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Izdelava in krmiljenje fotorealističnih avatarjev v realnem času
ID Petkovšek, Žan (Author), ID Pesek, Matevž (Mentor) More about this mentor... This link opens in a new window

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Abstract
Izdelava fotorealističnega in krmiljivega modela človeške glave je z ročnim modeliranjem zamudna, kakovostni obstoječi pristopi pa temeljijo na zajemu z več kamerami in so za običajnega uporabnika nedosegljivi. V diplomskem delu smo zgradili celovit cevovod, ki iz posnetka ene kamere izdela fotorealističen in krmiljiv avatar glave ter ga v živo krmili s kamero. Obrazu smo sledili z orodjem VHAP, ki oceni parametre modela FLAME, avatar pa smo zgradili s projektom GaussianAvatars, ki Gaussove primitive veže na trikotnike mreže. Pripravljalni in sprotni cevovod sta ločena in se srečata le pri parametrih modela FLAME, zato je vir teh parametrov zamenljiv brez ponovnega učenja avatarja. Na istem avatarju smo tako primerjali objavljeno preslikavo obraznih koeficientov ogrodja MediaPipe in lastni hibridni pristop z regresorjem SMIRK, ki mu oceno pogleda dodamo iz obraznih koeficientov. Izpeljali smo linearno pretvorbo med izraznima bazama različic modela FLAME, zapiranje vek pa prenesli z neposrednim premikom oglišč. Razvili smo tudi program za vodeni zajem, ki uporabnika usmerja k enakomerni pokritosti poz glave in sproti preverja ostrino. Hibridni pristop je dal opazno kakovostnejšo animacijo, razlika pa se pokaže prav pri deformacijah, ki jih izrazna baza modela FLAME ne zajame, predvsem pri zapiranju vek. Krmiljenje teče v realnem času na eni potrošniški grafični kartici. Pokazali smo tudi, da na kakovost zelo vplivata ostrina posnetka in enakomerna pokritost poz glave ter da privzete nastavitve zgoščevanja med daljšim učenjem močno povečajo število primitivov, ne da bi izboljšale kakovost. Uporaben obseg zornih kotov ustreza obsegu, zajetemu med snemanjem.

Language:Slovenian
Keywords:fotorealistični avatar glave, 3D Gaussovo razprševanje, model FLAME, sledenje obrazu, animacija v realnem času, enokamerni zajem
Work type:Bachelor thesis/paper
Typology:2.11 - Undergraduate Thesis
Organization:FRI - Faculty of Computer and Information Science
Year:2026
PID:20.500.12556/RUL-186429 This link opens in a new window
COBISS.SI-ID:289698563 This link opens in a new window
Publication date in RUL:01.09.2026
Views:126
Downloads:35
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Secondary language

Language:English
Title:Creation of photorealistic avatars and their real-time control
Abstract:
Building a photorealistic and animatable model of the human head by hand is slow, and existing high-quality approaches rely on multi-camera capture that remains out of reach for ordinary users. In this thesis we built a complete pipeline that produces a photorealistic and animatable head avatar from a single-camera video and drives it live from a webcam. The face is tracked with VHAP, which estimates FLAME model parameters, and the avatar is built with GaussianAvatars, which binds Gaussian primitives to the triangles of the mesh. The preparation and runtime pipelines are separate and meet only at the FLAME model parameters, so the source of these parameters can be replaced without retraining the avatar. On the same avatar we therefore compared a published mapping of MediaPipe blendshape coefficients with our own hybrid approach based on the SMIRK regressor, to which gaze estimation is added from the blendshape coefficients. We derived a linear conversion between the expression bases of the two FLAME versions and transferred eyelid closure as a direct vertex displacement. We also developed a guided capture program that steers the user towards even coverage of head poses and continuously checks sharpness. The hybrid approach produced noticeably better animation, and the difference appears exactly at those deformations that the FLAME expression basis does not capture, most clearly eyelid closure. Driving runs in real time on a single consumer GPU. We further show that capture sharpness and even coverage of head poses strongly influence quality, and that the default densification settings keep increasing the number of primitives during longer training without improving quality. The usable range of viewing angles corresponds to the range covered during recording.

Keywords:photorealistic head avatar, 3D Gaussian splatting, FLAME model, face tracking, real-time animation, monocular capture

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