Holoported Characters: Real-time Free-viewpoint Rendering of Humans from Sparse RGB Cameras
Ashwath Shetty, Marc Habermann, Guoxing Sun, Diogo Luvizon, Vladislav, Golyanik, Christian Theobalt

TL;DR
This paper introduces a real-time, high-resolution method for rendering realistic free-viewpoint videos of humans using only four sparse cameras, enabling immersive telepresence with detailed dynamic features.
Contribution
It presents a novel three-stage neural approach that achieves high-quality, real-time 4K rendering of humans from minimal camera views, handling complex clothing and expressions.
Findings
Real-time 4K rendering from four cameras
Handles detailed clothing wrinkles and facial expressions
Sets new benchmark for sparse-view human rendering
Abstract
We present the first approach to render highly realistic free-viewpoint videos of a human actor in general apparel, from sparse multi-view recording to display, in real-time at an unprecedented 4K resolution. At inference, our method only requires four camera views of the moving actor and the respective 3D skeletal pose. It handles actors in wide clothing, and reproduces even fine-scale dynamic detail, e.g. clothing wrinkles, face expressions, and hand gestures. At training time, our learning-based approach expects dense multi-view video and a rigged static surface scan of the actor. Our method comprises three main stages. Stage 1 is a skeleton-driven neural approach for high-quality capture of the detailed dynamic mesh geometry. Stage 2 is a novel solution to create a view-dependent texture using four test-time camera views as input. Finally, stage 3 comprises a new image-based…
Peer Reviews
No public reviews on file for this paper yet. If you reviewed it on a platform where reviews are public (OpenReview, ICLR, NeurIPS, ICML), you can paste yours below so the community can read it here.
Videos
No videos yet. Explain this paper in a talk, walkthrough, or lecture? Add one.
Taxonomy
TopicsAdvanced Vision and Imaging · 3D Shape Modeling and Analysis · Human Pose and Action Recognition
