EDBT 2026 Demo / reviewers in the wild / expert
Shunsuke Saito
dblp:21/5061
· DBLP profile ↗
63ranked-venue papers
9as first author
44since 2021 · last 2025
—ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 59 · 9 first-author · 41 since 2021Artificial intelligence and machine learning · 42 · 6 first-author · 32 since 2021Human-computer interaction and ubiquitous computing · 3 · 3 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Drivable 3D Gaussian AvatarsabstractWe present Drivable 3D Gaussian Avatars (D3GA), a multi-layered 3D controllable model for human bodies that utilizes 3D Gaussian primitives embedded into tetrahedral cages. The advantage of using cages compared to commonly employed linear blend skinning (LBS) is that primitives like 3D Gaussians are naturally re-oriented and their kernels are stretched via the deformation gradients of the encapsulating tetrahedron. Additional offsets are modeled for the tetrahedron vertices, effectively decoupling the low-dimensional driving poses from the extensive set of primitives to be rendered. This separation is achieved through the localized influence of each tetrahedron on 3D Gaussians, resulting in improved optimization. Using the cage-based deformation model, we introduce a compositional pipeline that decomposes an avatar into layers, such as garments, hands, or faces, improving the modeling of phenomena like garment sliding. These parts can be conditioned on different driving signals, such as keypoints for facial expressions or joint-angle vectors for garments and the body. Our experiments on two multi-view datasets with varied body shapes, clothes, and motions show higher-quality results. They surpass PSNR and SSIM metrics of other SOTA methods using the same data while offering greater flexibility and compactness. Wojciech Zielonka, Timur M. Bagautdinov, Shunsuke Saito, Michael Zollhöfer, Justus Thies, Javier Romero 0002 |
3DV | 3 |
| 2025 | 3DTopia-XL: Scaling High-quality 3D Asset Generation via Primitive DiffusionabstractThe increasing demand for high-quality 3D assets across various industries necessitates efficient and automated 3D content creation. Despite recent advancements in 3D generative models, existing methods still face challenges with optimization speed, geometric fidelity, and the lack of assets for physically based rendering (PBR). In this paper, we introduce 3DTopia-XL, a scalable native 3D generative model designed to overcome these limitations. 3DTopia-XL leverages a novel primitive-based 3D representation, PrimX, which encodes detailed shape, albedo, and material field into a compact tensorial format, facilitating the modeling of high-resolution geometry with PBR assets. On top of the novel representation, we propose a generative framework based on Diffusion Transformer (DiT), which comprises 1) Primitive Patch Compression, 2) and Latent Primitive Diffusion. 3DTopia-XL learns to generate high-quality 3D assets from textual or visual inputs. Extensive qualitative and quantitative evaluations are conducted to demonstrate that 3DTopia-XL significantly outperforms existing methods in generating high-quality 3D assets with fine-grained textures and materials, efficiently bridging the quality gap between generative models and real-world applications. Zhaoxi Chen 0009, Jiaxiang Tang, Yuhao Dong, Ziang Cao, Fangzhou Hong, Yushi Lan, Tengfei Wang 0002, Haozhe Xie, Shunsuke Saito, Liang Pan, Dahua Lin, Ziwei Liu 0002 |
CVPR | 10 |
| 2025 | PGC: Physics-Based Gaussian Cloth from a Single PoseabstractWe introduce a novel approach to reconstruct simulation-ready garments with intricate appearance. Despite recent advancements, existing methods often struggle to balance the need for accurate garment reconstruction with the ability to generalize to new poses and body shapes or require large amounts of data to achieve this. In contrast, our method only requires a multi-view capture of a single static frame. We represent garments as hybrid mesh-embedded 3D Gaussian splats, where the Gaussians capture near-field shading and high-frequency details, while the mesh encodes far-field albedo and optimized reflectance parameters. We achieve novel pose generalization by exploiting the mesh from our hybrid approach, enabling physics-based simulation and surface rendering techniques, while also capturing fine details with Gaussians that accurately reconstruct garment details. Our optimized garments can be used for simulating garments on novel poses, and garment relighting. Project page: phys-gaussian-cloth.github.io. Michelle Guo, Matt Jen-Yuan Chiang, Igor Santesteban, Nikolaos Sarafianos, Hsiao-Yu Chen, Oshri Halimi, Aljaz Bozic, Shunsuke Saito, Jiajun Wu 0001, C. Karen Liu, Tuur Stuyck, Egor Larionov |
CVPR | 8 |
| 2025 | Vid2Avatar-Pro: Authentic Avatar from Videos in the Wild via Universal PriorabstractWe present Vid2Avatar-Pro, a method to create photorealistic and animatable 3D human avatars from monocular in-the-wild videos. Building a high-quality avatar that supports animation with diverse poses from a monocular video is challenging because the observation of pose diversity and view points is inherently limited. The lack of pose variations typically leads to poor generalization to novel poses, and avatars can easily overfit to limited input view points, producing artifacts and distortions from other views. In this work, we address these limitations by leveraging a universal prior model (UPM) learned from a large corpus of multi-view clothed human performance capture data. We build our representation on top of expressive 3D Gaussians with canonical front and back maps shared across identities. Once the UPM is learned to accurately reproduce the large-scale multi-view human images, we fine-tune the model with an in-the-wild video via inverse rendering to obtain a personalized photorealistic human avatar that can be faithfully animated to novel human motions and rendered from novel views. The experiments show that our approach based on the learned universal prior sets a new state-of-the-art in monocular avatar reconstruction by substantially outperforming existing approaches relying only on heuristic regularization or a shape prior of minimally clothed bodies (e.g., SMPL) on publicly available datasets. Yash Kant, Yaser Sheikh, Shunsuke Saito, Chen Cao 0001 |
CVPR | 5 |
| 2025 | Pippo: High-Resolution Multi-View Humans from a Single ImageabstractWe present Pippo, a generative model capable of producing 1K resolution dense turnaround videos of a person from a single casually clicked photo. Pippo is a multi-view diffusion transformer and does not require any additional inputs — e.g., a fitted parametric model or camera parameters of the input image. We pre-train Pippo on 3B human images without captions, and conduct multi-view mid-training and post-training on studio captured humans. During mid-training, to quickly absorb the studio dataset, we denoise several (upto 48) views at low-resolution, and encode target cameras coarsely using a shallow MLP. During post-training, we denoise fewer views at high-resolution and use pixel-aligned controls (e.g., Spatial anchor and Plucker rays) to enable 3D consistent generations. At inference, we propose an attention biasing technique that allows Pippo to simultaneously generate greater than 5× as many views as seen during training. Finally, we also introduce an improved metric to evaluate 3D consistency of multi-view generations, and show that Pippo outperforms existing works on multi-view human generation from a single image. Yash Kant, Ethan Weber, Jin Kyu Kim, Rawal Khirodkar, Su Zhaoen, Julieta Martinez 0001, Igor Gilitschenski, Shunsuke Saito, Timur M. Bagautdinov |
CVPR | 8 |
| 2025 | REWIND: Real-Time Egocentric Whole-Body Motion Diffusion with Exemplar-Based Identity ConditioningabstractWe present REWIND (Real-Time Egocentric Whole-Body Motion Diffusion), a one-step diffusion model for real-time, high-fidelity human motion estimation from egocentric image inputs. While an existing method for egocentric whole-body (i.e., body and hands) motion estimation is non-real-time and acausal due to diffusion-based iterative motion refinement to capture correlations between body and hand poses, REWIND operates in a fully causal and real-time manner. To enable real-time inference, we introduce (1) cascaded body-hand denoising diffusion, which effectively models the correlation between egocentric body and hand motions in a fast, feed-forward manner, and (2) diffusion distillation, which enables high-quality motion estimation with a single denoising step. Our denoising diffusion model is based on a modified Transformer architecture, designed to causally model output motions while enhancing generalizability to unseen motion lengths. Additionally, REWIND optionally supports identity-conditioned motion estimation when identity prior is available. To this end, we propose a novel identity conditioning method based on a small set of pose exemplars of the target identity, which further enhances motion estimation quality. Through extensive experiments, we demonstrate that REWIND significantly outperforms the existing baselines both with and without exemplar-based identity conditioning. Weipeng Xu, Alexander Richard, Shih-En Wei, Shunsuke Saito, Shaojie Bai, Te-Li Wang, Minhyuk Sung, Tae-Kyun Kim 0001, Jason M. Saragih |
CVPR | 5 |
| 2025 | FRESA: Feedforward Reconstruction of Personalized Skinned Avatars from Few ImagesabstractWe present a novel method for reconstructing personalized 3D human avatars with realistic animation from only a few images. Due to the large variations in body shapes, poses, and cloth types, existing methods mostly require hours of per-subject optimization during inference, which limits their practical applications. In contrast, we learn a universal prior from over a thousand clothed humans to achieve instant feedforward generation and zero-shot generalization. Specifically, instead of rigging the avatar with shared skinning weights, we jointly infer personalized avatar shape, skinning weights, and pose-dependent deformations, which effectively improves overall geometric fidelity and reduces deformation artifacts. Moreover, to normalize pose variations and resolve coupled ambiguity between canonical shapes and skinning weights, we design a 3D canonicalization process to produce pixel-aligned initial conditions, which helps to reconstruct fine-grained geometric details. We then propose a multi-frame feature aggregation to robustly reduce artifacts introduced in canonicalization and fuse a plausible avatar preserving person-specific identities. Finally, we train the model in an end-to-end framework on a large-scale capture dataset, which contains diverse human subjects paired with high-quality 3D scans. Extensive experiments show that our method generates more authentic reconstruction and animation than state-of-the- arts, and can be directly generalized to inputs from casually taken phone photos. Project page and code is available at https://github.com/rongakowang/FRESA. Fabian Prada, Zhongshi Jiang, Chengxiang Yin 0003, Shunsuke Saito, Igor Santesteban, Javier Romero 0002, Rohan Joshi, Hongdong Li, Jason M. Saragih, Yaser Sheikh |
CVPR | 7 |
| 2025 | HairCUP: Hair Compositional Universal Prior for 3D Gaussian Avatars
Shunsuke Saito, Giljoo Nam, Tomas Simon, Jason M. Saragih, Hanbyul Joo |
ICCV | 2 |
| 2025 | Avat3r: Large Animatable Gaussian Reconstruction Model for High-Fidelity 3D Head AvatarsabstractTraditionally, creating photo-realistic 3D head avatars requires a studio-level multi-view capture setup and expensive optimization during test-time, limiting the use of digital human doubles to the VFX industry or offline renderings. To address this shortcoming, we present Avat3r, which regresses a high-quality and animatable 3D head avatar from just a few input images, vastly reducing compute requirements during inference. More specifically, we make Large Reconstruction Models animatable and learn a powerful prior over 3D human heads from a large multi-view video dataset. For better 3D head reconstructions, we employ position maps from DUSt3R and generalized feature maps from the human foundation model Sapiens. To animate the 3D head, our key discovery is that simple cross-attention to an expression code is already sufficient. Finally, we increase robustness by feeding input images with different expressions to our model during training, enabling the reconstruction of 3D head avatars from inconsistent inputs, e.g., an imperfect phone capture with accidental movement, or frames from a monocular video. We compare Avat3r with current state-of-the-art methods for few-input and single-input scenarios, and find that our method has a competitive advantage in both tasks. Finally, we demonstrate the wide applicability of our proposed model, creating 3D head avatars from images of different sources, smartphone captures, single images, and even out-of-domain inputs like antique busts. Project website: https://tobias-kirschstein.github.io/avat3r/ Tobias Kirschstein, Javier Romero 0002, Artem Sevastopolsky, Matthias Nießner, Shunsuke Saito |
ICCV | 5 |
| 2025 | Generative Modeling of Shape-Dependent Self-Contact Human Poses
Takehiko Ohkawa, Shunsuke Saito, Jason M. Saragih, Fabian Prada, Shoou-I Yu, Ryosuke Furuta, Yoichi Sato 0001, Takaaki Shiratori |
ICCV | 3 |
| 2025 | ATLAS: Decoupling Skeletal and Shape Parameters for Expressive Parametric Human ModelingabstractParametric body models offer expressive 3D representation of humans across a wide range of poses, shapes, and facial expressions, typically derived by learning a basis over registered 3D meshes. However, existing human mesh modeling approaches struggle to capture detailed variations across diverse body poses and shapes, largely due to limited training data diversity and restrictive modeling assumptions. Moreover, the common paradigm first optimizes the external body surface using a linear basis, then regresses internal skeletal joints from surface vertices. This approach introduces problematic dependencies between internal skeleton and outer soft tissue, limiting direct control over body height and bone lengths. To address these issues, we present ATLAS, a high-fidelity body model learned from 600k high-resolution scans captured using 240 synchronized cameras. Unlike previous methods, we explicitly decouple the shape and skeleton bases by grounding our mesh representation in the human skeleton. This decoupling enables enhanced shape expressivity, fine-grained customization of body attributes, and keypoint fitting independent of external soft-tissue characteristics. ATLAS outperforms existing methods by fitting unseen subjects in diverse poses more accurately, and quantitative evaluations show that our non-linear pose correctives more effectively capture complex poses compared to linear models. Jinhyung Park, Javier Romero 0002, Shunsuke Saito, Fabian Prada, Takaaki Shiratori, Federica Bogo, Shoou-I Yu, Kris Makoto Kitani, Rawal Khirodkar |
ICCV | 3 |
| 2025 | Agent-to-Sim: Learning Interactive Behavior Models from Casual Longitudinal VideosabstractWe present Agent-to-Sim (ATS), a framework for learning interactive behavior models of 3D agents from casual longitudinal video collections. Different from prior works that rely on marker-based tracking and multiview cameras, ATS learns natural behaviors of animal agents non-invasively through video observations recorded over a long time-span (e.g. a month) in a single environment.
Modeling 3D behavior of an agent requires persistent 3D tracking (e.g., knowing which point corresponds to which) over a long time period. To obtain such data, we develop a coarse-to-fine registration method that tracks the agent and the camera over time through a canonical 3D space, resulting in a complete and persistent spacetime 4D representation. We then train a generative model of agent behaviors using paired data of perception and motion of an agent queried from the 4D reconstruction. ATS enables real-to-sim transfer from video recordings of an agent to an interactive behavior simulator. We demonstrate results on animals given monocular RGBD videos captured by a smartphone. Project page: gengshan-y.github.io/agent2sim-www. Gengshan Yang, Andrea Bajcsy, Shunsuke Saito, Angjoo Kanazawa |
ICLR | 3 |
| 2025 | 3DGH: 3D Head Generation with Composable Hair and FaceabstractWe present 3DGH, an unconditional generative model for 3D human heads with composable hair and face components. Unlike previous work that entangles the modeling of hair and face, we propose to separate them using a novel data representation with template-based 3D Gaussian Splatting, in which deformable hair geometry is introduced to capture the geometric variations across different hairstyles. Based on this data representation, we design a 3D GAN-based architecture with dual generators and employ a cross-attention mechanism to model the inherent correlation between hair and face. The model is trained on synthetic renderings using carefully designed objectives to stabilize training and facilitate hair-face separation. We conduct extensive experiments to validate the design choice of 3DGH, and evaluate it both qualitatively and quantitatively by comparing with several state-of-the-art 3D GAN methods, demonstrating its effectiveness in unconditional full-head image synthesis and composable 3D hairstyle editing. More details will be available on our project page: https://c-he.github.io/projects/3dgh/. Chengan He, Tobias Kirschstein, Artem Sevastopolsky, Shunsuke Saito, Qingyang Tan, Javier Romero 0002, Chen Cao 0001, Holly E. Rushmeier, Giljoo Nam |
ACM Trans. Graph. | 5 |
| 2024 | Diffusion Shape Prior for Wrinkle-Accurate Cloth RegistrationabstractRegistering clothes from 4D scans with vertex-accurate correspondence is challenging, yet important for dynamic appearance modeling and physics parameter estimation from real-world data. However, previous methods either rely on texture information, which is not always reliable, or achieve only coarse-level alignment. In this work, we present a novel approach to enabling accurate surface registration of texture-less clothes with large deformation. Our key idea is to effectively leverage a shape prior learned from pre-captured clothing using diffusion models. We also propose a multi-stage guidance scheme based on learned functional maps, which stabilizes registration for large-scale deformation even when they vary significantly from training data. Using high-fidelity real captured clothes, our experiments show that the proposed approach based on diffusion models generalizes better than surface registration with VAE or PCA-based priors, outperforming both optimization-based and learning-based non-rigid registration methods for both interpolation and extrapolation tests. Jingfan Guo, Fabian Prada, Donglai Xiang, Javier Romero 0002, Chenglei Wu, Hyun Soo Park, Takaaki Shiratori, Shunsuke Saito |
3DV | 8 |
| 2024 | URHand: Universal Relightable HandsabstractExisting photorealistic relightable hand models require extensive identity-specific observations in different views, poses, and illuminations, and face challenges in generalizing to natural illuminations and novel identities. To bridge this gap, we present URHand, the first universal relightable hand model that generalizes across viewpoints, poses, illuminations, and identities. Our model allows few-shot personalization using images captured with a mobile phone, and is ready to be photorealistically rendered under novel illuminations. To simplify the personalization process while retaining photorealism, we build a powerful universal relightable prior based on neural relighting from multi-view images of hands captured in a light stage with hundreds of identities. The key challenge is scaling the cross-identity training while maintaining personalized fidelity and sharp details without compromising generalization under natural illuminations. To this end, we propose a spatially varying linear lighting model as the neural renderer that takes physics-inspired shading as input feature. By removing non-linear activations and bias, our specifically designed lighting model explicitly keeps the linearity of light transport. This enables single-stage training from light-stage data while generalizing to real-time rendering under arbitrary continuous illuminations across diverse identities. In addition, we introduce the joint learning of a physically based model and our neural relighting model, which further improves fidelity and generalization. Extensive experiments show that our approach achieves superior performance over existing methods in terms of both quality and generalizability. We also demonstrate quick personalization of URHand from a short phone scan of an unseen identity. Zhaoxi Chen 0009, Gyeongsik Moon, Chen Cao 0001, Stanislav Pidhorskyi, Tomas Simon, Rohan Joshi, Bernardo Pires, He Wen 0001, Lucas Evans, Julia Buffalini, Autumn Trimble, Kevyn McPhail, Melissa Schoeller, Shoou-I Yu, Javier Romero 0002, Michael Zollhöfer, Yaser Sheikh, Ziwei Liu 0002, Shunsuke Saito |
CVPR | 23 |
| 2024 | GALA: Generating Animatable Layered Assets from a Single ScanabstractWe present GALA, a framework that takes as input a single-layer clothed 3D human mesh and decomposes it into complete multi-layered 3D assets. The outputs can then be combined with other assets to create novel clothed human avatars with any pose. Existing reconstruction approaches often treat clothed humans as a single-layer of geometry and overlook the inherent compositionality of humans with hairstyles, clothing, and accessories, thereby limiting the utility of the meshes for down-stream applications. Decomposing a single-layer mesh into separate layers is a challenging task because it requires the synthesis of plausible geometry and texture for the severely occluded regions. Moreover, even with successful decomposition, meshes are not normalized in terms of poses and body shapes, failing coherent composition with novel identities and poses. To address these challenges, we propose to leverage the general knowledge of a pretrained 2D diffusion model as geometry and appearance prior for humans and other assets. We first separate the input mesh using the 3D surface segmentation extracted from multi-view 2D segmentations. Then we synthesize the missing geometry of different layers in both posed and canonical spaces using a novel pose-guided Score Distillation Sampling (SDS) loss. Once we complete inpainting high-fidelity 3D geometry, we also apply the same SDS loss to its texture to obtain the complete appearance including the initially occluded regions. Through a series of decomposition steps, we obtain multiple layers of 3D assets in a shared canonical space normalized in terms of poses and human shapes, hence supporting effortless composition to novel identities and reanimation with novel poses. Our experiments demonstrate the effectiveness of our approach for decomposition, canonicalization, and composition tasks compared to existing solutions. 1535 Taeksoo Kim, Shunsuke Saito, Hanbyul Joo |
CVPR | 3 |
| 2024 | InterHandGen: Two-Hand Interaction Generation via Cascaded Reverse DiffusionabstractWe present InterHandGen, a novel framework that learns the generative prior of two-hand interaction. Sampling from our model yields plausible and diverse two-hand shapes in close interaction with or without an object. Our prior can be incorporated into any optimization or learning methods to reduce ambiguity in an ill-posed setup. Our key observation is that directly modeling the joint distribution of multiple instances imposes high learning complexity due to its combinatorial nature. Thus, we propose to decom-pose the modeling of joint distribution into the modeling of factored unconditional and conditional single instance distribution. In particular, we introduce a diffusion model that learns the single-hand distribution unconditional and conditional to another hand via conditioning dropout. For sampling, we combine anti-penetration and classifier-free guidance to enable plausible generation. Furthermore, we establish the rigorous evaluation protocol of two-hand synthesis, where our method significantly outperforms baseline generative models in terms of plausibility and diversity. We also demonstrate that our diffusion prior can boost the performance of two-hand reconstruction from monocular in-the-wild images, achieving new state-of-the-art accuracy. Shunsuke Saito, Giljoo Nam, Minhyuk Sung, Tae-Kyun Kim 0001 |
CVPR | 2 |
| 2024 | Relightable Gaussian Codec AvatarsabstractThe fidelity of relighting is bounded by both geometry and appearance representations. For geometry, both mesh and volumetric approaches have difficulty modeling intri-cate structures like 3D hair geometry. For appearance, existing relighting models are limited in fidelity and often too slow to render in real-time with high-resolution contin-uous environments. In this work, we present Relightable Gaussian Codec Avatars, a method to build high-fidelity relightable head avatars that can be animated to generate novel expressions. Our geometry model based on 3D Gaus-sians can capture 3D-consistent sub-millimeter details such as hair strands and pores on dynamic face sequences. To support diverse materials of human heads such as the eyes, skin, and hair in a unified manner, we present a novel re-lightable appearance model based on learnable radiance transfer. Together with global illumination-aware spheri-cal harmonics for the diffuse components, we achieve real-time relighting with all-frequency reflections using spheri-cal Gaussians. This appearance model can be efficiently relit under both point light and continuous illumination. We further improve the fidelity of eye reflections and enable ex-plicit gaze control by introducing relightable explicit eye models. Our method outperforms existing approaches with-out compromising real-time performance. We also demon-strate real-time relighting of avatars on a tethered con-sumer VR headset, showcasing the efficiency and fidelity of our avatars. Shunsuke Saito, Gabriel Schwartz, Tomas Simon, Giljoo Nam |
CVPR | 1 |
| 2024 | Bridging the Gap: Studio-Like Avatar Creation from a Monocular Phone Capture
Shahrukh Athar, Shunsuke Saito, Zhengyu Yang 0003, Stanislav Pidhorskyi, Chen Cao 0001 |
ECCV (12) | 2 |
| 2024 | High-Fidelity Modeling of Generalizable Wrinkle Deformation
Jingfan Guo, Jae Shin Yoon, Shunsuke Saito, Takaaki Shiratori, Hyun Soo Park |
ECCV (81) | 3 |
| 2024 | Sapiens: Foundation for Human Vision Models
Rawal Khirodkar, Timur M. Bagautdinov, Julieta Martinez 0001, Su Zhaoen, Austin James, Peter Selednik, Shunsuke Saito |
ECCV (4) | 8 |
| 2024 | Expressive Whole-Body 3D Gaussian Avatar
Gyeongsik Moon, Takaaki Shiratori, Shunsuke Saito |
ECCV (41) | 3 |
| 2024 | Codec Avatar Studio: Paired Human Captures for Complete, Driveable, and Generalizable AvatarsabstractTo build photorealistic avatars that users can embody, human modelling must be complete (cover the full body), driveable (able to reproduce the current motion and appearance from the user), and generalizable (i.e., easily adaptable to novel identities).Towards these goals, paired captures, that is, captures of the same subject obtained from systems of diverse quality and availability, are crucial.However, paired captures are rarely available to researchers outside of dedicated industrial labs: Codec Avatar Studio is our proposal to close this gap.Towards generalization and driveability, we introduce a dataset of 256 subjects captured in two modalities: high resolution multi-view scans of their heads, and video from the internal cameras of a headset.Towards completeness, we introduce a dataset of 4 subjects captured in eight modalities: high quality relightable multi-view captures of heads and hands, full body multi-view captures with minimal and regular clothes, and corresponding head, hands and body phone captures.Together with our data, we also provide code and pre-trained models for different state-of-the-art human generation models.Our datasets and code are available at https://github.com/facebookresearch/ava-256 and https://github.com/facebookresearch/goliath. Julieta Martinez 0001, Emily Kim, Javier Romero 0002, Timur M. Bagautdinov, Shunsuke Saito, Shoou-I Yu, Michael Zollhöfer, Te-Li Wang, Shaojie Bai, Chenghui Li, Shih-En Wei, Rohan Joshi, Wyatt Borsos, Tomas Simon, Jason M. Saragih, Paul Theodosis, Alexander Greene, Anjani Josyula, Silvio Maeta, Andrew Jewett, Simion Venshtain, Christopher Heilman, Yueh-Tung Chen, Sidi Fu, Mohamed Elshaer, Tingfang Du, Longhua Wu, Shen-Chi Chen, Youssef Emad, Steven Longay, Ashley Brewer, Hitesh Shah, Taylor Koska, Kayla Haidle, Matthew Andromalos, Joanna Hsu, Thomas Dauer, Peter Selednik, Timothy Godisart, Scott Ardisson, Matthew Cipperly, Ben Humberston, Lon Farr, Bob Hansen, Peihong Guo, Dave Braun, Steven Krenn, He Wen 0001, Lucas Evans, Natalia Fadeeva, Matthew Stewart, Gabriel Schwartz, Divam Gupta, Gyeongsik Moon, Takaaki Shiratori, Fabian Prada, Bernardo Pires, Julia Buffalini, Autumn Trimble, Kevyn McPhail, Melissa Schoeller, Yaser Sheikh |
NeurIPS | 5 |
| 2024 | URAvatar: Universal Relightable Gaussian Codec Avatars
Chen Cao 0001, Gabriel Schwartz, Rawal Khirodkar, Christian Richardt, Tomas Simon, Yaser Sheikh, Shunsuke Saito |
SIGGRAPH Asia | 8 |
| 2024 | Manifold Sampling for Differentiable Uncertainty in Radiance FieldsabstractRadiance fields are powerful and, hence, popular models for representing the appearance of complex scenes. Yet, constructing them based on image observations gives rise to ambiguities and uncertainties. We propose a versatile approach for learning Gaussian radiance fields with explicit and fine-grained uncertainty estimates that impose only little additional cost compared to uncertainty-agnostic training. Our key observation is that uncertainties can be modeled as a low-dimensional manifold in the space of radiance field parameters that is highly amenable to Monte Carlo sampling. Importantly, our uncertainties are differentiable and, thus, allow for gradient-based optimization of subsequent captures that optimally reduce ambiguities. We demonstrate state-of-the-art performance on next-best-view planning tasks, including high-dimensional illumination planning for optimal radiance field relighting quality. Linjie Lyu, Ayush Tewari, Marc Habermann, Shunsuke Saito, Michael Zollhöfer, Thomas Leimkühler, Christian Theobalt |
SIGGRAPH Asia | 4 |
| 2023 | RelightableHands: Efficient Neural Relighting of Articulated Hand ModelsabstractWe present the first neural relighting approach for rendering high-fidelity personalized hands that can be animated in real-time under novel illumination. Our approach adopts a teacher-student framework, where the teacher learns appearance under a single point light from images captured in a light-stage, allowing us to synthesize hands in arbitrary illuminations but with heavy compute. Using images rendered by the teacher model as training data, an efficient student model directly predicts appearance under natural illuminations in real-time. To achieve generalization, we condition the student model with physics-inspired illumination features such as visibility, diffuse shading, and specular reflections computed on a coarse proxy geometry, maintaining a small computational overhead. Our key insight is that these features have strong correlation with subsequent global light transport effects, which proves sufficient as conditioning data for the neural relighting network. Moreover, in contrast to bottleneck illumination conditioning, these features are spatially aligned based on underlying geometry, leading to better generalization to unseen illuminations and poses. In our experiments, we demonstrate the efficacy of our illumination feature representations, outperforming baseline approaches. We also show that our approach can photorealistically relight two interacting hands at real-time speeds. https://sh8.io/#/relightable_hands Shun Iwase, Shunsuke Saito, Tomas Simon, Stephen Lombardi, Timur M. Bagautdinov, Rohan Joshi, Fabian Prada, Takaaki Shiratori, Yaser Sheikh, Jason M. Saragih |
CVPR | 2 |
| 2023 | MEGANE: Morphable Eyeglass and Avatar NetworkabstractEyeglasses play an important role in the perception of identity. Authentic virtual representations of faces can benefit greatly from their inclusion. However, modeling the geometric and appearance interactions of glasses and the face of virtual representations of humans is challenging. Glasses and faces affect each other's geometry at their contact points, and also induce appearance changes due to light transport. Most existing approaches do not capture these physical interactions since they model eyeglasses and faces independently. Others attempt to resolve interactions as a 2D image synthesis problem and suffer from view and temporal inconsistencies. In this work, we propose a 3D compositional morphable model of eyeglasses that accurately incorporates high-fidelity geometric and photometric interaction effects. To support the large variation in eyeglass topology efficiently, we employ a hybrid representation that combines surface geometry and a volumetric representation. Unlike volumetric approaches, our model naturally retains correspondences across glasses, and hence explicit modification of geometry, such as lens insertion and frame deformation, is greatly simplified. In addition, our model is relightable under point lights and natural illumination, supporting high-fidelity rendering of various frame materials, including translucent plastic and metal within a single morphable model. Importantly, our approach models global light transport effects, such as casting shadows between faces and glasses. Our morphable model for eyeglasses can also be fit to novel glasses via inverse rendering. We compare our approach to state-of-the-art methods and demonstrate significant quality improvements. Shunsuke Saito, Tomas Simon, Stephen Lombardi, Hongdong Li, Jason M. Saragih |
CVPR | 2 |
| 2023 | NCHO: Unsupervised Learning for Neural 3D Composition of Humans and ObjectsabstractDeep generative models have been recently extended to synthesizing 3D digital humans. However, previous approaches treat clothed humans as a single chunk of geometry without considering the compositionality of clothing and accessories. As a result, individual items cannot be naturally composed into novel identities, leading to limited expressiveness and controllability of generative 3D avatars. While several methods attempt to address this by leveraging synthetic data, the interaction between humans and objects is not authentic due to the domain gap, and manual asset creation is difficult to scale for a wide variety of objects. In this work, we present a novel framework for learning a compositional generative model of humans and objects (backpacks, coats, scarves, and more) from real-world 3D scans. Our compositional model is interaction-aware, meaning the spatial relationship between humans and objects, and the mutual shape change by physical contact is fully incorporated. The key challenge is that, since humans and objects are in contact, their 3D scans are merged into a single piece. To decompose them without manual annotations, we propose to leverage two sets of 3D scans of a single person with and without objects. Our approach learns to decompose objects and naturally compose them back into a generative human model in an unsupervised manner. Despite our simple setup requiring only the capture of a single subject with objects, our experiments demonstrate the strong generalization of our model by enabling the natural composition of objects to diverse identities in various poses and the composition of multiple objects, which is unseen in training data. The project page is available at https://taeksuu.github.io/ncho. Taeksoo Kim, Shunsuke Saito, Hanbyul Joo |
ICCV | 2 |
| 2023 | A Dataset of Relighted 3D Interacting HandsabstractThe two-hand interaction is one of the most challenging signals to analyze due to the self-similarity, complicated articulations, and occlusions of hands. Although several datasets have been proposed for the two-hand interaction analysis, all of them do not achieve 1) diverse and realistic image appearances and 2) diverse and large-scale groundtruth (GT) 3D poses at the same time. In this work, we propose Re:InterHand, a dataset of relighted 3D interacting hands that achieve the two goals. To this end, we employ a state-of-the-art hand relighting network with our accurately tracked two-hand 3D poses. We compare our Re:InterHand with existing 3D interacting hands datasets and show the benefit of it. Our Re:InterHand is available in https://mks0601.github.io/ReInterHand/ Gyeongsik Moon, Shunsuke Saito, Weipeng Xu, Rohan Joshi, Julia Buffalini, Harley Bellan, Nicholas Rosen, Jesse Richardson, Mallorie Mize, Philippe de Bree, Tomas Simon, Shubham Garg, Kevyn McPhail, Takaaki Shiratori |
NeurIPS | 2 |
| 2023 | Single-Image 3D Human Digitization with Shape-guided DiffusionabstractWe present an approach to generate a 360-degree view of a person with a consistent, high-resolution appearance from a single input image. NeRF and its variants typically require videos or images from different viewpoints. Most existing approaches taking monocular input either rely on ground-truth 3D scans for supervision or lack 3D consistency. While recent 3D generative models show promise of 3D consistent human digitization, these approaches do not generalize well to diverse clothing appearances, and the results lack photorealism. Unlike existing work, we utilize high-capacity 2D diffusion models pretrained for general image synthesis tasks as an appearance prior of clothed humans. To achieve better 3D consistency while retaining the input identity, we progressively synthesize multiple views of the human in the input image by inpainting missing regions with shape-guided diffusion conditioned on silhouette and surface normal. We then fuse these synthesized multi-view images via inverse rendering to obtain a fully textured high-resolution 3D mesh of the given person. Experiments show that our approach outperforms prior methods and achieves photorealistic 360-degree synthesis of a wide range of clothed humans with complex textures from a single image. Badour AlBahar, Shunsuke Saito, Hung-Yu Tseng, Changil Kim 0001, Johannes Kopf 0001, Jia-Bin Huang 0001 |
SIGGRAPH Asia | 2 |
| 2023 | Diffusion Posterior Illumination for Ambiguity-Aware Inverse RenderingabstractInverse rendering, the process of inferring scene properties from images, is a challenging inverse problem. The task is ill-posed, as many different scene configurations can give rise to the same image. Most existing solutions incorporate priors into the inverse-rendering pipeline to encourage plausible solutions, but they do not consider the inherent ambiguities and the multi-modal distribution of possible decompositions. In this work, we propose a novel scheme that integrates a denoising diffusion probabilistic model pre-trained on natural illumination maps into an optimization framework involving a differentiable path tracer. The proposed method allows sampling from combinations of illumination and spatially-varying surface materials that are, both, natural and explain the image observations. We further conduct an extensive comparative study of different priors on illumination used in previous work on inverse rendering. Our method excels in recovering materials and producing highly realistic and diverse environment map samples that faithfully explain the illumination of the input images. Linjie Lyu, Ayush Tewari, Marc Habermann, Shunsuke Saito, Michael Zollhöfer, Thomas Leimkühler, Christian Theobalt |
ACM Trans. Graph. | 4 |
| 2023 | CT2Hair: High-Fidelity 3D Hair Modeling using Computed TomographyabstractWe introduce CT2Hair, a fully automatic framework for creating high-fidelity 3D hair models that are suitable for use in downstream graphics applications. Our approach utilizes real-world hair wigs as input, and is able to reconstruct hair strands for a wide range of hair styles. Our method leverages computed tomography (CT) to create density volumes of the hair regions, allowing us to see through the hair unlike image-based approaches which are limited to reconstructing the visible surface. To address the noise and limited resolution of the input density volumes, we employ a coarse-to-fine approach. This process first recovers guide strands with estimated 3D orientation fields, and then populates dense strands through a novel neural interpolation of the guide strands. The generated strands are then refined to conform to the input density volumes. We demonstrate the robustness of our approach by presenting results on a wide variety of hair styles and conducting thorough evaluations on both real-world and synthetic datasets. Code and data for this paper are at github.com/facebookresearch/CT2Hair. Yuefan Shen, Shunsuke Saito, Olivier Maury, Chenglei Wu, Jessica K. Hodgins, Youyi Zheng, Giljoo Nam |
ACM Trans. Graph. | 2 |
| 2022 | COAP: Compositional Articulated Occupancy of PeopleabstractWe present a novel neural implicit representation for articulated human bodies. Compared to explicit template meshes, neural implicit body representations provide an efficient mechanism for modeling interactions with the environment, which is essential for human motion reconstruction and synthesis in 3D scenes. However, existing neural implicit bodies suffer from either poor generalization on highly articulated poses or slow inference time. In this work, we observe that prior knowledge about the human body's shape and kinematic structure can be leveraged to improve generalization and efficiency. We decompose the full-body geometry into local body parts and employ a part-aware encoder-decoder architecture to learn neural articulated occupancy that models complex deformations locally. Our local shape encoder represents the body deformation of not only the corresponding body part but also the neighboring body parts. The decoder incorporates the geometric constraints of local body shape which significantly improves pose generalization. We demonstrate that our model is suitable for resolving self-intersections and collisions with 3D environments. Quantitative and qualitative experiments show that our method largely outperforms existing solutions in terms of both efficiency and accuracy. Marko Mihajlovic, Shunsuke Saito, Aayush Bansal, Michael Zollhöfer, Siyu Tang 0001 |
CVPR | 2 |
| 2022 | AutoAvatar: Autoregressive Neural Fields for Dynamic Avatar Modeling
Ziqian Bai, Timur M. Bagautdinov, Javier Romero 0002, Michael Zollhöfer, Shunsuke Saito |
ECCV (6) | 6 |
| 2022 | KeypointNeRF: Generalizing Image-Based Volumetric Avatars Using Relative Spatial Encoding of Keypoints
Marko Mihajlovic, Aayush Bansal, Michael Zollhöfer, Siyu Tang 0001, Shunsuke Saito |
ECCV (15) | 5 |
| 2022 | Neural Strands: Learning Hair Geometry and Appearance from Multi-view Images
Radu Alexandru Rosu, Shunsuke Saito, Chenglei Wu, Sven Behnke, Giljoo Nam |
ECCV (33) | 2 |
| 2022 | Neural Fields in Visual Computing and BeyondabstractAbstract Recent advances in machine learning have led to increased interest in solving visual computing problems using methods that employ coordinate‐based neural networks. These methods, which we call neural fields , parameterize physical properties of scenes or objects across space and time. They have seen widespread success in problems such as 3D shape and image synthesis, animation of human bodies, 3D reconstruction, and pose estimation. Rapid progress has led to numerous papers, but a consolidation of the discovered knowledge has not yet emerged. We provide context, mathematical grounding, and a review of over 250 papers in the literature on neural fields. In Part I , we focus on neural field techniques by identifying common components of neural field methods, including different conditioning, representation, forward map, architecture, and manipulation methods. In Part II , we focus on applications of neural fields to different problems in visual computing, and beyond (e.g., robotics, audio). Our review shows the breadth of topics already covered in visual computing, both historically and in current incarnations, and highlights the improved quality, flexibility, and capability brought by neural field methods. Finally, we present a companion website that acts as a living database that can be continually updated by the community. Yiheng Xie, Towaki Takikawa, Shunsuke Saito, Or Litany, Shiqin Yan, Numair Khan, Federico Tombari, James Tompkin 0001, Vincent Sitzmann, Srinath Sridhar 0002 |
Comput. Graph. Forum | 3 |
| 2022 | Authentic volumetric avatars from a phone scanabstractCreating photorealistic avatars of existing people currently requires extensive person-specific data capture, which is usually only accessible to the VFX industry and not the general public. Our work aims to address this drawback by relying only on a short mobile phone capture to obtain a drivable 3D head avatar that matches a person's likeness faithfully. In contrast to existing approaches, our architecture avoids the complex task of directly modeling the entire manifold of human appearance, aiming instead to generate an avatar model that can be specialized to novel identities using only small amounts of data. The model dispenses with low-dimensional latent spaces that are commonly employed for hallucinating novel identities, and instead, uses a conditional representation that can extract person-specific information at multiple scales from a high resolution registered neutral phone scan. We achieve high quality results through the use of a novel universal avatar prior that has been trained on high resolution multi-view video captures of facial performances of hundreds of human subjects. By fine-tuning the model using inverse rendering we achieve increased realism and personalize its range of motion. The output of our approach is not only a high-fidelity 3D head avatar that matches the person's facial shape and appearance, but one that can also be driven using a jointly discovered shared global expression space with disentangled controls for gaze direction. Via a series of experiments we demonstrate that our avatars are faithful representations of the subject's likeness. Compared to other state-of-the-art methods for lightweight avatar creation, our approach exhibits superior visual quality and animateability. Chen Cao 0001, Tomas Simon, Jin Kyu Kim, Gabe Schwartz, Michael Zollhöfer, Shunsuke Saito, Stephen Lombardi, Shih-En Wei, Danielle Belko, Shoou-I Yu, Yaser Sheikh, Jason M. Saragih |
ACM Trans. Graph. | 6 |
| 2022 | Dressing Avatars: Deep Photorealistic Appearance for Physically Simulated ClothingabstractDespite recent progress in developing animatable full-body avatars, realistic modeling of clothing - one of the core aspects of human self-expression - remains an open challenge. State-of-the-art physical simulation methods can generate realistically behaving clothing geometry at interactive rates. Modeling photorealistic appearance, however, usually requires physically-based rendering which is too expensive for interactive applications. On the other hand, data-driven deep appearance models are capable of efficiently producing realistic appearance, but struggle at synthesizing geometry of highly dynamic clothing and handling challenging body-clothing configurations. To this end, we introduce pose-driven avatars with explicit modeling of clothing that exhibit both photorealistic appearance learned from real-world data and realistic clothing dynamics. The key idea is to introduce a neural clothing appearance model that operates on top of explicit geometry: at training time we use high-fidelity tracking, whereas at animation time we rely on physically simulated geometry. Our core contribution is a physically-inspired appearance network, capable of generating photorealistic appearance with view-dependent and dynamic shadowing effects even for unseen body-clothing configurations. We conduct a thorough evaluation of our model and demonstrate diverse animation results on several subjects and different types of clothing. Unlike previous work on photorealistic full-body avatars, our approach can produce much richer dynamics and more realistic deformations even for many examples of loose clothing. We also demonstrate that our formulation naturally allows clothing to be used with avatars of different people while staying fully animatable, thus enabling, for the first time, photorealistic avatars with novel clothing. Donglai Xiang, Timur M. Bagautdinov, Tuur Stuyck, Fabian Prada, Javier Romero 0002, Weipeng Xu, Shunsuke Saito, Jingfan Guo, Breannan Smith, Takaaki Shiratori, Yaser Sheikh, Jessica K. Hodgins, Chenglei Wu |
ACM Trans. Graph. | 7 |
| 2021 | SCALE: Modeling Clothed Humans with a Surface Codec of Articulated Local ElementsabstractLearning to model and reconstruct humans in clothing is challenging due to articulation, non-rigid deformation, and varying clothing types and topologies. To enable learning, the choice of representation is the key. Recent work uses neural networks to parameterize local surface elements. This approach captures locally coherent geometry and non-planar details, can deal with varying topology, and does not require registered training data. However, naively using such methods to model 3D clothed humans fails to capture fine-grained local deformations and generalizes poorly. To address this, we present three key innovations: First, we deform surface elements based on a human body model such that large-scale deformations caused by articulation are explicitly separated from topological changes and local clothing deformations. Second, we address the limitations of existing neural surface elements by regressing local geometry from local features, significantly improving the expressiveness. Third, we learn a pose embedding on a 2D parameterization space that encodes posed body geometry, improving generalization to unseen poses by reducing non-local spurious correlations. We demonstrate the efficacy of our surface representation by learning models of complex clothing from point clouds. The clothing can change topology and deviate from the topology of the body. Once learned, we can animate previously unseen motions, producing high-quality point clouds, from which we generate realistic images with neural rendering. We assess the importance of each technical contribution and show that our approach outperforms the state-of-the-art methods in terms of reconstruction accuracy and inference time. The code is available for research purposes at https://qianlim.github.io/SCALE. Qianli Ma 0007, Shunsuke Saito, Siyu Tang 0001, Michael J. Black |
CVPR | 2 |
| 2021 | Pixel-Aligned Volumetric AvatarsabstractAcquisition and rendering of photo-realistic human heads is a highly challenging research problem of particular importance for virtual telepresence. Currently, the highest quality is achieved by volumetric approaches trained in a person-specific manner on multi-view data. These models better represent fine structure, such as hair, compared to simpler mesh-based models. Volumetric models typically employ a global code to represent facial expressions, such that they can be driven by a small set of animation parameters. While such architectures achieve impressive rendering quality, they can not easily be extended to the multi-identity setting. In this paper, we devise a novel approach for predicting volumetric avatars of the human head given just a small number of inputs. We enable generalization across identities by a novel parameterization that combines neural radiance fields with local, pixel-aligned features extracted directly from the inputs, thus side-stepping the need for very deep or complex networks. Our approach is trained in an end-to-end manner solely based on a photometric re-rendering loss without requiring explicit 3D supervision. We demonstrate that our approach outperforms the existing state of the art in terms of quality and is able to generate faithful facial expressions in a multi-identity setting. Amit Raj, Michael Zollhöfer, Tomas Simon, Jason M. Saragih, Shunsuke Saito, James Hays, Stephen Lombardi |
CVPR | 5 |
| 2021 | SCANimate: Weakly Supervised Learning of Skinned Clothed Avatar NetworksabstractWe present SCANimate, an end-to-end trainable framework that takes raw 3D scans of a clothed human and turns them into an animatable avatar. These avatars are driven by pose parameters and have realistic clothing that moves and deforms naturally. SCANimate does not rely on a customized mesh template or surface mesh registration. We observe that fitting a parametric 3D body model, like SMPL, to a clothed human scan is tractable while surface registration of the body topology to the scan is often not, because clothing can deviate significantly from the body shape. We also observe that articulated transformations are invertible, resulting in geometric cycle-consistency in the posed and unposed shapes. These observations lead us to a weakly supervised learning method that aligns scans into a canonical pose by disentangling articulated deformations without template-based surface registration. Furthermore, to complete missing regions in the aligned scans while modeling pose-dependent deformations, we introduce a locally pose-aware implicit function that learns to complete and model geometry with learned pose correctives. In contrast to commonly used global pose embeddings, our local pose conditioning significantly reduces long-range spurious correlations and improves generalization to unseen poses, especially when training data is limited. Our method can be applied to pose-aware appearance modeling to generate a fully textured avatar. We demonstrate our approach on various clothing types with different amounts of training data, outperforming existing solutions and other variants in terms of fidelity and generality in every setting. The code is available at https://scanimate.is.tue.mpg.de. Shunsuke Saito, Qianli Ma 0007, Michael J. Black |
CVPR | 1 |
| 2021 | ARCH++: Animation-Ready Clothed Human Reconstruction RevisitedabstractWe present ARCH++, an image-based method to reconstruct 3D avatars with arbitrary clothing styles. Our reconstructed avatars are animation-ready and highly realistic, in both the visible regions from input views and the unseen regions. While prior work shows great promise of reconstructing animatable clothed humans with various topologies, we observe that there exist fundamental limitations resulting in sub-optimal reconstruction quality. In this paper, we revisit the major steps of image-based avatar reconstruction and address the limitations with ARCH++. First, we introduce an end-to-end point based geometry encoder to better describe the semantics of the underlying 3D human body, in replacement of previous hand-crafted features. Second, in order to address the occupancy ambiguity caused by topological changes of clothed humans in the canonical pose, we propose a co-supervising framework with cross-space consistency to jointly estimate the occupancy in both the posed and canonical spaces. Last, we use image-to-image translation networks to further refine detailed geometry and texture on the reconstructed surface, which improves the fidelity and consistency across arbitrary viewpoints. In the experiments, we demonstrate improvements over the state of the art on both public benchmarks and user studies in reconstruction quality and realism. Tong He 0002, Yuanlu Xu, Shunsuke Saito, Stefano Soatto, Tony Tung |
ICCV | 3 |
| 2021 | Deep relightable appearance models for animatable facesabstractWe present a method for building high-fidelity animatable 3D face models that can be posed and rendered with novel lighting environments in real-time. Our main insight is that relightable models trained to produce an image lit from a single light direction can generalize to natural illumination conditions but are computationally expensive to render. On the other hand, efficient, high-fidelity face models trained with point-light data do not generalize to novel lighting conditions. We leverage the strengths of each of these two approaches. We first train an expensive but generalizable model on point-light illuminations, and use it to generate a training set of high-quality synthetic face images under natural illumination conditions. We then train an efficient model on this augmented dataset, reducing the generalization ability requirements. As the efficacy of this approach hinges on the quality of the synthetic data we can generate, we present a study of lighting pattern combinations for dynamic captures and evaluate their suitability for learning generalizable relightable models. Towards achieving the best possible quality, we present a novel approach for generating dynamic relightable faces that exceeds state-of-the-art performance. Our method is capable of capturing subtle lighting effects and can even generate compelling near-field relighting despite being trained exclusively with far-field lighting data. Finally, we motivate the utility of our model by animating it with images captured from VR-headset mounted cameras, demonstrating the first system for face-driven interactions in VR that uses a photorealistic relightable face model. Sai Bi, Stephen Lombardi, Shunsuke Saito, Tomas Simon, Shih-En Wei, Kevyn McPhail, Ravi Ramamoorthi, Yaser Sheikh, Jason M. Saragih |
ACM Trans. Graph. | 3 |
| 2020 | PIFuHD: Multi-Level Pixel-Aligned Implicit Function for High-Resolution 3D Human DigitizationabstractRecent advances in image-based 3D human shape estimation have been driven by the significant improvement in representation power afforded by deep neural networks. Although current approaches have demonstrated the potential in real world settings, they still fail to produce reconstructions with the level of detail often present in the input images. We argue that this limitation stems primarily form two conflicting requirements; accurate predictions require large context, but precise predictions require high resolution. Due to memory limitations in current hardware, previous approaches tend to take low resolution images as input to cover large spatial context, and produce less precise (or low resolution) 3D estimates as a result. We address this limitation by formulating a multi-level architecture that is end-to-end trainable. A coarse level observes the whole image at lower resolution and focuses on holistic reasoning. This provides context to an fine level which estimates highly detailed geometry by observing higher-resolution images. We demonstrate that our approach significantly outperforms existing state-of-the-art techniques on single image human shape reconstruction by fully leveraging 1k-resolution input images. Shunsuke Saito, Tomas Simon, Jason M. Saragih, Hanbyul Joo |
CVPR | 1 |
| 2020 | Monocular Real-Time Volumetric Performance Capture
Ruilong Li, Yuliang Xiu, Shunsuke Saito, Zeng Huang, Kyle Olszewski, Hao Li 0015 |
ECCV (23) | 3 |
| 2019 | SiCloPe: Silhouette-Based Clothed PeopleabstractWe introduce a new silhouette-based representation for modeling clothed human bodies using deep generative models. Our method can reconstruct a complete and textured 3D model of a person wearing clothes from a single input picture. Inspired by the visual hull algorithm, our implicit representation uses 2D silhouettes and 3D joints of a body pose to describe the immense shape complexity and variations of clothed people. Given a segmented 2D silhouette of a person and its inferred 3D joints from the input picture, we first synthesize consistent silhouettes from novel view points around the subject. The synthesized silhouettes which are the most consistent with the input segmentation are fed into a deep visual hull algorithm for robust 3D shape prediction. We then infer the texture of the subject's back view using the frontal image and segmentation mask as input to a conditional generative adversarial network. Our experiments demonstrate that our silhouette-based model is an effective representation and the appearance of the back view can be predicted reliably using an image-to-image translation network. While classic methods based on parametric models often fail for single-view images of subjects with challenging clothing, our approach can still produce successful results, which are comparable to those obtained from multi-view input. Ryota Natsume, Shunsuke Saito, Zeng Huang, Weikai Chen 0001, Chongyang Ma, Hao Li 0015, Shigeo Morishima |
CVPR | 2 |
| 2019 | PIFu: Pixel-Aligned Implicit Function for High-Resolution Clothed Human DigitizationabstractWe introduce Pixel-aligned Implicit Function (PIFu), an implicit representation that locally aligns pixels of 2D images with the global context of their corresponding 3D object. Using PIFu, we propose an end-to-end deep learning method for digitizing highly detailed clothed humans that can infer both 3D surface and texture from a single image, and optionally, multiple input images. Highly intricate shapes, such as hairstyles, clothing, as well as their variations and deformations can be digitized in a unified way. Compared to existing representations used for 3D deep learning, PIFu produces high-resolution surfaces including largely unseen regions such as the back of a person. In particular, it is memory efficient unlike the voxel representation, can handle arbitrary topology, and the resulting surface is spatially aligned with the input image. Furthermore, while previous techniques are designed to process either a single image or multiple views, PIFu extends naturally to arbitrary number of views. We demonstrate high-resolution and robust reconstructions on real world images from the DeepFashion dataset, which contains a variety of challenging clothing types. Our method achieves state-of-the-art performance on a public benchmark and outperforms the prior work for clothed human digitization from a single image. Shunsuke Saito, Zeng Huang, Ryota Natsume, Shigeo Morishima, Hao Li 0015, Angjoo Kanazawa |
ICCV | 1 |
| 2019 | Learning to Infer Implicit Surfaces without 3D SupervisionabstractRecent advances in 3D deep learning have shown that it is possible to train highly effective deep models for 3D shape generation, directly from 2D images. This is particularly interesting since the availability of 3D models is still limited compared to the massive amount of accessible 2D images, which is invaluable for training. The representation of 3D surfaces itself is a key factor for the quality and resolution of the 3D output. While explicit representations, such as point clouds and voxels, can span a wide range of shape variations, their resolutions are often limited. Mesh-based representations are more efficient but are limited by their ability to handle varying topologies. Implicit surfaces, however, can robustly handle complex shapes, topologies, and also provide flexible resolution control. We address the fundamental problem of learning implicit surfaces for shape inference without the need of 3D supervision. Despite their advantages, it remains nontrivial to (1) formulate a differentiable connection between implicit surfaces and their 2D renderings, which is needed for image-based supervision; and (2) ensure precise geometric properties and control, such as local smoothness. In particular, sampling implicit surfaces densely is also known to be a computationally demanding and very slow operation. To this end, we propose a novel ray-based field probing technique for efficient image-to-field supervision, as well as a general geometric regularizer for implicit surfaces, which provides natural shape priors in unconstrained regions. We demonstrate the effectiveness of our framework on the task of single-view image-based 3D shape digitization and show how we outperform state-of-the-art techniques both quantitatively and qualitatively. Shichen Liu, Shunsuke Saito, Weikai Chen 0001, Hao Li 0015 |
NeurIPS | 2 |
| 2018 | Mesoscopic Facial Geometry Inference Using Deep Neural NetworksabstractWe present a learning-based approach for synthesizing facial geometry at medium and fine scales from diffusely-lit facial texture maps. When applied to an image sequence, the synthesized detail is temporally coherent. Unlike current state-of-the-art methods [17, 5], which assume "dark is deep", our model is trained with measured facial detail collected using polarized gradient illumination in a Light Stage [20]. This enables us to produce plausible facial detail across the entire face, including where previous approaches may incorrectly interpret dark features as concavities such as at moles, hair stubble, and occluded pores. Instead of directly inferring 3D geometry, we propose to encode fine details in high-resolution displacement maps which are learned through a hybrid network adopting the state-of-the-art image-to-image translation network [29] and super resolution network [43]. To effectively capture geometric detail at both mid- and high frequencies, we factorize the learning into two separate sub-networks, enabling the full range of facial detail to be modeled. Results from our learning-based approach compare favorably with a high-quality active facial scanhening technique, and require only a single passive lighting condition without a complex scanning setup. Loc Huynh, Weikai Chen 0001, Shunsuke Saito, Jun Xing, Koki Nagano, Val Jones 0002, Paul E. Debevec, Hao Li 0015 |
CVPR | 3 |
| 2018 | paGAN: real-time avatars using dynamic texturesabstractWith the rising interest in personalized VR and gaming experiences comes the need to create high quality 3D avatars that are both low-cost and variegated. Due to this, building dynamic avatars from a single unconstrained input image is becoming a popular application. While previous techniques that attempt this require multiple input images or rely on transferring dynamic facial appearance from a source actor, we are able to do so using only one 2D input image without any form of transfer from a source image. We achieve this using a new conditional Generative Adversarial Network design that allows fine-scale manipulation of any facial input image into a new expression while preserving its identity. Our photoreal avatar GAN (paGAN) can also synthesize the unseen mouth interior and control the eye-gaze direction of the output, as well as produce the final image from a novel viewpoint. The method is even capable of generating fully-controllable temporally stable video sequences, despite not using temporal information during training. After training, we can use our network to produce dynamic image-based avatars that are controllable on mobile devices in real time. To do this, we compute a fixed set of output images that correspond to key blendshapes, from which we extract textures in UV space. Using a subject's expression blendshapes at run-time, we can linearly blend these key textures together to achieve the desired appearance. Furthermore, we can use the mouth interior and eye textures produced by our network to synthesize on-the-fly avatar animations for those regions. Our work produces state-of-the-art quality image and video synthesis, and is the first to our knowledge that is able to generate a dynamically textured avatar with a mouth interior, all from a single image. Koki Nagano, Jaewoo Seo, Jun Xing, Lingyu Wei, Zimo Li, Shunsuke Saito, Aviral Agarwal, Jens Fursund, Hao Li 0015 |
ACM Trans. Graph. | 6 |
| 2018 | 3D hair synthesis using volumetric variational autoencodersabstractRecent advances in single-view 3D hair digitization have made the creation of high-quality CG characters scalable and accessible to end-users, enabling new forms of personalized VR and gaming experiences. To handle the complexity and variety of hair structures, most cutting-edge techniques rely on the successful retrieval of a particular hair model from a comprehensive hair database. Not only are the aforementioned data-driven methods storage intensive, but they are also prone to failure for highly unconstrained input images, complicated hairstyles, and failed face detection. Instead of using a large collection of 3D hair models directly, we propose to represent the manifold of 3D hairstyles implicitly through a compact latent space of a volumetric variational autoencoder (VAE). This deep neural network is trained with volumetric orientation field representations of 3D hair models and can synthesize new hairstyles from a compressed code. To enable end-to-end 3D hair inference, we train an additional embedding network to predict the code in the VAE latent space from any input image. Strand-level hairstyles can then be generated from the predicted volumetric representation. Our fully automatic framework does not require any ad-hoc face fitting, intermediate classification and segmentation, or hairstyle database retrieval. Our hair synthesis approach is significantly more robust and can handle a much wider variation of hairstyles than state-of-the-art data-driven hair modeling techniques with challenging inputs, including photos that are low-resolution, overexposured, or contain extreme head poses. The storage requirements are minimal and a 3D hair model can be produced from an image in a second. Our evaluations also show that successful reconstructions are possible from highly stylized cartoon images, non-human subjects, and pictures taken from behind a person. Our approach is particularly well suited for continuous and plausible hair interpolation between very different hairstyles. Shunsuke Saito, Liwen Hu 0001, Chongyang Ma, Hikaru Ibayashi, Linjie Luo, Hao Li 0015 |
ACM Trans. Graph. | 1 |
| 2018 | High-fidelity facial reflectance and geometry inference from an unconstrained imageabstractWe present a deep learning-based technique to infer high-quality facial reflectance and geometry given a single unconstrained image of the subject, which may contain partial occlusions and arbitrary illumination conditions. The reconstructed high-resolution textures, which are generated in only a few seconds, include high-resolution skin surface reflectance maps, representing both the diffuse and specular albedo, and medium- and high-frequency displacement maps, thereby allowing us to render compelling digital avatars under novel lighting conditions. To extract this data, we train our deep neural networks with a high-quality skin reflectance and geometry database created with a state-of-the-art multi-view photometric stereo system using polarized gradient illumination. Given the raw facial texture map extracted from the input image, our neural networks synthesize complete reflectance and displacement maps, as well as complete missing regions caused by occlusions. The completed textures exhibit consistent quality throughout the face due to our network architecture, which propagates texture features from the visible region, resulting in high-fidelity details that are consistent with those seen in visible regions. We describe how this highly underconstrained problem is made tractable by dividing the full inference into smaller tasks, which are addressed by dedicated neural networks. We demonstrate the effectiveness of our network design with robust texture completion from images of faces that are largely occluded. With the inferred reflectance and geometry data, we demonstrate the rendering of high-fidelity 3D avatars from a variety of subjects captured under different lighting conditions. In addition, we perform evaluations demonstrating that our method can infer plausible facial reflectance and geometric details comparable to those obtained from high-end capture devices, and outperform alternative approaches that require only a single unconstrained input image. Shugo Yamaguchi, Shunsuke Saito, Koki Nagano, Weikai Chen 0001, Kyle Olszewski, Shigeo Morishima, Hao Li 0015 |
ACM Trans. Graph. | 2 |
| 2017 | Photorealistic Facial Texture Inference Using Deep Neural NetworksabstractWe present a data-driven inference method that can synthesize a photorealistic texture map of a complete 3D face model given a partial 2D view of a person in the wild. After an initial estimation of shape and low-frequency albedo, we compute a high-frequency partial texture map, without the shading component, of the visible face area. To extract the fine appearance details from this incomplete input, we introduce a multi-scale detail analysis technique based on mid-layer feature correlations extracted from a deep convolutional neural network. We demonstrate that fitting a convex combination of feature correlations from a high-resolution face database can yield a semantically plausible facial detail description of the entire face. A complete and photorealistic texture map can then be synthesized by iteratively optimizing for the reconstructed feature correlations. Using these high-resolution textures and a commercial rendering framework, we can produce high-fidelity 3D renderings that are visually comparable to those obtained with state-of-the-art multi-view face capture systems. We demonstrate successful face reconstructions from a wide range of low resolution input images, including those of historical figures. In addition to extensive evaluations, we validate the realism of our results using a crowdsourced user study. Shunsuke Saito, Lingyu Wei, Liwen Hu 0001, Koki Nagano, Hao Li 0015 |
CVPR | 1 |
| 2017 | Realistic Dynamic Facial Textures from a Single Image Using GANsabstractWe present a novel method to realistically puppeteer and animate a face from a single RGB image using a source video sequence. We begin by fitting a multilinear PCA model to obtain the 3D geometry and a single texture of the target face. In order for the animation to be realistic, however, we need dynamic per-frame textures that capture subtle wrinkles and deformations corresponding to the animated facial expressions. This problem is highly underconstrained, as dynamic textures cannot be obtained directly from a single image. Furthermore, if the target face has a closed mouth, it is not possible to obtain actual images of the mouth interior. To address this issue, we train a Deep Generative Network that can infer realistic per-frame texture deformations, including the mouth interior, of the target identity using the per-frame source textures and the single target texture. By retargeting the PCA expression geometry from the source, as well as using the newly inferred texture, we can both animate the face and perform video face replacement on the source video using the target appearance. Kyle Olszewski, Zimo Li, Chao Yang 0011, Yi Zhou 0023, Ronald Yu, Zeng Huang, Sitao Xiang, Shunsuke Saito, Pushmeet Kohli, Hao Li 0015 |
ICCV | 8 |
| 2017 | Learning Dense Facial Correspondences in Unconstrained ImagesabstractWe present a minimalists but effective neural network that computes dense facial correspondences in highly unconstrained RGB images. Our network learns a per-pixel flow and a matchability mask between 2D input photographs of a person and the projection of a textured 3D face model. To train such a network, we generate a massive dataset of synthetic faces with dense labels using renderings of a morphable face model with variations in pose, expressions, lighting, and occlusions. We found that a training refinement using real photographs is required to drastically improve the ability to handle real images. When combined with a facial detection and 3D face fitting step, we show that our approach outperforms the state-of-the-art face alignment methods in terms of accuracy and speed. By directly estimating dense correspondences, we do not rely on the full visibility of sparse facial landmarks and are not limited to the model space of regression-based approaches. We also assess our method on video frames and demonstrate successful per-frame processing under extreme pose variations, occlusions, and lighting conditions. Compared to existing 3D facial tracking techniques, our fitting does not rely on previous frames or frontal facial initialization and is robust to imperfect face detections. Ronald Yu, Shunsuke Saito, Duygu Ceylan, Hao Li 0015 |
ICCV | 2 |
| 2017 | Outside-in monocular IR camera based HMD pose estimation via geometric optimizationabstractAccurately tracking a Head Mounted Display (HMD) with a 6 degree of freedom is essential to achieve a comfortable and a nausea free experience in Virtual Reality. Existing commercial HMD systems using synchronized Infrared (IR) camera and blinking IR-LEDs can achieve highly accurate tracking. However, most of the off-the-shelf cameras do not support frame synchronization. In this paper, we propose a novel method for real time HMD pose estimation without using any camera synchronization or LED blinking. We extended over the state of the art pose estimation algorithm by introducing geometrically constrained optimization. In addition, we propose a novel system to increase robustness to the blurred IR-LEDs patterns appearing at high-velocity movements. The quantitative evaluations showed significant improvements in pose stability and accuracy over wide rotational movements as well as a decrease in runtime. Pavel A. Savkin, Shunsuke Saito, Jarich Vansteenberge, Tsukasa Fukusato, Lochlainn Wilson, Shigeo Morishima |
VRST | 2 |
| 2017 | Multi-View Stereo on Consistent Face TopologyabstractWe present a multi-view stereo reconstruction technique that directly produces a complete high-fidelity head model with consistent facial mesh topology. While existing techniques decouple shape estimation and facial tracking, our framework jointly optimizes for stereo constraints and consistent mesh parameterization. Our method is therefore free from drift and fully parallelizable for dynamic facial performance capture. We produce highly detailed facial geometries with artist-quality UV parameterization, including secondary elements such as eyeballs, mouth pockets, nostrils, and the back of the head. Our approach consists of deforming a common template model to match multi-view input images of the subject, while satisfying cross-view, cross-subject, and cross-pose consistencies using a combination of 2D landmark detection, optical flow, and surface and volumetric Laplacian regularization. Since the flow is never computed between frames, our method is trivially parallelized by processing each frame independently. Accurate rigid head pose is extracted using a PCA-based dimension reduction and denoising scheme. We demonstrate high-fidelity performance capture results with challenging head motion and complex facial expressions around eye and mouth regions. While the quality of our results is on par with the current state-of-the-art, our approach can be fully parallelized, does not suffer from drift, and produces face models with production-quality mesh topologies. Graham Fyffe, Koki Nagano, Loc Huynh, Shunsuke Saito, Jay Busch, Val Jones 0002, Hao Li 0015, Paul E. Debevec |
Comput. Graph. Forum | 4 |
| 2017 | Avatar digitization from a single image for real-time renderingabstractWe present a fully automatic framework that digitizes a complete 3D head with hair from a single unconstrained image. Our system offers a practical and consumer-friendly end-to-end solution for avatar personalization in gaming and social VR applications. The reconstructed models include secondary components (eyes, teeth, tongue, and gums) and provide animation-friendly blendshapes and joint-based rigs. While the generated face is a high-quality textured mesh, we propose a versatile and efficient polygonal strips (polystrips) representation for the hair. Polystrips are suitable for an extremely wide range of hairstyles and textures and are compatible with existing game engines for real-time rendering. In addition to integrating state-of-the-art advances in facial shape modeling and appearance inference, we propose a novel single-view hair generation pipeline, based on 3D-model and texture retrieval, shape refinement, and polystrip patching optimization. The performance of our hairstyle retrieval is enhanced using a deep convolutional neural network for semantic hair attribute classification. Our generated models are visually comparable to state-of-the-art game characters designed by professional artists. For real-time settings, we demonstrate the flexibility of polystrips in handling hairstyle variations, as opposed to conventional strand-based representations. We further show the effectiveness of our approach on a large number of images taken in the wild, and how compelling avatars can be easily created by anyone. Liwen Hu 0001, Shunsuke Saito, Lingyu Wei, Koki Nagano, Jaewoo Seo, Jens Fursund, Iman Sadeghi, Carrie Sun, Hao Li 0015 |
ACM Trans. Graph. | 2 |
| 2016 | Real-Time Facial Segmentation and Performance Capture from RGB Input
Shunsuke Saito, Tianye Li, Hao Li 0015 |
ECCV (8) | 1 |
| 2016 | High-fidelity facial and speech animation for VR HMDsabstractSignificant challenges currently prohibit expressive interaction in virtual reality (VR). Occlusions introduced by head-mounted displays (HMDs) make existing facial tracking techniques intractable, and even state-of-the-art techniques used for real-time facial tracking in unconstrained environments fail to capture subtle details of the user's facial expressions that are essential for compelling speech animation. We introduce a novel system for HMD users to control a digital avatar in real-time while producing plausible speech animation and emotional expressions. Using a monocular camera attached to an HMD, we record multiple subjects performing various facial expressions and speaking several phonetically-balanced sentences. These images are used with artist-generated animation data corresponding to these sequences to train a convolutional neural network (CNN) to regress images of a user's mouth region to the parameters that control a digital avatar. To make training this system more tractable, we use audio-based alignment techniques to map images of multiple users making the same utterance to the corresponding animation parameters. We demonstrate that this approach is also feasible for tracking the expressions around the user's eye region with an internal infrared (IR) camera, thereby enabling full facial tracking. This system requires no user-specific calibration, uses easily obtainable consumer hardware, and produces high-quality animations of speech and emotional expressions. Finally, we demonstrate the quality of our system on a variety of subjects and evaluate its performance against state-of-the-art real-time facial tracking techniques. Kyle Olszewski, Joseph J. Lim, Shunsuke Saito, Hao Li 0015 |
ACM Trans. Graph. | 3 |
| 2015 | Computational bodybuilding: anatomically-based modeling of human bodiesabstractWe propose a method to create a wide range of human body shapes from a single input 3D anatomy template. Our approach is inspired by biological processes responsible for human body growth. In particular, we simulate growth of skeletal muscles and subcutaneous fat using physics-based models which combine growth and elasticity. Together with a tool to edit proportions of the bones, our method allows us to achieve a desired shape of the human body by directly controlling hypertrophy (or atrophy) of every muscle and enlargement of fat tissues. We achieve near-interactive run times by utilizing a special quasi-statics solver (Projective Dynamics) and by crafting a volumetric discretization which results in accurate deformations without an excessive number of degrees of freedom. Our system is intuitive to use and the resulting human body models are ready for simulation using existing physics-based animation methods, because we deform not only the surface, but also the entire volumetric model. Shunsuke Saito, Zi-Ye Zhou, Ladislav Kavan |
ACM Trans. Graph. | 1 |
| 2014 | Macroscopic and microscopic deformation coupling in up-sampled cloth simulationabstractABSTRACT Various methods of predicting the deformation of fine‐scale cloth from coarser resolutions have been explored. However, the influence of fine‐scale deformation has not been considered in coarse‐scale simulations. Thus, the simulation of highly nonhomogeneous detailed cloth is prone to large errors. We introduce an effective method to simulate cloth made of nonhomogeneous, anisotropic materials. We precompute a macroscopic stiffness that incorporates anisotropy from the microscopic structure, using the deformation computed for each unit strain. At every time step of the simulation, we compute the deformation of coarse meshes using the coarsened stiffness, which saves computational time and add higher‐level details constructed by the characteristic displacement of simulated meshes. We demonstrate that anisotropic and inhomogeneous cloth models can be simulated efficiently using our method. © 2014 The Authors. Computer Animation and Virtual Worlds published by John Wiley & Sons, Ltd. Shunsuke Saito, Nobuyuki Umetani, Shigeo Morishima |
Comput. Animat. Virtual Worlds | 1 |