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Animatable and photo-realistic virtual 3D characters are of enormous importance nowadays. However, generating realistic characters still requires manual intervention, expensive equipment, and the resulting characters are either difficult to control or not realistic. Therefore, the goal of the work, that is presented within the talk, is to learn digital characters which are both realistic and easy to control and can be learned directly from a multi-view video. To this end, I will introduce a deep videorealistic 3D human character model displaying highly realistic shape, motion, and dynamic appearance learned in a new weakly supervised way from multi-view imagery. In contrast to previous work, the controllable 3D character displays dynamics, e.g., the swing of the skirt, dependent on skeletal body motion in an efficient data-driven way, without requiring complex physics simulation. The character model also features a learned dynamic texture model that accounts for photo-realistic motion-dependent appearance details, as well as view-dependent lighting effects. During training, we do not need to resort to difficult dynamic 3D capture of the human; instead we can train our model entirely from multi-view video in a weakly supervised manner. To this end, we propose a parametric and differentiable character representation which allows us to model coarse and fine dynamic deformations, e.g., garment wrinkles, as explicit space-time coherent mesh geometry that is augmented with high-quality dynamic textures dependent on motion and view point. As input to the model, only an arbitrary 3D skeleton motion is required, making it directly compatible with the established 3D animation pipeline. We use a novel graph convolutional network architecture to enable motion-dependent deformation learning of body and clothing, including dynamics, and a neural generative dynamic texture model creates corresponding dynamic texture maps. We show that by merely providing new skeletal motions, our model creates motion-dependent surface deformations, physically plausible dynamic clothing deformations, as well as video-realistic surface textures at a much higher level of detail than previous state of the art approaches, and even in real-time
Marc Habermann (Max-Planck-Institut für Informatik)
PhD candidate
Marc Habermann works as a PhD student in the Visual Computing and Artificial Intelligence Department, headed by Prof. Dr. Christian Theobalt, at the Max Planck Institute for Informatics. Within his thesis, he explores the modeling and tracking of non-rigid deformations of surfaces, e.g. capturing the performance of humans in their everyday clothing. In his previous works, he showed that this is possible at real-time frame rates and that the 3D performance can be further improved using deep learning techniques. Further, his research covers the areas of hand tracking, human synthesis, and differentiable rendering. He received the Guenter-Hotz-Medal for the best Master graduates in Computer Science at Saarland University in 2017 and his work, DeepCap, received the CVPR Best Student Paper Honorable Mention in 2020.