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.
翻译:合成眼部的挑战是多重的,因为需要(1) 眼睛和眼部区域各组成部分的适当表述,以便进行一致的视觉合成,能够代表扩散、回折和高反射面,(2) 环境新光度下可能出现分解的皮肤和眼睛外观,从而在新颖的照明条件下可以实现,(3) 捕捉眼球运动和周围皮肤变形,以便能够重新凝固。这些挑战历来需要使用昂贵和繁琐的抓取装置,以获得高质量的结果,甚至随后,整体上对眼部和眼部区域进行模拟,以便进行一致的视觉合成,能够代表分散的、反射和高反射面表面表面;(2) 环境新颖的皮肤和眼部表面外观,以便只在新颖的照明和照相设备下进行,(3) 获取眼部眼部眼部眼部眼部眼部的眼部运动运动运动动作和变异形模型,我们眼部的眼部和眼部直径直径直径直立的眼部结构显示不易变形的体形。