3,425 research outputs found

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

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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

    A "metric" semi-Lagrangian Vlasov-Poisson solver

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    We propose a new semi-Lagrangian Vlasov-Poisson solver. It employs elements of metric to follow locally the flow and its deformation, allowing one to find quickly and accurately the initial phase-space position Q(P)Q(P) of any test particle PP, by expanding at second order the geometry of the motion in the vicinity of the closest element. It is thus possible to reconstruct accurately the phase-space distribution function at any time tt and position PP by proper interpolation of initial conditions, following Liouville theorem. When distorsion of the elements of metric becomes too large, it is necessary to create new initial conditions along with isotropic elements and repeat the procedure again until next resampling. To speed up the process, interpolation of the phase-space distribution is performed at second order during the transport phase, while third order splines are used at the moments of remapping. We also show how to compute accurately the region of influence of each element of metric with the proper percolation scheme. The algorithm is tested here in the framework of one-dimensional gravitational dynamics but is implemented in such a way that it can be extended easily to four or six-dimensional phase-space. It can also be trivially generalised to plasmas.Comment: 32 pages, 14 figures, accepted for publication in Journal of Plasma Physics, Special issue: The Vlasov equation, from space to laboratory plasma
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