论文标题

EYENER:人眼的综合,动画和重新构成的混合代表

EyeNeRF: A Hybrid Representation for Photorealistic Synthesis, Animation and Relighting of Human Eyes

论文作者

Li, Gengyan, Meka, Abhimitra, Müller, Franziska, Bühler, Marcel C., Hilliges, Otmar, Beeler, Thabo

论文摘要

创建高质量的动画和可重新可靠的3D人体化身的独特挑战是对人的眼睛进行建模。合成眼睛的挑战是多重的,因为它需要1)适当表示眼睛的各个组成部分和眼周区域,以构成一致的观点综合,能够代表弥漫性,折射和高度反射的表面,2)在环境光明中脱离皮肤和3次动作的启发,并呈现出触觉的启发和3)。重新注视。传统上,这些挑战需要使用昂贵且繁琐的捕获设置来获得高质量的结果,即便如此,整体上的眼睛区域建模仍然难以捉摸。我们提出了一种新颖的几何形状和外观表示形式,该形式仅使用一组稀疏的灯光和摄像头,可以捕获高保真的捕获和感性动画,查看眼睛区域的合成和重新。我们的杂种表示将眼球的显式参数表面模型与眼周区域和眼睛内部的隐式变形体积表示结合在一起。这种新型的混合模型旨在解决具有挑战性的面部面积的各个部分 - 明确的眼球表面可以在角膜处进行折光和高频镜面反射,而隐含的表示非常适合模拟下频的较低频率反射,并通过球形谐波和诸如bydress of Bodlies of Bodlies of Bodlies of Bodlies of Bodries of bordies of for bodries of for bordies of for bordies of for bordies of formet sermities,这两种模型都在效果上,同时又有效果。我们表明,对于高分辨率的眼睛特写,我们的模型可以从看不见的照明条件下的新颖观点中综合高保真动画的目光。

A unique challenge in creating high-quality animatable and relightable 3D avatars of people is modeling human eyes. The challenge of synthesizing eyes is multifold as it requires 1) appropriate representations for the various components of the eye and the periocular region for coherent viewpoint synthesis, capable of representing diffuse, refractive and highly reflective surfaces, 2) disentangling skin and eye appearance from environmental illumination such that it may be rendered under novel lighting conditions, and 3) capturing eyeball motion and the deformation of the surrounding skin to enable re-gazing. These challenges have traditionally necessitated the use of expensive and cumbersome capture setups to obtain high-quality results, and even then, modeling of the eye region holistically has remained elusive. We present a novel geometry and appearance representation that enables high-fidelity capture and photorealistic animation, view synthesis and relighting of the eye region using only a sparse set of lights and cameras. Our hybrid representation combines an explicit parametric surface model for the eyeball with implicit deformable volumetric representations for the periocular region and the interior of the eye. This novel hybrid model has been designed to address the various parts of that challenging facial area - the explicit eyeball surface allows modeling refraction and high-frequency specular reflection at the cornea, whereas the implicit representation is well suited to model lower-frequency skin reflection via spherical harmonics and can represent non-surface structures such as hair or diffuse volumetric bodies, both of which are a challenge for explicit surface models. We show that for high-resolution close-ups of the eye, our model can synthesize high-fidelity animated gaze from novel views under unseen illumination conditions.

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