Summary
This is a paper focusing on generating 3D animatable full-body human avatar from text using pretrained 2D diffusion model and Score Distillation Sampling (SDS).
The proposed approach differs from the existing approach in that, instead of directly representing a canonical space using surface template e.g. SMPL, it 1) uses the implicit 3D human model to establish the correspondence and condition the canonical representation on the pose parameter, 2) adopts a per-part optimization, and 3) uses a physics based shading formulation and jointly optimizes the environment lighting. These three technical novelty intent to achieve more plausible deformation for loose clothing, better detail reconstruction for faces and hands, and more realistic colors, respectively.
The comparisons with AvatarClip and DreamFusion demonstrate the advantages of the proposed method.
Strengths
- substantially better visual quality compared to AvatarClip and DreamFusion, although the former only with limited evidence.
- the use of imGHUM seems to improve the diversity of clothing.
- the part-based optimization visibly improves the visual quality of the generation.
Weaknesses
- Even though the following papers can be considered concurrent, they should be mentioned in the related work.
Cao, Yukang, et al. "Dreamavatar: Text-and-shape guided 3d human avatar generation via diffusion models." arXiv preprint arXiv:2304.00916 (2023).
Jiang, Ruixiang, et al. "AvatarCraft: Transforming Text into Neural Human Avatars with Parameterized Shape and Pose Control." arXiv preprint arXiv:2303.17606 (2023).
- The comparison with AvatarClip is not sufficient. In the supplemental material and Tab 1, results of AvatarClip should be included.
- Since the NeRF in canonical space is pose-dependent, it is theoretically more prone to overfitting. How does the method perform for unseen poses?
- The fact that the shape parameter $\beta$ can vary is not well explained.
- The benefit of the shading and optimization of the SH for environment light is not elaborated sufficiently. What is the albedo before shading? How exactly do you model the irradiance (include rendering equation). The training trick with randomly perturbed SH coefficients is not well motivated. If the goal is to improve disentanglement, why not use some smoothness regularization?
- The animations are shown in a fixed view. It's hard to judge whether loose clothing such as dresses and jackets deform as claimed from a fixed viewing angle.
Questions
It would be great to address my comments above. In particular, I look forward to seeing in the rebuttal:
1. Comparison with AvatarClip
2. Clarification about shading and visualization of the learned albedo
3. Some visual examples of some avatars with loose clothes in walking motion, shown from the frontal view.
4. It would be great to include a user study on the visual quality.
Rating
6: Weak Accept: Technically solid, moderate-to-high impact paper, with no major concerns with respect to evaluation, resources, reproducibility, ethical considerations.
Confidence
4: You are confident in your assessment, but not absolutely certain. It is unlikely, but not impossible, that you did not understand some parts of the submission or that you are unfamiliar with some pieces of related work.