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Synthetic Data Pipelines for Digital Humans

Pipeline diagram in six numbered stages: digital humans from stock engine presets; procedural variants of identity, outfit, and hair with retargeted body motion; a highlighted multi-camera rig rendering every view on one engine tick with calibrated color and infrared cameras; a cloud render farm; ground-truth passes for depth, optical flow, normals, albedo, segmentation, boxes, skeletons, and meshes; and a content-addressed asset registry. A tuning loop below compares renders with reference video.
From engine presets to labeled multi-view data. Drawn by us.View full size

A rendering pipeline in Unreal Engine that produces labeled, multi-view video of digital humans for training models that reconstruct people from several cameras.

What it is

Models that reconstruct a moving person in 3D from several cameras need training data that is hard to capture: many people, outfits, and motions, seen from synchronized cameras with exact calibration, and labeled with depth, motion, and body pose for every frame. Rendered data can be exact, if every camera sees the same instant and the variety is wide enough to matter.

What we built

Digital humans generated from stock MetaHuman presets and varied in identity, outfit, and hair. Body animation from SMPL-X motion-capture datasets retargeted to the MetaHuman skeleton, with an autonomous tuning loop that compares engine renders against the reference video and adjusts the conversion. A rig of calibrated color and infrared cameras that renders every view on the same engine tick, so physics, hair, and particles match across views. Ground-truth passes per camera: depth, optical flow, normals, albedo, instance segmentation, object coordinates, 2D boxes, skeletal and deformed-mesh exports, and hair guides. Cloud render-farm orchestration, a content-addressed asset registry, a second app for pedestrian multi-view capture in a city scene, and visualization tooling that checks labels against a public 3D pose benchmark.

How it is used

Batches of combinations run on the render farm and land in the registry as labeled multi-view clips, ready to train multi-view and 4D human reconstruction models. The same pipeline produces facial performance data from simulated capture rigs.

Built with

  • Unreal Engine 5
  • MetaHuman
  • SMPL-X
  • C++
  • Python
  • Blender
  • Movie Render Queue
  • Multi-view rendering
  • Cloud render farm

Credit

Built by Dream Awake Labs. The diagram is ours, and the digital humans come from stock engine presets.

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