digital human model 3d drawing

Creating digital humans: Capture, Modeling, and Synthesis

ICCV 2022 papers in context.

In Perceiving Systems, together with our external collaborators, nosotros are creating realistic 3D humans that can behave like existent humans in virtual worlds. This work has many practical applications today and will be disquisitional for the hereafter of the Metaverse. Merely, in Perceiving Systems, our goal is a scientific ane — to empathise human behavior past recreating information technology.

Our ability to perceive an act in novel environments is critical for our survival. If nosotros tin can recreate this ability in virtual humans, we will have a testable model of ourselves.

Our arroyo has iii interrelated pillars: Capture, Modeling and Synthesis. Our approach starts past capturing humans, their advent, their move, and their goals. Using this captured data, we model how people expect and how they move. Finally, nosotros synthesize humans in 3D scenes in motion and assess how realistic they are.

Our ICCV 2022 papers provide a nice snapshot of this approach and the current state of the fine art. I'll try to put them in context below.

Capture

To learn near humans we need to capture both their shape and their movement. In capture there is always a tradeoff between the quality and quantity of the data. In the lab nosotros tin capture precise, high-quality, data but the amount is ever limited. And so we also capture in-the-wild and we are constantly developing new methods to estimate human pose and shape (HPS) from images and video. At ICCV, we have papers using both approaches.

In the lab:

SOMA: Solving Optical Marker-Based MoCap Automatically
Ghorbani, N., Black, M. J.
https://soma.is.tue.mpg.de/

The "gold standard" for capturing human movement is marking-based motion capture (mocap). To be useful, the mocap process transforms a raw, sparse, 3D bespeak cloud into usable data. The starting time footstep is to clean and "label" the data past assigning 3D points to specific marker locations on the human body. After labeling, one can and so "solve" for the torso that gave rise to the motions. A key barrier to capturing lots of mocap data is the labeling process, which, even with the best commercial solutions, nevertheless requires manual intervention. Occluded markers and noise cause problems, in particular when i uses novel mark sets or humans collaborate with objects.

At ICCV we accost this with SOMA, which takes a raw betoken deject and labels information technology automatically using a stacked attending mechanism based on transformers. The approach can be trained purely on synthetic data and and then applied to existent mocap indicate clouds with varying numbers of points.

Using SOMA, we are able to automatically fit SMPL-Ten bodies to raw mocap information that has never before been processed because it was too time consuming. We've added some of this information to the Amass dataset.

Topologically Consistent Multi-View Face Inference Using Volumetric Sampling
Li, T., Liu, S., Bolkart, T., Liu, J., Li, H., Zhao, Y.
https://tianyeli.github.io/tofu

Similarly, facial capture data is critical for building realistic models of humans. Unlike mocap, people typically capture dumbo 3D face geometry. To be useful, e.grand. for machine learning, the raw 3D face scans need to be brought into alignment with a template mesh in a process known equally registration. Registration using traditional methods can be slow and imperfect.

In ToFu (Topologically consistent Confront from multi-view), the authors describe a framework to infer 3D geometry that produces topologically consistent meshes using a volumetric representation. This is unlike prior work that is based on a 3D "morphable model". ToFu employs a novel progressive mesh generation network that embeds "the topological construction of the face in a feature volume, sampled from geometry-enlightened local features." ToFu uses a coarse-to-fine arroyo to get details and likewise "captures deportation maps for pore-level geometric details".

In the wild:

PARE: Part Attention Regressor for 3D Human Body Estimation
Kocabas, G., Huang, C. P., Hilliges, O., Black, Thousand. J.
https://skin.is.tue.mpg.de/

To capture more complex and realistic behaviors than is possible in the lab, we need to rail 3D human beliefs in 2d video. In that location has been rapid progress on man pose and shape estimation only existing HPS methods are yet brittle, particularly when at that place is occlusion. In Peel, we nowadays a novel visualization technique that shows how sensitive existing methods are to occlusion. Using this, we notice that minor occlusions can have long-range effects on body pose.

To address this problem, we devise a new attention mechanism that learns where to look in the image to gain testify nigh the pose of occluded parts. We train the approach in the intial stages using part segmentation maps. This helps the network acquire where to attend. Just when a office is occluded, the network needs to wait elsewhere so we remove this guidance as training progresses. The resulting method is significantly more robust to occlusion than contempo baseline methods.

SPEC: Seeing People in the Wild with an Estimated Photographic camera
Kocabas, M., Huang, C. P., Tesch, J., Müller, 50., Hilliges, O., Blackness, K. J.
https://spec.is.tue.mpg.de/

Robustness to occlusion is not the only matter limiting the accuracy of HPS methods. Current approaches typically presume a weak perspective camera model and judge the 3D body in the camera coordinate arrangement. This causes many problems, particularly when there is pregnant foreshortening in the epitome, which is very mutual in images of people. To address this we train SPEC, which uses a perspective camera and estimates people in globe coordinates.

Our showtime step was to create a dataset of rendered images with ground truth camera parameters which we apply to railroad train a network chosen CamCalib that regresses photographic camera field of view, pitch, and roll from a single epitome. We then train a novel network for HPS regression that concatenates the photographic camera parameters with paradigm features and uses these together to regress trunk shape and pose. This results in improved accuracy on datasets like 3DPW. We also introduce two new datasets with ground truth poses and challenging camera views. SPEC-MTP uses the "mimic the pose" idea from the CVPR'21 TUCH paper to capture real people merely extends the idea to also capture photographic camera calibration. SPEC-SYN uses the rendering method from the AGORA dataset but with more challenging camera poses that induce foreshortening.

Learning To Regress Bodies From Images Using Differentiable Semantic Rendering
Dwivedi, S. K., Athanasiou, Due north., Kocabas, M., Black, M. J.
https://dsr.is.tue.mpg.de/

When training HPS regressors like Skin and SPEC, nosotros typically rely on 2D image keypoints and sometimes 3D keypoints or HPS parameters. At that place's a lot more information in the epitome, however, that is not existence exploited. For example, current 3D HPS models are "minimally clothed", nonetheless people in real images typically wear vesture. Here we testify that knowing about wear in the image tin help united states of america railroad train neural regressors that better judge HPS.

The key idea is to leverage information about clothing during training. For example, in areas of the trunk that show skin, we expect the the trunk to fit tightly to the prototype silhouette. In areas where there is clothing, withal, we expect the body to fit inside the clothing region.

We use Graphonomy to segment the input images into clothing regions, simply how practice we chronicle the trunk to clothing? For this, nosotros leverage the AGORA dataset again. Specifically, we compute the semantic article of clothing segmentation for all the 3D clothed bodies in AGORA and project this onto the 3D mesh of the footing truth SMPL-Ten bodies. From this, we acquire a simple per-vertex prior that captures how likely each vertex is to exist labeled with each article of clothing characterization. We then define novel losses that exploit this prior for the clothed and un-clothed regions. When trained with clothing information, the resulting model is more than authentic than the baselines and nosotros find that it ameliorate positions the body inside the article of clothing.

Monocular, Ane-Phase, Regression of Multiple 3D People
Sun, Y., Bao, Q., Liu, W., Fu, Y., Black, M. J., Mei, T.
https://ps.is.mpg.de/publications/romp-iccv-2021

Each of the above papers addresses an important problem in human capture from RGB simply each of these methods assumes that the person has been detected and cropped from the image. This cropped image is and so fed to a neural network, which regresses the pose and shape parameters. SPEC takes a pace towards using the whole image since it estimates camera parameters using the full image and exploits these in estimating the pose of the person in the crop. But, we argue that there is much more information in the full image and that this two-stage process (detect then backslide) is dull and breakable. This is particularly truthful when there is pregnant person-person apoplexy in the image. In such cases, a tight bounding box may comprise multiple people without sufficient context to differentiate them. In ROMP, we argue, instead, for a i-stage method that processes the whole paradigm, can exploit the full epitome context, and is efficient when estimating many people simultaneously.

Instead of detecting bounding boxes, ROMP uses a pixel-level representation and simultaneously estimates a Body Center heatmap and a Mesh Parameter map. The Body Center heatmap captures the likelihood that a body is centered at a particular pixel. We employ a novel repulsion term to deal with bodies that are highly overlapping. The Parameter map is also a pixel-level map that includes photographic camera and SMPL model parameters. Nosotros and so sample from the Trunk Center heatmap and obtain the parameters of the 3D torso from the location in the Parameter map. ROMP runs in realtime and estimates the pose and shape of multiple people simultaneously. We retrieve that this is the future — why focus on cropped people? We want to estimate anybody in the scene and let the network to exploit all the prototype cues in this procedure.

Modeling

Capturing information is only the get-go pace in edifice virtual humans. Modeling takes data that we've captured and turns it into a parametric model that tin can exist controlled, sampled from, and animated. Our modeling efforts focus on learning human shape (and how it varies with pose) and human movement. Starting with shape, we find that existing 3D body models like SMPL are based on a fixed 3D mesh topology. While this is ideal for some problems, it lacks the ability to express complex clothing and pilus. Realistic human avatars will need a richer and more complex representation. Extending meshes to do this is challenging so we take been exploring new methods based on implicit surfaces and betoken clouds.

SNARF: Differentiable Forward Skinning for Animative Non-Rigid Neural Implicit Shapes
Chen, X., Zheng, Y., Black, M. J., Hilliges, O., Geiger, A.
https://xuchen-ethz.github.io/snarf/

Neural implicit surface methods represent 3D shape in a continuous and resolution-independent manner using a neural network. This network, for example, represents either the occupancy or the signed distance to the torso surface. Given any point in 3D space, the part (ie network) says whether the point is inside or exterior the shape or returns the signed distance to the surface. The actual surface is and so implicitly divers as the cypher level fix of the function field. Since neural networks are very flexible, they can larn the complex geometry of people in clothing. This is great because information technology gives us a way to acquire a shape model of clothed people from captured information without being tied to the SMPL mesh.

Applying this idea to articulated structures like the human being torso, however, is not-piddling. Existing approaches learn a backwards warp field that maps plain-featured (posed) points to canonical points. However, this is problematic since the backward warp field is pose dependent and thus requires big amounts of information to learn. To address this, SNARF, combines the advantages of linear blend skinning (LBS) for polygonal meshes with those of neural implicit surfaces past learning a forward deformation field without direct supervision. This deformation field is defined in canonical, pose-independent, infinite, enabling generalization to unseen poses. Learning the deformation field from posed meshes alone is challenging since the correspondences of deformed points are defined implicitly and may not exist unique nether changes of topology. Nosotros advise a forward skinning model that finds all canonical correspondences of any deformed point using iterative root finding. We derive belittling gradients via implicit differentiation, enabling stop-to-end training from 3D meshes with bone transformations.

Compared to land-of-the-art neural implicit representations, SNARF generalizes better to unseen poses while preserving accurateness. We demonstrate our method in challenging scenarios on (clothed) 3D humans in diverse and unseen poses.

The Power of Points for Modeling Humans in Clothing
Ma, Q., Yang, J., Tang, S., Black, Grand. J.
https://qianlim.github.io/Pop.html

We call back that implicit surfaces are exciting merely they accept some limitations today. Because they are new, they don't plug and play with any existing graphics technology, which is heavily invested in 3D meshes. For example, yous can't utilise implicit virtual humans in game engines today. To use them, you have to showtime extract a mesh from the implicit surface, e.g. using marching cubes. Nosotros think the "final" model of the 3D body has not yet been discovered and and then we are keeping our options open by exploring alternatives.

For example, a very old and simple representation proves particularly powerful — 3D point clouds. Like implicit surfaces, a point cloud has no fixed topology and the resolution can be arbitrary if you are willing to accept lots of points. Such models are very lightweight and easy to render and are much more compatible with existing tools. Just there is one problem: they are inherently sparse and the surface is not explicit. The 3D surface that goes through the points is implicit. This is actually quite like to implicit surfaces and tin can be learned using a neural network.

There has been a lot of recent work on using signal clouds to larn representations of 3D shapes like those in ShapeNet. In that location are at present many deep learning methods that can learn 3D shapes using point clouds, only there has been less piece of work on using them to model articulated and non-rigid objects. To address this, we created a new point-based human model called PoP for the "Power of Points".

PoP is a neural network that is trained with a novel local clothing geometric feature that captures the shape of different outfits. The network is trained from 3D signal clouds of many types of clothing, on many bodies, in many poses, and learns to model pose-dependent clothing deformations. The geometry characteristic tin be optimized to fit a previously unseen scan of a person in clothing, enabling us to take a single scan of a person and breathing information technology. This is an of import step towards creating virtual humans that tin can be plugged into the Metaverse.

Action-Conditioned 3D Human Movement Synthesis with Transformer VAE
Petrovich, Grand., Black, M. J., Varol, G.
https://imagine.enpc.fr/~petrovim/actor/

To create virtual humans nosotros need to footing their movement in linguistic communication. That is, nosotros need to relate how people motion to why they movement. What are their goals that drive their behavior? A lot of the prior work on human being movement synthesis has focused on time series prediction; i.e., given a sequence of human motion, produce more of it. While interesting, this doesn't get at the core of what we need. We demand to give an agent a goal or an activity then accept them perform this. Such a performance should be variable in length as well as in how information technology is executed. For example, if I say "moving ridge goodbye", an avatar might exercise this with the right or left paw. Natural variability is cardinal to realism.

To address this problem nosotros train Role player, which is able to generate realistic and diverse man motion sequences of varying length, conditioned on an action label. In contrast to methods that consummate, or extend, motion sequences, this task does non require an initial pose or sequence. Thespian learns an action-aware latent representation of homo motions using a generative variational autoencoder (VAE). Past sampling from this latent space and querying a sure duration through a serial of positional encodings, we synthesize variable-length motion sequences conditioned on an activeness. Specifically, we blueprint a transformer-based architecture that encodes and decodes a sequence of parametric SMPL human being body models estimated from action recognition datasets. We evaluate our approach on the NTU RGB+D, HumanAct12 and UESTC datasets and show improvements over the state of the art in terms of diversity and realism.

Synthesis

How practise nosotros know if nosotros've captured the correct data and that our models are "proficient"? Our hypothesis is that, if we tin can generate realistic human behaviors, so we have done our chore. Note that we are a long way from creating truly realistic virtual humans that behave like people. In fact, this is an "AI consummate" problem that requires agents with a "theory of listen". While a full solution is nonetheless a dream, we can make physical progress that is useful in the short term.

Stochastic Scene-Aware Motion Prediction
Hassan, M., Ceylan, D., Villegas, R., Saito, J., Yang, J., Zhou, Y., Black, K.
https://samp.is.tue.mpg.de/

In a wonderful collaboration with colleagues at Adobe, we have started to put everything together in a system called SAMP. SAMP uses everything we know to create a virtual human that can program its actions in a novel scene and motion through the scene and interact with objects to reach a goal, while capturing the natural variability present in human beliefs. SAMP builds on our movement capture tools and our prior piece of work on capturing man scene interaction (PROX) as well as recent work on putting static humans into 3D scenes (PSI, Place, and POSA).

SAMP stands for Scene-Aware Motion Prediction and is a data-driven stochastic motion synthesis method that models different styles of performing a given activity with a target object. SAMP generalizes to target objects of varying geometry, while enabling the character to navigate in cluttered scenes. To train SAMP, we collected mocap data roofing various sitting, lying down, walking, and running styles and fit SMPL-10 bodies to it using MoSh++. We so augment this data by varying the size and shape of the objects and and so adjust the human pose using changed kinematics to maintain the body-object contacts.

SAMP includes a MotionNet, GoalNet, and A* path planning algorithm. The GoalNet is trained to empathize the affordances of objects. We label training data with information about how a human can collaborate with it; due east.g. they can sit or lie on a sofa in different ways. The network learns to stochastically generate interaction states on novel objects. MotionNet is an autoregressive VAE that takes a goal object, the prior trunk pose, and a latent code and produces the side by side torso pose. An A* algorithm plans a path from a starting pose to the goal object and generates a sequence of waypoints. SAMP and so generates motions between these goal states.

SAMP produces natural looking motions and the grapheme avoids obstacles. If you generate the aforementioned motion many times, the graphic symbol volition exhibit natural varaibility. While there is still much to practice, SAMP is a stride towards putting realistic virtual humans in novel 3D scenes and directing them using only high-level goals.

Learning Realistic Human Reposing using Cyclic Cocky-Supervision with 3D Shape, Pose, and Appearance Consistency
Sanyal, Southward., Vorobiov, A., Bolkart, T., Loper, One thousand., Mohler, B., Davis, L., Romero, J., Black, Grand. J.
https://ps.is.mpg.de/publications/spice-iccv-2021

As we improve our models of body shape and motion, nosotros will hit a new barrier to realism. Creating realistic-looking virtual humans using existing graphics rendering methods is still challenging and requires experienced artists. In the aforementioned way nosotros are replacing capture with neural networks similar SOMA and 3D shape models with neural networks like SNARF or PoP, we can replace the archetype graphics rendering pipeline with a neural network. SPICE takes a footstep in this direction by taking in a single image of a person and so reposing or animating them realistically. By starting with an paradigm and then changing information technology, we maintain realism. But, fifty-fifty though we are generating pixels, our 3D body models play a critical role.

Synthesizing images of a person in novel poses from a unmarried image is a highly cryptic task. Most existing approaches crave paired training images; i.e. images of the same person with the same clothing in different poses. Yet, obtaining sufficiently big datasets with paired data is challenging and costly. Previous methods that forego paired supervision lack realism. SPICE (Self-supervised Person Paradigm CrEation) is a cocky-supervised method that can compete with supervised ones.

Each triplet consists of the source image (left), a reference image in target pose (middle) and the generated paradigm in the target pose (right)

The key insight enabling self-supervision is to exploit 3D information almost the human trunk in several ways. First, the 3D body shape must remain unchanged when reposing. Second, representing trunk pose in 3D enables reasoning about self occlusions. Tertiary, 3D body parts that are visible before and after reposing, should have similar appearance features. Once trained, SPICE takes an prototype of a person and generates a new epitome of that person in a new target pose. SPICE achieves state-of-the-art performance on the DeepFashion dataset, improving the FID score from 29.nine to vii.8 compared with previous unsupervised methods, and with performance similar to the state-of-the-fine art supervised method (half-dozen.4). SPICE likewise generates temporally coherent videos given an input image and a sequence of poses, despite being trained on static images only.

Summary

What'southward next? Nosotros volition proceed to amend our capture, modeling and synthesis methods past building on what nosotros have done for ICCV. A key theme running through all our piece of work is

In manufacture terms, nosotros "eat our ain dogfood." Everything you've seen here builds on things we've done before and yous can expect futurity work to build on our ICCV work.

Despite the progress in the field, the capture problem is non notwithstanding solved for in-the-wild videos. In particular, nosotros are focused on extracting expressive bodies with faces and hands (come across DECA at SIGGRAPH 2022 and PIXIE at 3DV 2021). We are also working with our Boom-boom dataset to generate more complex human movements that are grounded in action labels. We are developing new implicit shape representations that are richer, more realistic, and easier to learn. In fact, our approach of "capture-model-systhesize" is a virtuous cycle in which synthesized humans can be used to train better capture methods (run into AGORA).

johnsonvould1969.blogspot.com

Source: https://medium.com/@black_51980/creating-digital-humans-capture-modeling-and-synthesis-1612dbcbcaa4

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