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Chupa: Carving 3D Clothed Humans from Skinned Shape Priors using 2D Diffusion Probabilistic Models

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arxiv 2305.11870 v3 pith:3TYWCTMA submitted 2023-05-19 cs.CV

classification cs.CV
keywords diffusionhumannormalgenerationrealisticclothedmapsmesh
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We propose a 3D generation pipeline that uses diffusion models to generate realistic human digital avatars. Due to the wide variety of human identities, poses, and stochastic details, the generation of 3D human meshes has been a challenging problem. To address this, we decompose the problem into 2D normal map generation and normal map-based 3D reconstruction. Specifically, we first simultaneously generate realistic normal maps for the front and backside of a clothed human, dubbed dual normal maps, using a pose-conditional diffusion model. For 3D reconstruction, we "carve" the prior SMPL-X mesh to a detailed 3D mesh according to the normal maps through mesh optimization. To further enhance the high-frequency details, we present a diffusion resampling scheme on both body and facial regions, thus encouraging the generation of realistic digital avatars. We also seamlessly incorporate a recent text-to-image diffusion model to support text-based human identity control. Our method, namely, Chupa, is capable of generating realistic 3D clothed humans with better perceptual quality and identity variety.

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Reviewed papers in the Pith corpus that reference this work. Sorted by Pith novelty score. Full citation record

  1. FreeCloth: Free-form Generation Enhances Challenging Clothed Human Modeling

    cs.CV 2024-11 conditional novelty 6.0 of 10

    A hybrid framework that uses LBS deformation for tight clothing and a free-form point generator for loose skirts and dresses achieves state-of-the-art FID and perceptual quality on the ReSynth benchmark.

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