BEGIN:VCALENDAR VERSION:2.0 PRODID:Linklings LLC BEGIN:VTIMEZONE TZID:Asia/Tokyo X-LIC-LOCATION:Asia/Tokyo BEGIN:STANDARD TZOFFSETFROM:+0900 TZOFFSETTO:+0900 TZNAME:JST DTSTART:18871231T000000 END:STANDARD END:VTIMEZONE BEGIN:VEVENT DTSTAMP:20250110T023313Z LOCATION:Hall B5 (2)\, B Block\, Level 5 DTSTART;TZID=Asia/Tokyo:20241206T104500 DTEND;TZID=Asia/Tokyo:20241206T105600 UID:siggraphasia_SIGGRAPH Asia 2024_sess143_papers_1185@linklings.com SUMMARY:Gaussian Surfel Splatting for Live Human Performance Capture DESCRIPTION:Technical Papers\n\nZheng Dong (State Key Laboratory of CAD&CG , Zhejiang University); Ke Xu (City University of Hong Kong); Yaoan Gao, H ujun Bao, and Weiwei Xu (State Key Laboratory of CAD&CG, Zhejiang Universi ty); and Rynson W.H. Lau (City University of Hong Kong)\n\nHigh-quality re al-time rendering using user-affordable capture rigs is an essential prope rty of human performance capture systems for real-world applications. Howe ver, state-of-the-art performance capture methods may not yield satisfacto ry rendering results under a very sparse (e.g., four) capture setting. Spe cifically, neural radiance field (NeRF)-based methods and 3D Gaussian Spla tting (3DGS)-based methods tend to produce local geometry errors for unsee n performers, while occupancy field (PIFu)-based methods often produce unr ealistic rendering results. In this paper, we propose a novel generalizabl e neural approach to reconstruct and render the performers from very spars e RGBD streams in high quality. The core of our method is a novel point-ba sed generalizable human (PGH) representation conditioned on the pixel-alig ned RGBD features. The PGH representation learns a surface implicit functi on for the regression of surface points and a Gaussian implicit function f or parameterizing the radiance fields of the regressed surface points with 2D Gaussian surfels, and uses surfel splatting for fast rendering. We lea rn this hybrid human representation via two novel networks. First, we prop ose a novel point-regressing network (PRNet) with a depth-guided point clo ud initialization (DPI) method to regress an accurate surface point cloud based on the denoised depth information. Second, we propose a novel neural blending-based surfel splatting network (SPNet) to render high-quality ge ometries and appearances in novel views based on the regressed surface poi nts and high-resolution RGBD features of adjacent views. Our method produc es free-view human performance videos of 1K resolution at 12 fps on averag e. Experiments on two benchmarks show that our method outperforms state-of -the-art human performance capture methods.\n\nRegistration Category: Full Access, Full Access Supporter\n\nLanguage Format: English Language\n\nSes sion Chair: Iain Matthews (Epic Games, Carnegie Mellon University) URL:https://asia.siggraph.org/2024/program/?id=papers_1185&sess=sess143 END:VEVENT END:VCALENDAR