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OccFusion: Rendering Occluded Humans with Generative Diffusion Priors

NeurIPS 2024 · 3D vision › Gaussian splatting · approach: Animatable Gaussian human avatars · 1 citations (OpenAlex)

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OccFusion renders occluded humans from monocular video by training 3D Gaussians (built on GauHuman) with SDS supervision from Stable Diffusion 1.5 + ControlNet and an in-context inpainting refinement stage.

Problem

Rendering humans from monocular videos when parts of the body are persistently occluded, leading to incomplete geometry and artifacts in existing human rendering methods that assume full visibility.

Approach

Combines efficient 3D Gaussian splatting (an occlusion-tuned GauHuman variant, OccGauHuman) with a pretrained 2D diffusion prior applied three ways: inpainting occluded human masks, SDS on rendered occupancy maps in posed and canonical space, and in-context inpainting of RGB references for refinement.

Key results

Measured effects reported in the paper

What was changedWhereMeasuredEffect
Apply occlusion-specific GauHuman tweaks (visible-pixel training, higher mask-loss weight, and disabled densification/pruning) (ablation)GauHuman · ZJU-MoCapPSNR: 21.55 -> 22.54Helped
Add generated human masks from the Init Stage (ablation)OccGauHuman · ZJU-MoCapPSNR: 22.54 -> 23.52Helped
Add posed-space SDS (ablation)OccGauHuman + Init Stage · ZJU-MoCapLPIPS (×1000): 52.35 -> 55.47Hurt
Add canonical-space SDS (ablation)OccGauHuman + Posed space SDS · ZJU-MoCapLPIPS (×1000): 55.47 -> 55.35Helped
Add the Refinement Stage (ablation)OccGauHuman + Canonical space SDS · ZJU-MoCapLPIPS (×1000): 55.35 -> 32.34Helped
Use in-context inpainting references during refinementOccFusion Refinement Stage · ZJU-MoCaprendering quality in occluded areasHelped
Simplify pose conditioning by ignoring self-occluded jointsOccFusion initialization · challenging posesgeneration qualityHelped

Surprising findings

Limitations

Experimental setup

Datasets: ZJU-MoCap OcMotion

Benchmarks: ZJU-MoCap OcMotion

Metrics: PSNR SSIM LPIPS training time

Baselines: HumanNeRF 3DGS-Avatar GauHuman OccNeRF OccGaussian Wild2Avatar OccGauHuman InstantMesh

Builds on: GauHuman 3D Gaussian splatting Score Distillation Sampling (DreamFusion) ControlNet SMPL

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