Real-time rendering and animation of humans is a core function in games, movies, and telepresence applications. Existing methods have a number of drawbacks we aim to address with our work. Triangle meshes have difficulty modeling thin structures like hair, volumetric representations like Neural Volumes are too low-resolution given a reasonable memory budget, and high-resolution implicit representations like Neural Radiance Fields are too slow for use in real-time applications. We present Mixture of Volumetric Primitives (MVP), a representation for rendering dynamic 3D content that combines the completeness of volumetric representations with the efficiency of primitive-based rendering, e.g., point-based or mesh-based methods. Our approach achieves this by leveraging spatially shared computation with a deconvolutional architecture and by minimizing computation in empty regions of space with volumetric primitives that can move to cover only occupied regions. Our parameterization supports the integration of correspondence and tracking constraints, while being robust to areas where classical tracking fails, such as around thin or translucent structures and areas with large topological variability. MVP is a hybrid that generalizes both volumetric and primitive-based representations. Through a series of extensive experiments we demonstrate that it inherits the strengths of each, while avoiding many of their limitations. We also compare our approach to several state-of-the-art methods and demonstrate that MVP produces superior results in terms of quality and runtime performance.
翻译:人类的实时成像和动画是游戏、电影和远程现场应用中的核心功能。 现有方法有许多缺点,我们的目标是用我们的工作来解决。 三角网贝难以模拟细结构,如毛发、神经体积等体积图像神经体积图像的分辨率太低,因为有合理的记忆预算,而高清晰度的隐含图象,如神经光度场太慢,无法用于实时应用。 我们展示了量子微粒(MVP)的混合体(MVP),它代表了动态的3D内容,将体积表示的完整性与原始显示的效率相结合,例如点基或网状方法。 我们的方法是利用空间共享的计算方法,以非革命性结构为基础,将空空空空空间的计算方法(内有体积原始体积原始场,只能覆盖被占领区域)。 我们的参数化支持对通信和跟踪限制的整合,同时对古典追踪失败的领域(如薄或中流体结构以及大表变异的地区)进行强。 我们的MVP方法是通过利用空间共享的高级质量模型,同时展示我们的许多程度的模型。