Photorealistic 3D human modeling is essential for various applications and has seen tremendous progress. However, existing methods for monocular full-body reconstruction, typically relying on front and/or predicted back view, still struggle with satisfactory performance due to the ill-posed nature of the problem and sophisticated self-occlusions. In this paper, we propose PSHuman, a novel framework that explicitly reconstructs human meshes utilizing priors from the multiview diffusion model. It is found that directly applying multiview diffusion on single-view human images leads to severe geometric distortions, especially on generated faces. To address it, we propose a cross-scale diffusion that models the joint probability distribution of global full-body shape and local facial characteristics, enabling detailed and identity- preserved novel-view generation without any geometric distortion. Moreover, to enhance cross-view body shape consistency of varied human poses, we condition the generative model on parametric models like SMPL-X, which provide body priors and prevent unnatural views inconsistent with human anatomy. Leveraging the generated multi-view normal and color images, we present SMPLX-initialized explicit human carving to recover realistic textured human meshes efficiently. Extensive experimental results and quantitative evaluations on CAPE and THuman2.1 datasets demonstrate PSHuman’s superiority in geometry details, texture fidelity, and generalization capability.
Pipeline. Given a single full-body human image, PSHuman recovers the texture human mesh by two stages: 1) Body-face enhanced and SMPL-X conditioned multi-view generation. The input image and predicted SMPL-X are fed into a multi-view image diffusion model to generate six views of global full-body images and local face images. 2) SMPLX-initialized explicit human carving. Utilizing generated normal and color maps to deform and remesh the SMPL-X with differentiable rasterization.
Mesh carving
Appearance Fusion
Textured mesh
SMPLX-initialized explicit human mesh carving and appearance fusion.
Geometry comparison between Implicit and Explicit methods.
Appearance comparison with methods which produce texture.
Qualitative comparisons with optimization-based methods for single view reconstruction.
(a) Magic123, (b) Dreamgaussian, (c) Chupa, (d) TeCH and (e) Ours.
Reconstruction quality on self-occluded images. We present the generated back, left,
and right views of normal maps and corresponding meshes.
Generalization on anime characters. We present the generated multiview color and normal images and corresponding meshes (in blue).