TriHuman : A Real-time and Controllable Tri-plane Representation for Detailed Human Geometry and Appearance Synthesis
Heming Zhu, Fangneng Zhan, Christian Theobalt, Marc Habermann

TL;DR
TriHuman introduces a real-time, controllable tri-plane representation for detailed human geometry and appearance synthesis from video data, significantly improving quality and speed over previous neural radiance field methods.
Contribution
The paper presents TriHuman, a novel deformable tri-plane model that enables real-time, pose-controllable human rendering with high detail and photorealism, addressing the speed limitations of prior NeRF-based approaches.
Findings
Achieves real-time performance in human rendering.
Provides state-of-the-art pose-controllable geometry synthesis.
Demonstrates improved geometry and appearance quality.
Abstract
Creating controllable, photorealistic, and geometrically detailed digital doubles of real humans solely from video data is a key challenge in Computer Graphics and Vision, especially when real-time performance is required. Recent methods attach a neural radiance field (NeRF) to an articulated structure, e.g., a body model or a skeleton, to map points into a pose canonical space while conditioning the NeRF on the skeletal pose. These approaches typically parameterize the neural field with a multi-layer perceptron (MLP) leading to a slow runtime. To address this drawback, we propose TriHuman a novel human-tailored, deformable, and efficient tri-plane representation, which achieves real-time performance, state-of-the-art pose-controllable geometry synthesis as well as photorealistic rendering quality. At the core, we non-rigidly warp global ray samples into our undeformed tri-plane texture…
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Taxonomy
Topics3D Shape Modeling and Analysis · Human Pose and Action Recognition · Advanced Vision and Imaging
