Grunnleggende konsepter
A novel representation that enables high-quality volumetric rendering of dynamic facial performances with minimal compute and memory footprint, allowing for efficient playback on legacy graphics software without any neural network integration.
Sammendrag
The paper presents a novel representation for high-quality and memory-efficient volumetric rendering of dynamic facial performances in legacy renderers. The key ideas are:
- Modeling the scene geometry using a set of static spatial manifolds of alpha values, and the temporal appearance changes as a time-conditioned UV-mapped radiance over these manifolds.
- Decomposing the radiance into view-dependent and view-independent components, allowing for view-consistent rendering of the exported meshes.
- Exporting the radiance manifolds as a single layered mesh for the entire sequence, and the corresponding view-independent UV-space appearance as RGBA texture maps, encoded as a video.
- The exported representation can be rendered efficiently through simple alpha-blending of the textured mesh layers in any renderer, without requiring any neural network integration.
- Experiments show the method achieves comparable visual quality to state-of-the-art neural rendering techniques, while providing significantly higher frame rates and lower memory/storage requirements.
- The representation allows for graceful trade-offs between quality and efficiency through standard mesh decimation and texture downsampling operations.
Statistikk
The paper reports the following key metrics:
PSNR: 25.49 ± 3.16
SSIM: 0.788 ± 0.069
LPIPS: 0.356 ± 0.038
VRAM usage: 602 MiB
Disk storage: 118 MiB
Rendering frame rate: >60 FPS
Sitater
"Our method utilizes recent advances in neural rendering, particularly learning discrete radiance manifolds to sparsely sample the scene to model volumetric effects."
"We achieve efficient modeling by learning a single set of manifolds for the entire dynamic sequence, while implicitly modeling appearance changes as temporal canonical texture."
"We export a single layered mesh and view-independent RGBA texture video that is compatible with legacy graphics renderers without additional ML integration."