Various techniques have been developed and introduced to address the pressing need to create three-dimensional (3D) content for advanced applications such as virtual reality and augmented reality. However, the intricate nature of 3D shapes poses a greater challenge to their representation and generation than standard two-dimensional (2D) image data. Different types of representations have been proposed in the literature, including meshes, voxels and implicit functions. Implicit representations have attracted considerable interest from researchers due to the emergence of the radiance field representation, which allows the simultaneous reconstruction of both geometry and appearance. Subsequent work has successfully linked traditional signed distance fields to implicit representations, and more recently the triplane has offered the possibility of generating radiance fields using 2D content generators. Many articles have been published focusing on these particular areas of research. This paper provides a comprehensive analysis of recent studies on implicit representation-based 3D shape generation, classifying these studies based on the representation and generation architecture employed. The attributes of each representation are examined in detail. Potential avenues for future research in this area are also suggested.
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Open Access
Research Article
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Deep generative models allow the synthesis of realistic human faces from freehand sketches or semantic maps. However, although they are flexible, sketches and semantic maps provide too much freedom for manipulation, and thus, are not easy for novice users to control. In this study, we present DeepFaceReshaping, a novel landmark-based deep generative framework for interactive face reshaping. To edit the shape of a face realistically by manipulating a small number of face landmarks, we employ neural shape deformation to reshape individual face components. Furthermore, we propose a novel Transformer-based partial refinement network to synthesize the reshaped face components conditioned on the edited landmarks, and fuse the components to generate the entire face using a local-to-global approach. In this manner, we limit possible reshaping effects within a feasible component-based face space. Thus, our interface is intuitive even for novice users, as confirmed by a user study. Our experiments demonstrate that our method outperforms traditional warping-based approaches and recent deep generative techniques.
Open Access
Review Article
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The emergence of 3D Gaussian splatting (3DGS) has greatly accelerated rendering in novel view synthesis. Unlike neural implicit representations like neural radiance fields (NeRFs) that represent a 3D scene with position and viewpoint-conditioned neural networks, 3D Gaussian splatting utilizes a set of Gaussian ellipsoids to model the scene so that efficient rendering can be accomplished by rasterizing Gaussian ellipsoids into images. Apart from fast rendering, the explicit representation of 3D Gaussian splatting also facilitates downstream tasks like dynamic reconstruction, geometry editing, and physical simulation. Considering the rapid changes and growing number of works in this field, we present a literature review of recent 3D Gaussian splatting methods, which can be roughly classified by functionality into 3D reconstruction, 3D editing, and other downstream applications. Traditional point-based rendering methods and the rendering formulation of 3D Gaussian splatting are also covered to aid understanding of this technique. This survey aims to help beginners to quickly get started in this field and to provide experienced researchers with a comprehensive overview, aiming to stimulate future development of the 3D Gaussian splatting representation.
Open Access
Research Article
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Data-driven garment animation is a current topic of interest in the computer graphics industry. Existing approaches generally establish the mapping between a single human pose or a temporal pose sequence, and garment deformation, but it is difficult to quickly generate diverse clothed human animations. We address this problem with a method to automatically synthesize dressed human animations with temporal consistency from a specified human motion label. At the heart of our method is a two-stage strategy. Specifically, we first learn a latent space encoding the sequence-level distribution of human motions utilizing a transformer-based conditional variational autoencoder (Transformer-CVAE). Then a garment simulator synthesizes dynamic garment shapes using a transformer encoder–decoder architecture. Since the learned latent space comes from varied human motions, our method can generate a variety of styles of motions given a specific motion label. By means of a novel beginning of sequence (BOS) learning strategy and a self-supervised refinement procedure, our garment simulator is capable of efficiently synthesizing garment deformation sequences corresponding to the generated human motions while maintaining temporal and spatial consistency. We verify our ideasexperimentally. This is the first generative model that directly dresses human animation.
3D shape editing is widely used in a range of applications such as movie production, computer games and computer aided design. It is also a popular research topic in computer graphics and computer vision. In past decades, researchers have developed a series of editing methods to make the editing process faster, more robust, and more reliable. Traditionally, the deformed shape is determined by the optimal transformation and weights for an energy formulation. With increasing availability of 3D shapes on the Internet, data-driven methods were proposed to improve the editing results. More recently as the deep neural networks became popular, many deep learning based editing methods have been developed in this field, which are naturally data-driven. We mainly survey recent research studies from the geometric viewpoint to those emerging neural deformation techniques and categorize them into organic shape editing methods and man-made model editing methods. Both traditional methods and recent neural network based methods are reviewed.
Open Access
Review Article
Issue
Researchers have achieved great success in dealing with 2D images using deep learning. In recent years, 3D computer vision and geometry deep learning have gained ever more attention. Many advanced techniques for 3D shapes have been proposed for different applications. Unlike 2D images, which can be uniformly represented by a regular grid of pixels, 3D shapes have various representations, such as depth images, multi-view images, voxels, point clouds, meshes, implicit surfaces, etc. The performance achieved in different applications largely depends on the representa-tion used, and there is no unique representation that works well for all applications. Therefore, in this survey, we review recent developments in deep learning for 3D geometry from a representation perspective, summarizing the advantages and disadvantages of different representations for different applications. We also present existing datasets in these representations and further discuss future research directions.
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