We propose a method to learn a high-quality implicit 3D head avatar from a monocular RGB video captured in the wild. The learnt avatar is driven by a parametric face model to achieve user-controlled facial expressions and head poses. Our hybrid pipeline combines the geometry prior and dynamic tracking of a 3DMM with a neural radiance field to achieve fine-grained control and photorealism. To reduce over-smoothing and improve out-of-model expressions synthesis, we propose to predict local features anchored on the 3DMM geometry. These learnt features are driven by 3DMM deformation and interpolated in 3D space to yield the volumetric radiance at a designated query point. We further show that using a Convolutional Neural Network in the UV space is critical in incorporating spatial context and producing representative local features. Extensive experiments show that we are able to reconstruct high-quality avatars, with more accurate expression-dependent details, good generalization to out-of-training expressions, and quantitatively superior renderings compared to other state-of-the-art approaches.
Is there a way to got high resolution avatars in Discord.js/Canvas? Because If I trie to add the avatar to an image, it has a very bad quality. Is there a way to get a better quality? I have tried const avatar1 = await Canvas.loadImage(message.author.displayAvatarURL( format: 'jpg', size: '512' ));, but It shows this error: (node:8760) UnhandledPromiseRejectionWarning: RangeError [IMAGE_SIZE]: Invalid image size: 512
We introduce AvatarBooth, a novel method for generating high-quality 3D avatars using text prompts or specific images. Unlike previous approaches that can only synthesize avatars based on simple text descriptions, our method enables the creation of personalized avatars from casually captured face or body images, while still supporting text-based model generation and editing. Our key contribution is the precise avatar generation control by using dual fine-tuned diffusion models separately for the human face and body. This enables us to capture intricate details of facial appearance, clothing, and accessories, resulting in highly realistic avatar generations.
Furthermore, we introduce pose-consistent constraint to the optimization process to enhance the multi-view consistency of synthesized head images from the diffusion model and thus eliminate interference from uncontrolled human poses. In addition, we present a multi-resolution rendering strategy that facilitates coarse-to-fine supervision of 3D avatar generation, thereby enhancing the performance of the proposed system. The resulting avatar model can be further edited using additional text descriptions and driven by motion sequences.
Experiments show that AvatarBooth outperforms previous text-to-3D methods in terms of rendering and geometric quality from either text prompts or specific images. The code and model will be made available upon publication.
Another AvatarBooth application is that you can create your own model using your personal photos, including selfies and clothes photos. You can add any accessories or effect to your model output using simply a word description.
Choose the hair and jewelry carefully
Not to many attachments that add nothing to what others don't see..or even are usefull
When all around complexity started i was already glad when i could stay around 100k/150K
With some more experience, better selection what to buy, i'm mostly between 30 and 50 theses days, and think i still look ok.
Complexity alone is a bad measure though, and there are several factors that may be causing lag. Excessive scripts, HUDs with a lot of texture memory (and scripts), other people around you, your environment, particles, physics, a too high LOD and/or drawing distance, etc.
Demos can be a fairly decent indicator of the items' complexities .. But it can also be grossly misleading, depending on how it being a demo is shown - adding a meshed demo sign floating over your head adds to the complexity of the item.
That said, avatar complexity is said (by people who grasp it better than I), to be a very poor indicator of the actual performance impact of an avatar, but it's the tool we've got for now so we'll just have to make the best use of it that we can. Here are some of LL's own info on complexity: _Rendering_Complexity
Check your older mesh items; they are probably much higher complexity than newer ones, as most creators have learned to better optimise their models over the years. The old hair I used to wear nearly all the time was a whopping 45k, I had another I used to wear at Noir that was even more, but I've swapped them for similar, newer styles, neither of them is now above 5k. Now that the BoM Signature body has trimmed out its extra layers, I'm now usually under 45k in total.
My understanding, for things that we wear/attach, the complexity is not the same for everyone. I do not remember the details of that, but someone had mentioned that the complexity I see for myself is not necessarily the complexity that someone else sees for me. Thus what a creator thinks is the complexity of an item would not necessarily be the same for the folks that buy it.
Modern graphics cards process polygons at amazing rates. They even handle massive amounts of texture data fairly easily. Our bigger problems come when the card starts to run out of VRAM for holding textures and the computer has to help move texture data around, meaning in and out of the video chip. Unfortunately while the viewers handle graphics memory differently none seem to be able to use all that is available in higher end cards/chips. Often it isn't the high ACI of individual avatars as it is the collection of a large number of avatars with many different textures. Makes lots of data to be moved around.
Check your older mesh items; they are probably much higher complexity than newer ones, as most creators have learned to better optimise their models over the years. The old hair I used to wear nearly all the time was a whopping 45k, I had another I used to wear at Noir that was even more, but I've swapped them for similar, newer styles, neither of them is now above 5k.
This, but beware, it's not just old stuff than can be sky-high. I bought two styles from Doux a couple of days ago, and didn't even think to check complexity whilst trying on the demos. One of them is 4k complexity, the other one is 96k. ?
Yes, I have one Doux hair that pushes my complexity to nearly 200K when I wear it but I love that hair however the complexity not so much so I totally feel you and wondering if was same hair.
- While the Lindens say his formula is 'not right'... it at least does not excuse any hacks... so some items that we're all used to seeing complexity scores in the 1,000 - 10,000 range come in in the 100's of thousands to over a million...
The Lindens have been collecting data and studying the problem for over a year. Vir Linden is doing some work on ARCTan now. A consideration in writing the new formula is how to get designers to design more optimized content.
SL is a place for hobbyists more than it is for professionals. So, some will ignore the new ARC and blithely go on designing high poly, large texture content. Others will look for ways to game the system. Others will spend the time to learn how to optimize content and provide us good stuff. It is what humans do. The Lindens learn from what we do and eventually compensate. The current ARC/ACI is not their first attempt at creating something that will encourage better optimized content. This is unlikely to be their last attempt. No one gets it right the first time, think Windows 10...
Modern tablets, smart phones, and computers easily deliver interactive learning activities with high quality graphics, but it takes expertise in computer programming and animation to create animated instructors able to teach mathematics and other subjects with natural human-like gestures and speech. Nicoletta Adamo-Villani, professor of computer graphics technology and director of the Idea Lab, and Voicu Popescu, associate professor of computer science, want to automate the process of creating lifelike computer-animated instructors which are able to speak, gesture, and even write on an animated whiteboard without sacrificing delivery eloquence.
When these settings are in AA-only mode, DLSS is best, or FSR if you lack an RTX graphics card. DLSS performs just as fast as TAA, matching its 38fps average, and although FSR is slightly slower with 35fps, it still looks sharper and cleaner than both TAA and XeSS.
Spot shadows resolution: 40fps from Very High to Low means this might be worth cutting when your PC is really choking, though High or Medium provide better balances between speed and quality.
Specular reflections: A stealthy ray tracing implementation. I got a not-insignificant jump up to 41fps with this on Low, though Very Low is better for pre-RTX GPUs that lack ray tracing support.
Extra streaming distance: There was a small 2fps gain in it for the RTX 3070 once I halved this from 10 to 5, but then, there are plenty of big, sweeping vistas in Frontiers of Pandora, and pop-in never looks good. Try to keep this one turned up.
Destruction quality: I made sure my benchmark run included some (nicely particle-rich) explosions just to try this out, though the performance effect is minimal. Low got me 39fps, only 1fps higher than High.
While I normally suggest using the highest possible preset as a starting point, and making individual changes to that, here I reckon High is a better choice than Ultra. Since so few settings have a big impact on their own, Frontiers of Pandora needs a more comprehensive series of cuts, and the High preset will instantly provide a big boost to performance while still keeping close enough to Ultra on overall fidelity. From there, it takes just a few more tweaks to settings that are best off on Low (as opposed to High or Medium). This setup had my RTX 3070 averaging 58fps, a 52% improvement over its Ultra preset performance, and actually looked a little sharper thanks to using DLAA instead of TAA.
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