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IntrinsicAvatar: Physically Based Inverse Rendering of Dynamic Humans from Monocular Videos via Explicit Ray Tracing

CVPR 2024 · 3D vision › Face and shape · approach: Gaussian and implicit head avatars · 22 citations (OpenAlex)

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Recovers geometry, albedo, material and lighting of clothed avatars from monocular videos by combining an articulated iNGP-SDF neural field with Monte-Carlo volumetric scattering and explicit secondary ray tracing in canonical space.

Problem

Physically based inverse rendering of clothed human avatars (geometry, albedo, material, lighting) from monocular videos, where prior methods bake intrinsic properties together or approximate secondary shading (shadows, indirect light) with learned MLPs that generalize poorly to novel poses.

Approach

Model the clothed human as a volumetric scattering medium with an SDF-derived density, and trace secondary rays explicitly in canonical space using a zero-crossing iso-surface search followed by importance-weighted accumulation, so visibility is computed exactly and generalizes to novel poses without learned visibility MLPs.

Key results

Measured effects reported in the paper

What was changedWhereMeasuredEffect
Use IntrinsicAvatar instead of R4D*Clothed human avatar reconstruction · RANAAlbedo PSNR: 18.23 -> 22.83Helped
Use IntrinsicAvatar instead of R4D*Clothed human avatar reconstruction · RANAAlbedo SSIM: 0.8254 -> 0.8816Helped
Use IntrinsicAvatar instead of R4D*Clothed human avatar reconstruction · RANAAlbedo LPIPS: 0.2043 -> 0.1617Helped
Use IntrinsicAvatar instead of R4D*Clothed human avatar reconstruction · RANANormal error: 27.38 ° -> 9.96 °Helped
Use IntrinsicAvatar instead of R4D*Clothed human avatar reconstruction · RANA novel posesRelighting PSNR: 16.62 -> 18.18Helped
Use IntrinsicAvatar instead of R4D*Clothed human avatar reconstruction · RANA novel posesRelighting SSIM: 0.8370 -> 0.8722Helped
Use IntrinsicAvatar instead of R4D*Clothed human avatar reconstruction · RANA novel posesRelighting LPIPS: 0.1726 -> 0.1279Helped
Replace volumetric scattering with rendered depth and surface scattering (ablation)IntrinsicAvatar · RANA subject 01Albedo PSNR: 24.1 -> 24.05Hurt
Replace volumetric scattering with rendered depth and surface scattering (ablation)IntrinsicAvatar · RANA subject 01Albedo SSIM: 0.8679 -> 0.8671Hurt
Replace volumetric scattering with rendered depth and surface scattering (ablation)IntrinsicAvatar · RANA subject 01Normal error: 12.05° -> 11.84°Helped
Add iso-surface search for secondary ray tracing (ablation)IntrinsicAvatar · RANA subject 01Albedo PSNR: 23.75 -> 24.05Helped
Add iso-surface search for secondary ray tracing (ablation)IntrinsicAvatar · RANA subject 01Albedo SSIM: 0.8651 -> 0.8671Helped

Surprising findings

Limitations

Experimental setup

Datasets: RANA PeopleSnapshot SyntheticHuman-Relit

Benchmarks: RANA PeopleSnapshot SyntheticHuman-Relit

Metrics: albedo PSNR albedo SSIM albedo LPIPS normal error (degrees) relighting PSNR relighting SSIM relighting LPIPS

Baselines: Relighting4D R4D* TensoIR RANA

Builds on: NeRF VolSDF instant NGP Fast-SNARF NeuS TensoIR

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