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This repository includes some of my works done in 3D Virtual Avatar Reconstruction field

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3D-Virtual-Avatar

This repository includes some of my works done in 3D Virtual Avatar Reconstruction field

Full Human Body Reconstruction and Animation using single image/Video :

  • Used PIXIE along with DECA to reconstruct complete 3D body model with detailed facial texture and pre-assigned body texture.

  • Used the Pose,Shape and Expression parameters generated for video clips to retarget full body animation along with facial expressions.

  • Wrote Blender script using bpy python package to achieve a complete automated way for generating full body animation in AR/VR suitable file format like .FBX/.GLB

Refernces :

3D Face Reconstruction using single image :

  • Used DECA model to reconstruct 3D face with detailed textures and normals for wrinkles,poses and expressions.

  • Used the Pose,Shape and Expression parameters generated for video clips to retarget facial expressions.

  • Tried Spectre and EMOCA models to improve the facial expressiveness

  • Wrote Blender script using bpy python package to achieve a complete automated way for facial animation in AR/VR suitable file format like .FBX/.GLB

Refernces

Rigged 3D Avatar Generation:

  • Used the 3D reconstructed face upto the neck like FLAME head model.

  • Generated Blendshapes using Nvidia Omniverse Audio2Face for the 3D face model.

  • Wrote Blender script using bpy python package to join and merge (with threshold) the 3D head model with blendshapes and the correctly rigged lower body in clothing. Then,Exported AR/VR ready to use 3D Avatar in .FBX/.GLB format.

References

Audio Driven 3D Facial Animation:

  • Tried VOCA model to generate 3D vertices displacement based facial animation for FLAME head model.

  • Tried FaceFormer model to generate 3D vertices displacement based facial animation for FLAME head model. Also tried to train it on facial blendshapes data by customizing the whole pipeline.

  • Trained Viseme based 3D facial animation model on blendshapes data and tested via maya python scripting

  • Explored the Nvidia Omniverse Audio2Face for generating blendshapes for custom head model using Character Transfer Pipeline and tried the speech to facial speaking animation

References

Generating Automatic Skinning Weight:

  • Used Neural Blend Shapes for automatic skinning weight generation for T-Pose humanoid character based on SMPL rigging system.

  • Tried the provided blender script for generating smooth animation

References

Real-time 3D Character Animation

  • Tried ROMP model to generate 3D SMPL joints in real-time and feed into blender running on different port to experience real-time humanoid character animation.

References

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