Zhang 0006, Tao Yu 0007, Zerong Zheng, Qionghai Dai, Yebin Liu
ICCV2
2020 Full-body motion capture for multiple closely interacting persons
Kun Li 0001, Yali Mao, Yunke Liu, Ruizhi Shao, Yebin Liu
Graph. Model.4