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SubscribeGUAVA: Generalizable Upper Body 3D Gaussian Avatar
Reconstructing a high-quality, animatable 3D human avatar with expressive facial and hand motions from a single image has gained significant attention due to its broad application potential. 3D human avatar reconstruction typically requires multi-view or monocular videos and training on individual IDs, which is both complex and time-consuming. Furthermore, limited by SMPLX's expressiveness, these methods often focus on body motion but struggle with facial expressions. To address these challenges, we first introduce an expressive human model (EHM) to enhance facial expression capabilities and develop an accurate tracking method. Based on this template model, we propose GUAVA, the first framework for fast animatable upper-body 3D Gaussian avatar reconstruction. We leverage inverse texture mapping and projection sampling techniques to infer Ubody (upper-body) Gaussians from a single image. The rendered images are refined through a neural refiner. Experimental results demonstrate that GUAVA significantly outperforms previous methods in rendering quality and offers significant speed improvements, with reconstruction times in the sub-second range (0.1s), and supports real-time animation and rendering.
URAvatar: Universal Relightable Gaussian Codec Avatars
We present a new approach to creating photorealistic and relightable head avatars from a phone scan with unknown illumination. The reconstructed avatars can be animated and relit in real time with the global illumination of diverse environments. Unlike existing approaches that estimate parametric reflectance parameters via inverse rendering, our approach directly models learnable radiance transfer that incorporates global light transport in an efficient manner for real-time rendering. However, learning such a complex light transport that can generalize across identities is non-trivial. A phone scan in a single environment lacks sufficient information to infer how the head would appear in general environments. To address this, we build a universal relightable avatar model represented by 3D Gaussians. We train on hundreds of high-quality multi-view human scans with controllable point lights. High-resolution geometric guidance further enhances the reconstruction accuracy and generalization. Once trained, we finetune the pretrained model on a phone scan using inverse rendering to obtain a personalized relightable avatar. Our experiments establish the efficacy of our design, outperforming existing approaches while retaining real-time rendering capability.
PhysAvatar: Learning the Physics of Dressed 3D Avatars from Visual Observations
Modeling and rendering photorealistic avatars is of crucial importance in many applications. Existing methods that build a 3D avatar from visual observations, however, struggle to reconstruct clothed humans. We introduce PhysAvatar, a novel framework that combines inverse rendering with inverse physics to automatically estimate the shape and appearance of a human from multi-view video data along with the physical parameters of the fabric of their clothes. For this purpose, we adopt a mesh-aligned 4D Gaussian technique for spatio-temporal mesh tracking as well as a physically based inverse renderer to estimate the intrinsic material properties. PhysAvatar integrates a physics simulator to estimate the physical parameters of the garments using gradient-based optimization in a principled manner. These novel capabilities enable PhysAvatar to create high-quality novel-view renderings of avatars dressed in loose-fitting clothes under motions and lighting conditions not seen in the training data. This marks a significant advancement towards modeling photorealistic digital humans using physically based inverse rendering with physics in the loop. Our project website is at: https://qingqing-zhao.github.io/PhysAvatar
Animatable Gaussians: Learning Pose-dependent Gaussian Maps for High-fidelity Human Avatar Modeling
Modeling animatable human avatars from RGB videos is a long-standing and challenging problem. Recent works usually adopt MLP-based neural radiance fields (NeRF) to represent 3D humans, but it remains difficult for pure MLPs to regress pose-dependent garment details. To this end, we introduce Animatable Gaussians, a new avatar representation that leverages powerful 2D CNNs and 3D Gaussian splatting to create high-fidelity avatars. To associate 3D Gaussians with the animatable avatar, we learn a parametric template from the input videos, and then parameterize the template on two front \& back canonical Gaussian maps where each pixel represents a 3D Gaussian. The learned template is adaptive to the wearing garments for modeling looser clothes like dresses. Such template-guided 2D parameterization enables us to employ a powerful StyleGAN-based CNN to learn the pose-dependent Gaussian maps for modeling detailed dynamic appearances. Furthermore, we introduce a pose projection strategy for better generalization given novel poses. Overall, our method can create lifelike avatars with dynamic, realistic and generalized appearances. Experiments show that our method outperforms other state-of-the-art approaches. Code: https://github.com/lizhe00/AnimatableGaussians
Generalizable and Animatable Gaussian Head Avatar
In this paper, we propose Generalizable and Animatable Gaussian head Avatar (GAGAvatar) for one-shot animatable head avatar reconstruction. Existing methods rely on neural radiance fields, leading to heavy rendering consumption and low reenactment speeds. To address these limitations, we generate the parameters of 3D Gaussians from a single image in a single forward pass. The key innovation of our work is the proposed dual-lifting method, which produces high-fidelity 3D Gaussians that capture identity and facial details. Additionally, we leverage global image features and the 3D morphable model to construct 3D Gaussians for controlling expressions. After training, our model can reconstruct unseen identities without specific optimizations and perform reenactment rendering at real-time speeds. Experiments show that our method exhibits superior performance compared to previous methods in terms of reconstruction quality and expression accuracy. We believe our method can establish new benchmarks for future research and advance applications of digital avatars. Code and demos are available https://github.com/xg-chu/GAGAvatar.
AniGaussian: Animatable Gaussian Avatar with Pose-guided Deformation
Recent advancements in Gaussian-based human body reconstruction have achieved notable success in creating animatable avatars. However, there are ongoing challenges to fully exploit the SMPL model's prior knowledge and enhance the visual fidelity of these models to achieve more refined avatar reconstructions. In this paper, we introduce AniGaussian which addresses the above issues with two insights. First, we propose an innovative pose guided deformation strategy that effectively constrains the dynamic Gaussian avatar with SMPL pose guidance, ensuring that the reconstructed model not only captures the detailed surface nuances but also maintains anatomical correctness across a wide range of motions. Second, we tackle the expressiveness limitations of Gaussian models in representing dynamic human bodies. We incorporate rigid-based priors from previous works to enhance the dynamic transform capabilities of the Gaussian model. Furthermore, we introduce a split-with-scale strategy that significantly improves geometry quality. The ablative study experiment demonstrates the effectiveness of our innovative model design. Through extensive comparisons with existing methods, AniGaussian demonstrates superior performance in both qualitative result and quantitative metrics.
IDOL: Instant Photorealistic 3D Human Creation from a Single Image
Creating a high-fidelity, animatable 3D full-body avatar from a single image is a challenging task due to the diverse appearance and poses of humans and the limited availability of high-quality training data. To achieve fast and high-quality human reconstruction, this work rethinks the task from the perspectives of dataset, model, and representation. First, we introduce a large-scale HUman-centric GEnerated dataset, HuGe100K, consisting of 100K diverse, photorealistic sets of human images. Each set contains 24-view frames in specific human poses, generated using a pose-controllable image-to-multi-view model. Next, leveraging the diversity in views, poses, and appearances within HuGe100K, we develop a scalable feed-forward transformer model to predict a 3D human Gaussian representation in a uniform space from a given human image. This model is trained to disentangle human pose, body shape, clothing geometry, and texture. The estimated Gaussians can be animated without post-processing. We conduct comprehensive experiments to validate the effectiveness of the proposed dataset and method. Our model demonstrates the ability to efficiently reconstruct photorealistic humans at 1K resolution from a single input image using a single GPU instantly. Additionally, it seamlessly supports various applications, as well as shape and texture editing tasks.
Interactive Rendering of Relightable and Animatable Gaussian Avatars
Creating relightable and animatable avatars from multi-view or monocular videos is a challenging task for digital human creation and virtual reality applications. Previous methods rely on neural radiance fields or ray tracing, resulting in slow training and rendering processes. By utilizing Gaussian Splatting, we propose a simple and efficient method to decouple body materials and lighting from sparse-view or monocular avatar videos, so that the avatar can be rendered simultaneously under novel viewpoints, poses, and lightings at interactive frame rates (6.9 fps). Specifically, we first obtain the canonical body mesh using a signed distance function and assign attributes to each mesh vertex. The Gaussians in the canonical space then interpolate from nearby body mesh vertices to obtain the attributes. We subsequently deform the Gaussians to the posed space using forward skinning, and combine the learnable environment light with the Gaussian attributes for shading computation. To achieve fast shadow modeling, we rasterize the posed body mesh from dense viewpoints to obtain the visibility. Our approach is not only simple but also fast enough to allow interactive rendering of avatar animation under environmental light changes. Experiments demonstrate that, compared to previous works, our method can render higher quality results at a faster speed on both synthetic and real datasets.
3D Gaussian Blendshapes for Head Avatar Animation
We introduce 3D Gaussian blendshapes for modeling photorealistic head avatars. Taking a monocular video as input, we learn a base head model of neutral expression, along with a group of expression blendshapes, each of which corresponds to a basis expression in classical parametric face models. Both the neutral model and expression blendshapes are represented as 3D Gaussians, which contain a few properties to depict the avatar appearance. The avatar model of an arbitrary expression can be effectively generated by combining the neutral model and expression blendshapes through linear blending of Gaussians with the expression coefficients. High-fidelity head avatar animations can be synthesized in real time using Gaussian splatting. Compared to state-of-the-art methods, our Gaussian blendshape representation better captures high-frequency details exhibited in input video, and achieves superior rendering performance.
GaussianAvatar: Towards Realistic Human Avatar Modeling from a Single Video via Animatable 3D Gaussians
We present GaussianAvatar, an efficient approach to creating realistic human avatars with dynamic 3D appearances from a single video. We start by introducing animatable 3D Gaussians to explicitly represent humans in various poses and clothing styles. Such an explicit and animatable representation can fuse 3D appearances more efficiently and consistently from 2D observations. Our representation is further augmented with dynamic properties to support pose-dependent appearance modeling, where a dynamic appearance network along with an optimizable feature tensor is designed to learn the motion-to-appearance mapping. Moreover, by leveraging the differentiable motion condition, our method enables a joint optimization of motions and appearances during avatar modeling, which helps to tackle the long-standing issue of inaccurate motion estimation in monocular settings. The efficacy of GaussianAvatar is validated on both the public dataset and our collected dataset, demonstrating its superior performances in terms of appearance quality and rendering efficiency.
3D Gaussian Parametric Head Model
Creating high-fidelity 3D human head avatars is crucial for applications in VR/AR, telepresence, digital human interfaces, and film production. Recent advances have leveraged morphable face models to generate animated head avatars from easily accessible data, representing varying identities and expressions within a low-dimensional parametric space. However, existing methods often struggle with modeling complex appearance details, e.g., hairstyles and accessories, and suffer from low rendering quality and efficiency. This paper introduces a novel approach, 3D Gaussian Parametric Head Model, which employs 3D Gaussians to accurately represent the complexities of the human head, allowing precise control over both identity and expression. Additionally, it enables seamless face portrait interpolation and the reconstruction of detailed head avatars from a single image. Unlike previous methods, the Gaussian model can handle intricate details, enabling realistic representations of varying appearances and complex expressions. Furthermore, this paper presents a well-designed training framework to ensure smooth convergence, providing a guarantee for learning the rich content. Our method achieves high-quality, photo-realistic rendering with real-time efficiency, making it a valuable contribution to the field of parametric head models.
LAM: Large Avatar Model for One-shot Animatable Gaussian Head
We present LAM, an innovative Large Avatar Model for animatable Gaussian head reconstruction from a single image. Unlike previous methods that require extensive training on captured video sequences or rely on auxiliary neural networks for animation and rendering during inference, our approach generates Gaussian heads that are immediately animatable and renderable. Specifically, LAM creates an animatable Gaussian head in a single forward pass, enabling reenactment and rendering without additional networks or post-processing steps. This capability allows for seamless integration into existing rendering pipelines, ensuring real-time animation and rendering across a wide range of platforms, including mobile phones. The centerpiece of our framework is the canonical Gaussian attributes generator, which utilizes FLAME canonical points as queries. These points interact with multi-scale image features through a Transformer to accurately predict Gaussian attributes in the canonical space. The reconstructed canonical Gaussian avatar can then be animated utilizing standard linear blend skinning (LBS) with corrective blendshapes as the FLAME model did and rendered in real-time on various platforms. Our experimental results demonstrate that LAM outperforms state-of-the-art methods on existing benchmarks.
GVA: Reconstructing Vivid 3D Gaussian Avatars from Monocular Videos
In this paper, we present a novel method that facilitates the creation of vivid 3D Gaussian avatars from monocular video inputs (GVA). Our innovation lies in addressing the intricate challenges of delivering high-fidelity human body reconstructions and aligning 3D Gaussians with human skin surfaces accurately. The key contributions of this paper are twofold. Firstly, we introduce a pose refinement technique to improve hand and foot pose accuracy by aligning normal maps and silhouettes. Precise pose is crucial for correct shape and appearance reconstruction. Secondly, we address the problems of unbalanced aggregation and initialization bias that previously diminished the quality of 3D Gaussian avatars, through a novel surface-guided re-initialization method that ensures accurate alignment of 3D Gaussian points with avatar surfaces. Experimental results demonstrate that our proposed method achieves high-fidelity and vivid 3D Gaussian avatar reconstruction. Extensive experimental analyses validate the performance qualitatively and quantitatively, demonstrating that it achieves state-of-the-art performance in photo-realistic novel view synthesis while offering fine-grained control over the human body and hand pose. Project page: https://3d-aigc.github.io/GVA/.
GaussianAvatar-Editor: Photorealistic Animatable Gaussian Head Avatar Editor
We introduce GaussianAvatar-Editor, an innovative framework for text-driven editing of animatable Gaussian head avatars that can be fully controlled in expression, pose, and viewpoint. Unlike static 3D Gaussian editing, editing animatable 4D Gaussian avatars presents challenges related to motion occlusion and spatial-temporal inconsistency. To address these issues, we propose the Weighted Alpha Blending Equation (WABE). This function enhances the blending weight of visible Gaussians while suppressing the influence on non-visible Gaussians, effectively handling motion occlusion during editing. Furthermore, to improve editing quality and ensure 4D consistency, we incorporate conditional adversarial learning into the editing process. This strategy helps to refine the edited results and maintain consistency throughout the animation. By integrating these methods, our GaussianAvatar-Editor achieves photorealistic and consistent results in animatable 4D Gaussian editing. We conduct comprehensive experiments across various subjects to validate the effectiveness of our proposed techniques, which demonstrates the superiority of our approach over existing methods. More results and code are available at: [Project Link](https://xiangyueliu.github.io/GaussianAvatar-Editor/).
3DGS-Avatar: Animatable Avatars via Deformable 3D Gaussian Splatting
We introduce an approach that creates animatable human avatars from monocular videos using 3D Gaussian Splatting (3DGS). Existing methods based on neural radiance fields (NeRFs) achieve high-quality novel-view/novel-pose image synthesis but often require days of training, and are extremely slow at inference time. Recently, the community has explored fast grid structures for efficient training of clothed avatars. Albeit being extremely fast at training, these methods can barely achieve an interactive rendering frame rate with around 15 FPS. In this paper, we use 3D Gaussian Splatting and learn a non-rigid deformation network to reconstruct animatable clothed human avatars that can be trained within 30 minutes and rendered at real-time frame rates (50+ FPS). Given the explicit nature of our representation, we further introduce as-isometric-as-possible regularizations on both the Gaussian mean vectors and the covariance matrices, enhancing the generalization of our model on highly articulated unseen poses. Experimental results show that our method achieves comparable and even better performance compared to state-of-the-art approaches on animatable avatar creation from a monocular input, while being 400x and 250x faster in training and inference, respectively.
ASH: Animatable Gaussian Splats for Efficient and Photoreal Human Rendering
Real-time rendering of photorealistic and controllable human avatars stands as a cornerstone in Computer Vision and Graphics. While recent advances in neural implicit rendering have unlocked unprecedented photorealism for digital avatars, real-time performance has mostly been demonstrated for static scenes only. To address this, we propose ASH, an animatable Gaussian splatting approach for photorealistic rendering of dynamic humans in real-time. We parameterize the clothed human as animatable 3D Gaussians, which can be efficiently splatted into image space to generate the final rendering. However, naively learning the Gaussian parameters in 3D space poses a severe challenge in terms of compute. Instead, we attach the Gaussians onto a deformable character model, and learn their parameters in 2D texture space, which allows leveraging efficient 2D convolutional architectures that easily scale with the required number of Gaussians. We benchmark ASH with competing methods on pose-controllable avatars, demonstrating that our method outperforms existing real-time methods by a large margin and shows comparable or even better results than offline methods.
PSAvatar: A Point-based Morphable Shape Model for Real-Time Head Avatar Animation with 3D Gaussian Splatting
Despite much progress, achieving real-time high-fidelity head avatar animation is still difficult and existing methods have to trade-off between speed and quality. 3DMM based methods often fail to model non-facial structures such as eyeglasses and hairstyles, while neural implicit models suffer from deformation inflexibility and rendering inefficiency. Although 3D Gaussian has been demonstrated to possess promising capability for geometry representation and radiance field reconstruction, applying 3D Gaussian in head avatar creation remains a major challenge since it is difficult for 3D Gaussian to model the head shape variations caused by changing poses and expressions. In this paper, we introduce PSAvatar, a novel framework for animatable head avatar creation that utilizes discrete geometric primitive to create a parametric morphable shape model and employs 3D Gaussian for fine detail representation and high fidelity rendering. The parametric morphable shape model is a Point-based Morphable Shape Model (PMSM) which uses points instead of meshes for 3D representation to achieve enhanced representation flexibility. The PMSM first converts the FLAME mesh to points by sampling on the surfaces as well as off the meshes to enable the reconstruction of not only surface-like structures but also complex geometries such as eyeglasses and hairstyles. By aligning these points with the head shape in an analysis-by-synthesis manner, the PMSM makes it possible to utilize 3D Gaussian for fine detail representation and appearance modeling, thus enabling the creation of high-fidelity avatars. We show that PSAvatar can reconstruct high-fidelity head avatars of a variety of subjects and the avatars can be animated in real-time (ge 25 fps at a resolution of 512 times 512 ).
GaussianAvatars: Photorealistic Head Avatars with Rigged 3D Gaussians
We introduce GaussianAvatars, a new method to create photorealistic head avatars that are fully controllable in terms of expression, pose, and viewpoint. The core idea is a dynamic 3D representation based on 3D Gaussian splats that are rigged to a parametric morphable face model. This combination facilitates photorealistic rendering while allowing for precise animation control via the underlying parametric model, e.g., through expression transfer from a driving sequence or by manually changing the morphable model parameters. We parameterize each splat by a local coordinate frame of a triangle and optimize for explicit displacement offset to obtain a more accurate geometric representation. During avatar reconstruction, we jointly optimize for the morphable model parameters and Gaussian splat parameters in an end-to-end fashion. We demonstrate the animation capabilities of our photorealistic avatar in several challenging scenarios. For instance, we show reenactments from a driving video, where our method outperforms existing works by a significant margin.
3D^2-Actor: Learning Pose-Conditioned 3D-Aware Denoiser for Realistic Gaussian Avatar Modeling
Advancements in neural implicit representations and differentiable rendering have markedly improved the ability to learn animatable 3D avatars from sparse multi-view RGB videos. However, current methods that map observation space to canonical space often face challenges in capturing pose-dependent details and generalizing to novel poses. While diffusion models have demonstrated remarkable zero-shot capabilities in 2D image generation, their potential for creating animatable 3D avatars from 2D inputs remains underexplored. In this work, we introduce 3D^2-Actor, a novel approach featuring a pose-conditioned 3D-aware human modeling pipeline that integrates iterative 2D denoising and 3D rectifying steps. The 2D denoiser, guided by pose cues, generates detailed multi-view images that provide the rich feature set necessary for high-fidelity 3D reconstruction and pose rendering. Complementing this, our Gaussian-based 3D rectifier renders images with enhanced 3D consistency through a two-stage projection strategy and a novel local coordinate representation. Additionally, we propose an innovative sampling strategy to ensure smooth temporal continuity across frames in video synthesis. Our method effectively addresses the limitations of traditional numerical solutions in handling ill-posed mappings, producing realistic and animatable 3D human avatars. Experimental results demonstrate that 3D^2-Actor excels in high-fidelity avatar modeling and robustly generalizes to novel poses. Code is available at: https://github.com/silence-tang/GaussianActor.
GAvatar: Animatable 3D Gaussian Avatars with Implicit Mesh Learning
Gaussian splatting has emerged as a powerful 3D representation that harnesses the advantages of both explicit (mesh) and implicit (NeRF) 3D representations. In this paper, we seek to leverage Gaussian splatting to generate realistic animatable avatars from textual descriptions, addressing the limitations (e.g., flexibility and efficiency) imposed by mesh or NeRF-based representations. However, a naive application of Gaussian splatting cannot generate high-quality animatable avatars and suffers from learning instability; it also cannot capture fine avatar geometries and often leads to degenerate body parts. To tackle these problems, we first propose a primitive-based 3D Gaussian representation where Gaussians are defined inside pose-driven primitives to facilitate animation. Second, to stabilize and amortize the learning of millions of Gaussians, we propose to use neural implicit fields to predict the Gaussian attributes (e.g., colors). Finally, to capture fine avatar geometries and extract detailed meshes, we propose a novel SDF-based implicit mesh learning approach for 3D Gaussians that regularizes the underlying geometries and extracts highly detailed textured meshes. Our proposed method, GAvatar, enables the large-scale generation of diverse animatable avatars using only text prompts. GAvatar significantly surpasses existing methods in terms of both appearance and geometry quality, and achieves extremely fast rendering (100 fps) at 1K resolution.
Gaussian Head Avatar: Ultra High-fidelity Head Avatar via Dynamic Gaussians
Creating high-fidelity 3D head avatars has always been a research hotspot, but there remains a great challenge under lightweight sparse view setups. In this paper, we propose Gaussian Head Avatar represented by controllable 3D Gaussians for high-fidelity head avatar modeling. We optimize the neutral 3D Gaussians and a fully learned MLP-based deformation field to capture complex expressions. The two parts benefit each other, thereby our method can model fine-grained dynamic details while ensuring expression accuracy. Furthermore, we devise a well-designed geometry-guided initialization strategy based on implicit SDF and Deep Marching Tetrahedra for the stability and convergence of the training procedure. Experiments show our approach outperforms other state-of-the-art sparse-view methods, achieving ultra high-fidelity rendering quality at 2K resolution even under exaggerated expressions.
RMAvatar: Photorealistic Human Avatar Reconstruction from Monocular Video Based on Rectified Mesh-embedded Gaussians
We introduce RMAvatar, a novel human avatar representation with Gaussian splatting embedded on mesh to learn clothed avatar from a monocular video. We utilize the explicit mesh geometry to represent motion and shape of a virtual human and implicit appearance rendering with Gaussian Splatting. Our method consists of two main modules: Gaussian initialization module and Gaussian rectification module. We embed Gaussians into triangular faces and control their motion through the mesh, which ensures low-frequency motion and surface deformation of the avatar. Due to the limitations of LBS formula, the human skeleton is hard to control complex non-rigid transformations. We then design a pose-related Gaussian rectification module to learn fine-detailed non-rigid deformations, further improving the realism and expressiveness of the avatar. We conduct extensive experiments on public datasets, RMAvatar shows state-of-the-art performance on both rendering quality and quantitative evaluations. Please see our project page at https://rm-avatar.github.io.
iHuman: Instant Animatable Digital Humans From Monocular Videos
Personalized 3D avatars require an animatable representation of digital humans. Doing so instantly from monocular videos offers scalability to broad class of users and wide-scale applications. In this paper, we present a fast, simple, yet effective method for creating animatable 3D digital humans from monocular videos. Our method utilizes the efficiency of Gaussian splatting to model both 3D geometry and appearance. However, we observed that naively optimizing Gaussian splats results in inaccurate geometry, thereby leading to poor animations. This work achieves and illustrates the need of accurate 3D mesh-type modelling of the human body for animatable digitization through Gaussian splats. This is achieved by developing a novel pipeline that benefits from three key aspects: (a) implicit modelling of surface's displacements and the color's spherical harmonics; (b) binding of 3D Gaussians to the respective triangular faces of the body template; (c) a novel technique to render normals followed by their auxiliary supervision. Our exhaustive experiments on three different benchmark datasets demonstrates the state-of-the-art results of our method, in limited time settings. In fact, our method is faster by an order of magnitude (in terms of training time) than its closest competitor. At the same time, we achieve superior rendering and 3D reconstruction performance under the change of poses.
HeadGAP: Few-shot 3D Head Avatar via Generalizable Gaussian Priors
In this paper, we present a novel 3D head avatar creation approach capable of generalizing from few-shot in-the-wild data with high-fidelity and animatable robustness. Given the underconstrained nature of this problem, incorporating prior knowledge is essential. Therefore, we propose a framework comprising prior learning and avatar creation phases. The prior learning phase leverages 3D head priors derived from a large-scale multi-view dynamic dataset, and the avatar creation phase applies these priors for few-shot personalization. Our approach effectively captures these priors by utilizing a Gaussian Splatting-based auto-decoder network with part-based dynamic modeling. Our method employs identity-shared encoding with personalized latent codes for individual identities to learn the attributes of Gaussian primitives. During the avatar creation phase, we achieve fast head avatar personalization by leveraging inversion and fine-tuning strategies. Extensive experiments demonstrate that our model effectively exploits head priors and successfully generalizes them to few-shot personalization, achieving photo-realistic rendering quality, multi-view consistency, and stable animation.
UV Gaussians: Joint Learning of Mesh Deformation and Gaussian Textures for Human Avatar Modeling
Reconstructing photo-realistic drivable human avatars from multi-view image sequences has been a popular and challenging topic in the field of computer vision and graphics. While existing NeRF-based methods can achieve high-quality novel view rendering of human models, both training and inference processes are time-consuming. Recent approaches have utilized 3D Gaussians to represent the human body, enabling faster training and rendering. However, they undermine the importance of the mesh guidance and directly predict Gaussians in 3D space with coarse mesh guidance. This hinders the learning procedure of the Gaussians and tends to produce blurry textures. Therefore, we propose UV Gaussians, which models the 3D human body by jointly learning mesh deformations and 2D UV-space Gaussian textures. We utilize the embedding of UV map to learn Gaussian textures in 2D space, leveraging the capabilities of powerful 2D networks to extract features. Additionally, through an independent Mesh network, we optimize pose-dependent geometric deformations, thereby guiding Gaussian rendering and significantly enhancing rendering quality. We collect and process a new dataset of human motion, which includes multi-view images, scanned models, parametric model registration, and corresponding texture maps. Experimental results demonstrate that our method achieves state-of-the-art synthesis of novel view and novel pose. The code and data will be made available on the homepage https://alex-jyj.github.io/UV-Gaussians/ once the paper is accepted.
NPGA: Neural Parametric Gaussian Avatars
The creation of high-fidelity, digital versions of human heads is an important stepping stone in the process of further integrating virtual components into our everyday lives. Constructing such avatars is a challenging research problem, due to a high demand for photo-realism and real-time rendering performance. In this work, we propose Neural Parametric Gaussian Avatars (NPGA), a data-driven approach to create high-fidelity, controllable avatars from multi-view video recordings. We build our method around 3D Gaussian Splatting for its highly efficient rendering and to inherit the topological flexibility of point clouds. In contrast to previous work, we condition our avatars' dynamics on the rich expression space of neural parametric head models (NPHM), instead of mesh-based 3DMMs. To this end, we distill the backward deformation field of our underlying NPHM into forward deformations which are compatible with rasterization-based rendering. All remaining fine-scale, expression-dependent details are learned from the multi-view videos. To increase the representational capacity of our avatars, we augment the canonical Gaussian point cloud using per-primitive latent features which govern its dynamic behavior. To regularize this increased dynamic expressivity, we propose Laplacian terms on the latent features and predicted dynamics. We evaluate our method on the public NeRSemble dataset, demonstrating that NPGA significantly outperforms the previous state-of-the-art avatars on the self-reenactment task by 2.6 PSNR. Furthermore, we demonstrate accurate animation capabilities from real-world monocular videos.
GGAvatar: Geometric Adjustment of Gaussian Head Avatar
We propose GGAvatar, a novel 3D avatar representation designed to robustly model dynamic head avatars with complex identities and deformations. GGAvatar employs a coarse-to-fine structure, featuring two core modules: Neutral Gaussian Initialization Module and Geometry Morph Adjuster. Neutral Gaussian Initialization Module pairs Gaussian primitives with deformable triangular meshes, employing an adaptive density control strategy to model the geometric structure of the target subject with neutral expressions. Geometry Morph Adjuster introduces deformation bases for each Gaussian in global space, creating fine-grained low-dimensional representations of deformation behaviors to address the Linear Blend Skinning formula's limitations effectively. Extensive experiments show that GGAvatar can produce high-fidelity renderings, outperforming state-of-the-art methods in visual quality and quantitative metrics.
Relightable and Animatable Neural Avatars from Videos
Lightweight creation of 3D digital avatars is a highly desirable but challenging task. With only sparse videos of a person under unknown illumination, we propose a method to create relightable and animatable neural avatars, which can be used to synthesize photorealistic images of humans under novel viewpoints, body poses, and lighting. The key challenge here is to disentangle the geometry, material of the clothed body, and lighting, which becomes more difficult due to the complex geometry and shadow changes caused by body motions. To solve this ill-posed problem, we propose novel techniques to better model the geometry and shadow changes. For geometry change modeling, we propose an invertible deformation field, which helps to solve the inverse skinning problem and leads to better geometry quality. To model the spatial and temporal varying shading cues, we propose a pose-aware part-wise light visibility network to estimate light occlusion. Extensive experiments on synthetic and real datasets show that our approach reconstructs high-quality geometry and generates realistic shadows under different body poses. Code and data are available at https://wenbin-lin.github.io/RelightableAvatar-page/.
Drivable 3D Gaussian Avatars
We present Drivable 3D Gaussian Avatars (D3GA), the first 3D controllable model for human bodies rendered with Gaussian splats. Current photorealistic drivable avatars require either accurate 3D registrations during training, dense input images during testing, or both. The ones based on neural radiance fields also tend to be prohibitively slow for telepresence applications. This work uses the recently presented 3D Gaussian Splatting (3DGS) technique to render realistic humans at real-time framerates, using dense calibrated multi-view videos as input. To deform those primitives, we depart from the commonly used point deformation method of linear blend skinning (LBS) and use a classic volumetric deformation method: cage deformations. Given their smaller size, we drive these deformations with joint angles and keypoints, which are more suitable for communication applications. Our experiments on nine subjects with varied body shapes, clothes, and motions obtain higher-quality results than state-of-the-art methods when using the same training and test data.
FlashAvatar: High-fidelity Head Avatar with Efficient Gaussian Embedding
We propose FlashAvatar, a novel and lightweight 3D animatable avatar representation that could reconstruct a digital avatar from a short monocular video sequence in minutes and render high-fidelity photo-realistic images at 300FPS on a consumer-grade GPU. To achieve this, we maintain a uniform 3D Gaussian field embedded in the surface of a parametric face model and learn extra spatial offset to model non-surface regions and subtle facial details. While full use of geometric priors can capture high-frequency facial details and preserve exaggerated expressions, proper initialization can help reduce the number of Gaussians, thus enabling super-fast rendering speed. Extensive experimental results demonstrate that FlashAvatar outperforms existing works regarding visual quality and personalized details and is almost an order of magnitude faster in rendering speed. Project page: https://ustc3dv.github.io/FlashAvatar/
SAGA: Surface-Aligned Gaussian Avatar
This paper presents a Surface-Aligned Gaussian representation for creating animatable human avatars from monocular videos,aiming at improving the novel view and pose synthesis performance while ensuring fast training and real-time rendering. Recently,3DGS has emerged as a more efficient and expressive alternative to NeRF, and has been used for creating dynamic human avatars. However,when applied to the severely ill-posed task of monocular dynamic reconstruction, the Gaussians tend to overfit the constantly changing regions such as clothes wrinkles or shadows since these regions cannot provide consistent supervision, resulting in noisy geometry and abrupt deformation that typically fail to generalize under novel views and poses.To address these limitations, we present SAGA,i.e.,Surface-Aligned Gaussian Avatar,which aligns the Gaussians with a mesh to enforce well-defined geometry and consistent deformation, thereby improving generalization under novel views and poses. Unlike existing strict alignment methods that suffer from limited expressive power and low realism,SAGA employs a two-stage alignment strategy where the Gaussians are first adhered on while then detached from the mesh, thus facilitating both good geometry and high expressivity. In the Adhered Stage, we improve the flexibility of Adhered-on-Mesh Gaussians by allowing them to flow on the mesh, in contrast to existing methods that rigidly bind Gaussians to fixed location. In the second Detached Stage, we introduce a Gaussian-Mesh Alignment regularization, which allows us to unleash the expressivity by detaching the Gaussians but maintain the geometric alignment by minimizing their location and orientation offsets from the bound triangles. Finally, since the Gaussians may drift outside the bound triangles during optimization, an efficient Walking-on-Mesh strategy is proposed to dynamically update the bound triangles.
Synthetic Prior for Few-Shot Drivable Head Avatar Inversion
We present SynShot, a novel method for the few-shot inversion of a drivable head avatar based on a synthetic prior. We tackle two major challenges. First, training a controllable 3D generative network requires a large number of diverse sequences, for which pairs of images and high-quality tracked meshes are not always available. Second, state-of-the-art monocular avatar models struggle to generalize to new views and expressions, lacking a strong prior and often overfitting to a specific viewpoint distribution. Inspired by machine learning models trained solely on synthetic data, we propose a method that learns a prior model from a large dataset of synthetic heads with diverse identities, expressions, and viewpoints. With few input images, SynShot fine-tunes the pretrained synthetic prior to bridge the domain gap, modeling a photorealistic head avatar that generalizes to novel expressions and viewpoints. We model the head avatar using 3D Gaussian splatting and a convolutional encoder-decoder that outputs Gaussian parameters in UV texture space. To account for the different modeling complexities over parts of the head (e.g., skin vs hair), we embed the prior with explicit control for upsampling the number of per-part primitives. Compared to state-of-the-art monocular methods that require thousands of real training images, SynShot significantly improves novel view and expression synthesis.
Gaussian Head & Shoulders: High Fidelity Neural Upper Body Avatars with Anchor Gaussian Guided Texture Warping
By equipping the most recent 3D Gaussian Splatting representation with head 3D morphable models (3DMM), existing methods manage to create head avatars with high fidelity. However, most existing methods only reconstruct a head without the body, substantially limiting their application scenarios. We found that naively applying Gaussians to model the clothed chest and shoulders tends to result in blurry reconstruction and noisy floaters under novel poses. This is because of the fundamental limitation of Gaussians and point clouds -- each Gaussian or point can only have a single directional radiance without spatial variance, therefore an unnecessarily large number of them is required to represent complicated spatially varying texture, even for simple geometry. In contrast, we propose to model the body part with a neural texture that consists of coarse and pose-dependent fine colors. To properly render the body texture for each view and pose without accurate geometry nor UV mapping, we optimize another sparse set of Gaussians as anchors that constrain the neural warping field that maps image plane coordinates to the texture space. We demonstrate that Gaussian Head & Shoulders can fit the high-frequency details on the clothed upper body with high fidelity and potentially improve the accuracy and fidelity of the head region. We evaluate our method with casual phone-captured and internet videos and show our method archives superior reconstruction quality and robustness in both self and cross reenactment tasks. To fully utilize the efficient rendering speed of Gaussian splatting, we additionally propose an accelerated inference method of our trained model without Multi-Layer Perceptron (MLP) queries and reach a stable rendering speed of around 130 FPS for any subjects.
Human Gaussian Splatting: Real-time Rendering of Animatable Avatars
This work addresses the problem of real-time rendering of photorealistic human body avatars learned from multi-view videos. While the classical approaches to model and render virtual humans generally use a textured mesh, recent research has developed neural body representations that achieve impressive visual quality. However, these models are difficult to render in real-time and their quality degrades when the character is animated with body poses different than the training observations. We propose an animatable human model based on 3D Gaussian Splatting, that has recently emerged as a very efficient alternative to neural radiance fields. The body is represented by a set of gaussian primitives in a canonical space which is deformed with a coarse to fine approach that combines forward skinning and local non-rigid refinement. We describe how to learn our Human Gaussian Splatting (HuGS) model in an end-to-end fashion from multi-view observations, and evaluate it against the state-of-the-art approaches for novel pose synthesis of clothed body. Our method achieves 1.5 dB PSNR improvement over the state-of-the-art on THuman4 dataset while being able to render in real-time (80 fps for 512x512 resolution).
Deformable 3D Gaussian Splatting for Animatable Human Avatars
Recent advances in neural radiance fields enable novel view synthesis of photo-realistic images in dynamic settings, which can be applied to scenarios with human animation. Commonly used implicit backbones to establish accurate models, however, require many input views and additional annotations such as human masks, UV maps and depth maps. In this work, we propose ParDy-Human (Parameterized Dynamic Human Avatar), a fully explicit approach to construct a digital avatar from as little as a single monocular sequence. ParDy-Human introduces parameter-driven dynamics into 3D Gaussian Splatting where 3D Gaussians are deformed by a human pose model to animate the avatar. Our method is composed of two parts: A first module that deforms canonical 3D Gaussians according to SMPL vertices and a consecutive module that further takes their designed joint encodings and predicts per Gaussian deformations to deal with dynamics beyond SMPL vertex deformations. Images are then synthesized by a rasterizer. ParDy-Human constitutes an explicit model for realistic dynamic human avatars which requires significantly fewer training views and images. Our avatars learning is free of additional annotations such as masks and can be trained with variable backgrounds while inferring full-resolution images efficiently even on consumer hardware. We provide experimental evidence to show that ParDy-Human outperforms state-of-the-art methods on ZJU-MoCap and THUman4.0 datasets both quantitatively and visually.
Relightable Gaussian Codec Avatars
The fidelity of relighting is bounded by both geometry and appearance representations. For geometry, both mesh and volumetric approaches have difficulty modeling intricate structures like 3D hair geometry. For appearance, existing relighting models are limited in fidelity and often too slow to render in real-time with high-resolution continuous environments. In this work, we present Relightable Gaussian Codec Avatars, a method to build high-fidelity relightable head avatars that can be animated to generate novel expressions. Our geometry model based on 3D Gaussians can capture 3D-consistent sub-millimeter details such as hair strands and pores on dynamic face sequences. To support diverse materials of human heads such as the eyes, skin, and hair in a unified manner, we present a novel relightable appearance model based on learnable radiance transfer. Together with global illumination-aware spherical harmonics for the diffuse components, we achieve real-time relighting with spatially all-frequency reflections using spherical Gaussians. This appearance model can be efficiently relit under both point light and continuous illumination. We further improve the fidelity of eye reflections and enable explicit gaze control by introducing relightable explicit eye models. Our method outperforms existing approaches without compromising real-time performance. We also demonstrate real-time relighting of avatars on a tethered consumer VR headset, showcasing the efficiency and fidelity of our avatars.
CHASE: 3D-Consistent Human Avatars with Sparse Inputs via Gaussian Splatting and Contrastive Learning
Recent advancements in human avatar synthesis have utilized radiance fields to reconstruct photo-realistic animatable human avatars. However, both NeRFs-based and 3DGS-based methods struggle with maintaining 3D consistency and exhibit suboptimal detail reconstruction, especially with sparse inputs. To address this challenge, we propose CHASE, which introduces supervision from intrinsic 3D consistency across poses and 3D geometry contrastive learning, achieving performance comparable with sparse inputs to that with full inputs. Following previous work, we first integrate a skeleton-driven rigid deformation and a non-rigid cloth dynamics deformation to coordinate the movements of individual Gaussians during animation, reconstructing basic avatar with coarse 3D consistency. To improve 3D consistency under sparse inputs, we design Dynamic Avatar Adjustment(DAA) to adjust deformed Gaussians based on a selected similar pose/image from the dataset. Minimizing the difference between the image rendered by adjusted Gaussians and the image with the similar pose serves as an additional form of supervision for avatar. Furthermore, we propose a 3D geometry contrastive learning strategy to maintain the 3D global consistency of generated avatars. Though CHASE is designed for sparse inputs, it surprisingly outperforms current SOTA methods in both full and sparse settings on the ZJU-MoCap and H36M datasets, demonstrating that our CHASE successfully maintains avatar's 3D consistency, hence improving rendering quality.
DreamWaltz-G: Expressive 3D Gaussian Avatars from Skeleton-Guided 2D Diffusion
Leveraging pretrained 2D diffusion models and score distillation sampling (SDS), recent methods have shown promising results for text-to-3D avatar generation. However, generating high-quality 3D avatars capable of expressive animation remains challenging. In this work, we present DreamWaltz-G, a novel learning framework for animatable 3D avatar generation from text. The core of this framework lies in Skeleton-guided Score Distillation and Hybrid 3D Gaussian Avatar representation. Specifically, the proposed skeleton-guided score distillation integrates skeleton controls from 3D human templates into 2D diffusion models, enhancing the consistency of SDS supervision in terms of view and human pose. This facilitates the generation of high-quality avatars, mitigating issues such as multiple faces, extra limbs, and blurring. The proposed hybrid 3D Gaussian avatar representation builds on the efficient 3D Gaussians, combining neural implicit fields and parameterized 3D meshes to enable real-time rendering, stable SDS optimization, and expressive animation. Extensive experiments demonstrate that DreamWaltz-G is highly effective in generating and animating 3D avatars, outperforming existing methods in both visual quality and animation expressiveness. Our framework further supports diverse applications, including human video reenactment and multi-subject scene composition.
SplattingAvatar: Realistic Real-Time Human Avatars with Mesh-Embedded Gaussian Splatting
We present SplattingAvatar, a hybrid 3D representation of photorealistic human avatars with Gaussian Splatting embedded on a triangle mesh, which renders over 300 FPS on a modern GPU and 30 FPS on a mobile device. We disentangle the motion and appearance of a virtual human with explicit mesh geometry and implicit appearance modeling with Gaussian Splatting. The Gaussians are defined by barycentric coordinates and displacement on a triangle mesh as Phong surfaces. We extend lifted optimization to simultaneously optimize the parameters of the Gaussians while walking on the triangle mesh. SplattingAvatar is a hybrid representation of virtual humans where the mesh represents low-frequency motion and surface deformation, while the Gaussians take over the high-frequency geometry and detailed appearance. Unlike existing deformation methods that rely on an MLP-based linear blend skinning (LBS) field for motion, we control the rotation and translation of the Gaussians directly by mesh, which empowers its compatibility with various animation techniques, e.g., skeletal animation, blend shapes, and mesh editing. Trainable from monocular videos for both full-body and head avatars, SplattingAvatar shows state-of-the-art rendering quality across multiple datasets.
TaoAvatar: Real-Time Lifelike Full-Body Talking Avatars for Augmented Reality via 3D Gaussian Splatting
Realistic 3D full-body talking avatars hold great potential in AR, with applications ranging from e-commerce live streaming to holographic communication. Despite advances in 3D Gaussian Splatting (3DGS) for lifelike avatar creation, existing methods struggle with fine-grained control of facial expressions and body movements in full-body talking tasks. Additionally, they often lack sufficient details and cannot run in real-time on mobile devices. We present TaoAvatar, a high-fidelity, lightweight, 3DGS-based full-body talking avatar driven by various signals. Our approach starts by creating a personalized clothed human parametric template that binds Gaussians to represent appearances. We then pre-train a StyleUnet-based network to handle complex pose-dependent non-rigid deformation, which can capture high-frequency appearance details but is too resource-intensive for mobile devices. To overcome this, we "bake" the non-rigid deformations into a lightweight MLP-based network using a distillation technique and develop blend shapes to compensate for details. Extensive experiments show that TaoAvatar achieves state-of-the-art rendering quality while running in real-time across various devices, maintaining 90 FPS on high-definition stereo devices such as the Apple Vision Pro.
LayGA: Layered Gaussian Avatars for Animatable Clothing Transfer
Animatable clothing transfer, aiming at dressing and animating garments across characters, is a challenging problem. Most human avatar works entangle the representations of the human body and clothing together, which leads to difficulties for virtual try-on across identities. What's worse, the entangled representations usually fail to exactly track the sliding motion of garments. To overcome these limitations, we present Layered Gaussian Avatars (LayGA), a new representation that formulates body and clothing as two separate layers for photorealistic animatable clothing transfer from multi-view videos. Our representation is built upon the Gaussian map-based avatar for its excellent representation power of garment details. However, the Gaussian map produces unstructured 3D Gaussians distributed around the actual surface. The absence of a smooth explicit surface raises challenges in accurate garment tracking and collision handling between body and garments. Therefore, we propose two-stage training involving single-layer reconstruction and multi-layer fitting. In the single-layer reconstruction stage, we propose a series of geometric constraints to reconstruct smooth surfaces and simultaneously obtain the segmentation between body and clothing. Next, in the multi-layer fitting stage, we train two separate models to represent body and clothing and utilize the reconstructed clothing geometries as 3D supervision for more accurate garment tracking. Furthermore, we propose geometry and rendering layers for both high-quality geometric reconstruction and high-fidelity rendering. Overall, the proposed LayGA realizes photorealistic animations and virtual try-on, and outperforms other baseline methods. Our project page is https://jsnln.github.io/layga/index.html.
PERSE: Personalized 3D Generative Avatars from A Single Portrait
We present PERSE, a method for building an animatable personalized generative avatar from a reference portrait. Our avatar model enables facial attribute editing in a continuous and disentangled latent space to control each facial attribute, while preserving the individual's identity. To achieve this, our method begins by synthesizing large-scale synthetic 2D video datasets, where each video contains consistent changes in the facial expression and viewpoint, combined with a variation in a specific facial attribute from the original input. We propose a novel pipeline to produce high-quality, photorealistic 2D videos with facial attribute editing. Leveraging this synthetic attribute dataset, we present a personalized avatar creation method based on the 3D Gaussian Splatting, learning a continuous and disentangled latent space for intuitive facial attribute manipulation. To enforce smooth transitions in this latent space, we introduce a latent space regularization technique by using interpolated 2D faces as supervision. Compared to previous approaches, we demonstrate that PERSE generates high-quality avatars with interpolated attributes while preserving identity of reference person.
Relightable Full-Body Gaussian Codec Avatars
We propose Relightable Full-Body Gaussian Codec Avatars, a new approach for modeling relightable full-body avatars with fine-grained details including face and hands. The unique challenge for relighting full-body avatars lies in the large deformations caused by body articulation and the resulting impact on appearance caused by light transport. Changes in body pose can dramatically change the orientation of body surfaces with respect to lights, resulting in both local appearance changes due to changes in local light transport functions, as well as non-local changes due to occlusion between body parts. To address this, we decompose the light transport into local and non-local effects. Local appearance changes are modeled using learnable zonal harmonics for diffuse radiance transfer. Unlike spherical harmonics, zonal harmonics are highly efficient to rotate under articulation. This allows us to learn diffuse radiance transfer in a local coordinate frame, which disentangles the local radiance transfer from the articulation of the body. To account for non-local appearance changes, we introduce a shadow network that predicts shadows given precomputed incoming irradiance on a base mesh. This facilitates the learning of non-local shadowing between the body parts. Finally, we use a deferred shading approach to model specular radiance transfer and better capture reflections and highlights such as eye glints. We demonstrate that our approach successfully models both the local and non-local light transport required for relightable full-body avatars, with a superior generalization ability under novel illumination conditions and unseen poses.
TextToon: Real-Time Text Toonify Head Avatar from Single Video
We propose TextToon, a method to generate a drivable toonified avatar. Given a short monocular video sequence and a written instruction about the avatar style, our model can generate a high-fidelity toonified avatar that can be driven in real-time by another video with arbitrary identities. Existing related works heavily rely on multi-view modeling to recover geometry via texture embeddings, presented in a static manner, leading to control limitations. The multi-view video input also makes it difficult to deploy these models in real-world applications. To address these issues, we adopt a conditional embedding Tri-plane to learn realistic and stylized facial representations in a Gaussian deformation field. Additionally, we expand the stylization capabilities of 3D Gaussian Splatting by introducing an adaptive pixel-translation neural network and leveraging patch-aware contrastive learning to achieve high-quality images. To push our work into consumer applications, we develop a real-time system that can operate at 48 FPS on a GPU machine and 15-18 FPS on a mobile machine. Extensive experiments demonstrate the efficacy of our approach in generating textual avatars over existing methods in terms of quality and real-time animation. Please refer to our project page for more details: https://songluchuan.github.io/TextToon/.
HUGS: Human Gaussian Splats
Recent advances in neural rendering have improved both training and rendering times by orders of magnitude. While these methods demonstrate state-of-the-art quality and speed, they are designed for photogrammetry of static scenes and do not generalize well to freely moving humans in the environment. In this work, we introduce Human Gaussian Splats (HUGS) that represents an animatable human together with the scene using 3D Gaussian Splatting (3DGS). Our method takes only a monocular video with a small number of (50-100) frames, and it automatically learns to disentangle the static scene and a fully animatable human avatar within 30 minutes. We utilize the SMPL body model to initialize the human Gaussians. To capture details that are not modeled by SMPL (e.g. cloth, hairs), we allow the 3D Gaussians to deviate from the human body model. Utilizing 3D Gaussians for animated humans brings new challenges, including the artifacts created when articulating the Gaussians. We propose to jointly optimize the linear blend skinning weights to coordinate the movements of individual Gaussians during animation. Our approach enables novel-pose synthesis of human and novel view synthesis of both the human and the scene. We achieve state-of-the-art rendering quality with a rendering speed of 60 FPS while being ~100x faster to train over previous work. Our code will be announced here: https://github.com/apple/ml-hugs
Learning Interaction-aware 3D Gaussian Splatting for One-shot Hand Avatars
In this paper, we propose to create animatable avatars for interacting hands with 3D Gaussian Splatting (GS) and single-image inputs. Existing GS-based methods designed for single subjects often yield unsatisfactory results due to limited input views, various hand poses, and occlusions. To address these challenges, we introduce a novel two-stage interaction-aware GS framework that exploits cross-subject hand priors and refines 3D Gaussians in interacting areas. Particularly, to handle hand variations, we disentangle the 3D presentation of hands into optimization-based identity maps and learning-based latent geometric features and neural texture maps. Learning-based features are captured by trained networks to provide reliable priors for poses, shapes, and textures, while optimization-based identity maps enable efficient one-shot fitting of out-of-distribution hands. Furthermore, we devise an interaction-aware attention module and a self-adaptive Gaussian refinement module. These modules enhance image rendering quality in areas with intra- and inter-hand interactions, overcoming the limitations of existing GS-based methods. Our proposed method is validated via extensive experiments on the large-scale InterHand2.6M dataset, and it significantly improves the state-of-the-art performance in image quality. Project Page: https://github.com/XuanHuang0/GuassianHand.
GauHuman: Articulated Gaussian Splatting from Monocular Human Videos
We present, GauHuman, a 3D human model with Gaussian Splatting for both fast training (1 ~ 2 minutes) and real-time rendering (up to 189 FPS), compared with existing NeRF-based implicit representation modelling frameworks demanding hours of training and seconds of rendering per frame. Specifically, GauHuman encodes Gaussian Splatting in the canonical space and transforms 3D Gaussians from canonical space to posed space with linear blend skinning (LBS), in which effective pose and LBS refinement modules are designed to learn fine details of 3D humans under negligible computational cost. Moreover, to enable fast optimization of GauHuman, we initialize and prune 3D Gaussians with 3D human prior, while splitting/cloning via KL divergence guidance, along with a novel merge operation for further speeding up. Extensive experiments on ZJU_Mocap and MonoCap datasets demonstrate that GauHuman achieves state-of-the-art performance quantitatively and qualitatively with fast training and real-time rendering speed. Notably, without sacrificing rendering quality, GauHuman can fast model the 3D human performer with ~13k 3D Gaussians.
FRESA:Feedforward Reconstruction of Personalized Skinned Avatars from Few Images
We present a novel method for reconstructing personalized 3D human avatars with realistic animation from only a few images. Due to the large variations in body shapes, poses, and cloth types, existing methods mostly require hours of per-subject optimization during inference, which limits their practical applications. In contrast, we learn a universal prior from over a thousand clothed humans to achieve instant feedforward generation and zero-shot generalization. Specifically, instead of rigging the avatar with shared skinning weights, we jointly infer personalized avatar shape, skinning weights, and pose-dependent deformations, which effectively improves overall geometric fidelity and reduces deformation artifacts. Moreover, to normalize pose variations and resolve coupled ambiguity between canonical shapes and skinning weights, we design a 3D canonicalization process to produce pixel-aligned initial conditions, which helps to reconstruct fine-grained geometric details. We then propose a multi-frame feature aggregation to robustly reduce artifacts introduced in canonicalization and fuse a plausible avatar preserving person-specific identities. Finally, we train the model in an end-to-end framework on a large-scale capture dataset, which contains diverse human subjects paired with high-quality 3D scans. Extensive experiments show that our method generates more authentic reconstruction and animation than state-of-the-arts, and can be directly generalized to inputs from casually taken phone photos. Project page and code is available at https://github.com/rongakowang/FRESA.
2DGS-Avatar: Animatable High-fidelity Clothed Avatar via 2D Gaussian Splatting
Real-time rendering of high-fidelity and animatable avatars from monocular videos remains a challenging problem in computer vision and graphics. Over the past few years, the Neural Radiance Field (NeRF) has made significant progress in rendering quality but behaves poorly in run-time performance due to the low efficiency of volumetric rendering. Recently, methods based on 3D Gaussian Splatting (3DGS) have shown great potential in fast training and real-time rendering. However, they still suffer from artifacts caused by inaccurate geometry. To address these problems, we propose 2DGS-Avatar, a novel approach based on 2D Gaussian Splatting (2DGS) for modeling animatable clothed avatars with high-fidelity and fast training performance. Given monocular RGB videos as input, our method generates an avatar that can be driven by poses and rendered in real-time. Compared to 3DGS-based methods, our 2DGS-Avatar retains the advantages of fast training and rendering while also capturing detailed, dynamic, and photo-realistic appearances. We conduct abundant experiments on popular datasets such as AvatarRex and THuman4.0, demonstrating impressive performance in both qualitative and quantitative metrics.
AniGS: Animatable Gaussian Avatar from a Single Image with Inconsistent Gaussian Reconstruction
Generating animatable human avatars from a single image is essential for various digital human modeling applications. Existing 3D reconstruction methods often struggle to capture fine details in animatable models, while generative approaches for controllable animation, though avoiding explicit 3D modeling, suffer from viewpoint inconsistencies in extreme poses and computational inefficiencies. In this paper, we address these challenges by leveraging the power of generative models to produce detailed multi-view canonical pose images, which help resolve ambiguities in animatable human reconstruction. We then propose a robust method for 3D reconstruction of inconsistent images, enabling real-time rendering during inference. Specifically, we adapt a transformer-based video generation model to generate multi-view canonical pose images and normal maps, pretraining on a large-scale video dataset to improve generalization. To handle view inconsistencies, we recast the reconstruction problem as a 4D task and introduce an efficient 3D modeling approach using 4D Gaussian Splatting. Experiments demonstrate that our method achieves photorealistic, real-time animation of 3D human avatars from in-the-wild images, showcasing its effectiveness and generalization capability.
HeadStudio: Text to Animatable Head Avatars with 3D Gaussian Splatting
Creating digital avatars from textual prompts has long been a desirable yet challenging task. Despite the promising outcomes obtained through 2D diffusion priors in recent works, current methods face challenges in achieving high-quality and animated avatars effectively. In this paper, we present HeadStudio, a novel framework that utilizes 3D Gaussian splatting to generate realistic and animated avatars from text prompts. Our method drives 3D Gaussians semantically to create a flexible and achievable appearance through the intermediate FLAME representation. Specifically, we incorporate the FLAME into both 3D representation and score distillation: 1) FLAME-based 3D Gaussian splatting, driving 3D Gaussian points by rigging each point to a FLAME mesh. 2) FLAME-based score distillation sampling, utilizing FLAME-based fine-grained control signal to guide score distillation from the text prompt. Extensive experiments demonstrate the efficacy of HeadStudio in generating animatable avatars from textual prompts, exhibiting visually appealing appearances. The avatars are capable of rendering high-quality real-time (geq 40 fps) novel views at a resolution of 1024. They can be smoothly controlled by real-world speech and video. We hope that HeadStudio can advance digital avatar creation and that the present method can widely be applied across various domains.
MIGS: Multi-Identity Gaussian Splatting via Tensor Decomposition
We introduce MIGS (Multi-Identity Gaussian Splatting), a novel method that learns a single neural representation for multiple identities, using only monocular videos. Recent 3D Gaussian Splatting (3DGS) approaches for human avatars require per-identity optimization. However, learning a multi-identity representation presents advantages in robustly animating humans under arbitrary poses. We propose to construct a high-order tensor that combines all the learnable 3DGS parameters for all the training identities. By assuming a low-rank structure and factorizing the tensor, we model the complex rigid and non-rigid deformations of multiple subjects in a unified network, significantly reducing the total number of parameters. Our proposed approach leverages information from all the training identities, enabling robust animation under challenging unseen poses, outperforming existing approaches. We also demonstrate how it can be extended to learn unseen identities.
Neural Surface Priors for Editable Gaussian Splatting
In computer graphics, there is a need to recover easily modifiable representations of 3D geometry and appearance from image data. We introduce a novel method for this task using 3D Gaussian Splatting, which enables intuitive scene editing through mesh adjustments. Starting with input images and camera poses, we reconstruct the underlying geometry using a neural Signed Distance Field and extract a high-quality mesh. Our model then estimates a set of Gaussians, where each component is flat, and the opacity is conditioned on the recovered neural surface. To facilitate editing, we produce a proxy representation that encodes information about the Gaussians' shape and position. Unlike other methods, our pipeline allows modifications applied to the extracted mesh to be propagated to the proxy representation, from which we recover the updated parameters of the Gaussians. This effectively transfers the mesh edits back to the recovered appearance representation. By leveraging mesh-guided transformations, our approach simplifies 3D scene editing and offers improvements over existing methods in terms of usability and visual fidelity of edits. The complete source code for this project can be accessed at https://github.com/WJakubowska/NeuralSurfacePriors
SG-GS: Photo-realistic Animatable Human Avatars with Semantically-Guided Gaussian Splatting
Reconstructing photo-realistic animatable human avatars from monocular videos remains challenging in computer vision and graphics. Recently, methods using 3D Gaussians to represent the human body have emerged, offering faster optimization and real-time rendering. However, due to ignoring the crucial role of human body semantic information which represents the intrinsic structure and connections within the human body, they fail to achieve fine-detail reconstruction of dynamic human avatars. To address this issue, we propose SG-GS, which uses semantics-embedded 3D Gaussians, skeleton-driven rigid deformation, and non-rigid cloth dynamics deformation to create photo-realistic animatable human avatars from monocular videos. We then design a Semantic Human-Body Annotator (SHA) which utilizes SMPL's semantic prior for efficient body part semantic labeling. The generated labels are used to guide the optimization of Gaussian semantic attributes. To address the limited receptive field of point-level MLPs for local features, we also propose a 3D network that integrates geometric and semantic associations for human avatar deformation. We further implement three key strategies to enhance the semantic accuracy of 3D Gaussians and rendering quality: semantic projection with 2D regularization, semantic-guided density regularization and semantic-aware regularization with neighborhood consistency. Extensive experiments demonstrate that SG-GS achieves state-of-the-art geometry and appearance reconstruction performance.
Expressive Gaussian Human Avatars from Monocular RGB Video
Nuanced expressiveness, particularly through fine-grained hand and facial expressions, is pivotal for enhancing the realism and vitality of digital human representations. In this work, we focus on investigating the expressiveness of human avatars when learned from monocular RGB video; a setting that introduces new challenges in capturing and animating fine-grained details. To this end, we introduce EVA, a drivable human model that meticulously sculpts fine details based on 3D Gaussians and SMPL-X, an expressive parametric human model. Focused on enhancing expressiveness, our work makes three key contributions. First, we highlight the critical importance of aligning the SMPL-X model with RGB frames for effective avatar learning. Recognizing the limitations of current SMPL-X prediction methods for in-the-wild videos, we introduce a plug-and-play module that significantly ameliorates misalignment issues. Second, we propose a context-aware adaptive density control strategy, which is adaptively adjusting the gradient thresholds to accommodate the varied granularity across body parts. Last but not least, we develop a feedback mechanism that predicts per-pixel confidence to better guide the learning of 3D Gaussians. Extensive experiments on two benchmarks demonstrate the superiority of our framework both quantitatively and qualitatively, especially on the fine-grained hand and facial details. See the project website at https://evahuman.github.io
ICON: Implicit Clothed humans Obtained from Normals
Current methods for learning realistic and animatable 3D clothed avatars need either posed 3D scans or 2D images with carefully controlled user poses. In contrast, our goal is to learn an avatar from only 2D images of people in unconstrained poses. Given a set of images, our method estimates a detailed 3D surface from each image and then combines these into an animatable avatar. Implicit functions are well suited to the first task, as they can capture details like hair and clothes. Current methods, however, are not robust to varied human poses and often produce 3D surfaces with broken or disembodied limbs, missing details, or non-human shapes. The problem is that these methods use global feature encoders that are sensitive to global pose. To address this, we propose ICON ("Implicit Clothed humans Obtained from Normals"), which, instead, uses local features. ICON has two main modules, both of which exploit the SMPL(-X) body model. First, ICON infers detailed clothed-human normals (front/back) conditioned on the SMPL(-X) normals. Second, a visibility-aware implicit surface regressor produces an iso-surface of a human occupancy field. Importantly, at inference time, a feedback loop alternates between refining the SMPL(-X) mesh using the inferred clothed normals and then refining the normals. Given multiple reconstructed frames of a subject in varied poses, we use SCANimate to produce an animatable avatar from them. Evaluation on the AGORA and CAPE datasets shows that ICON outperforms the state of the art in reconstruction, even with heavily limited training data. Additionally, it is much more robust to out-of-distribution samples, e.g., in-the-wild poses/images and out-of-frame cropping. ICON takes a step towards robust 3D clothed human reconstruction from in-the-wild images. This enables creating avatars directly from video with personalized and natural pose-dependent cloth deformation.
Relightable and Animatable Neural Avatar from Sparse-View Video
This paper tackles the challenge of creating relightable and animatable neural avatars from sparse-view (or even monocular) videos of dynamic humans under unknown illumination. Compared to studio environments, this setting is more practical and accessible but poses an extremely challenging ill-posed problem. Previous neural human reconstruction methods are able to reconstruct animatable avatars from sparse views using deformed Signed Distance Fields (SDF) but cannot recover material parameters for relighting. While differentiable inverse rendering-based methods have succeeded in material recovery of static objects, it is not straightforward to extend them to dynamic humans as it is computationally intensive to compute pixel-surface intersection and light visibility on deformed SDFs for inverse rendering. To solve this challenge, we propose a Hierarchical Distance Query (HDQ) algorithm to approximate the world space distances under arbitrary human poses. Specifically, we estimate coarse distances based on a parametric human model and compute fine distances by exploiting the local deformation invariance of SDF. Based on the HDQ algorithm, we leverage sphere tracing to efficiently estimate the surface intersection and light visibility. This allows us to develop the first system to recover animatable and relightable neural avatars from sparse view (or monocular) inputs. Experiments demonstrate that our approach is able to produce superior results compared to state-of-the-art methods. Our code will be released for reproducibility.
LHM: Large Animatable Human Reconstruction Model from a Single Image in Seconds
Animatable 3D human reconstruction from a single image is a challenging problem due to the ambiguity in decoupling geometry, appearance, and deformation. Recent advances in 3D human reconstruction mainly focus on static human modeling, and the reliance of using synthetic 3D scans for training limits their generalization ability. Conversely, optimization-based video methods achieve higher fidelity but demand controlled capture conditions and computationally intensive refinement processes. Motivated by the emergence of large reconstruction models for efficient static reconstruction, we propose LHM (Large Animatable Human Reconstruction Model) to infer high-fidelity avatars represented as 3D Gaussian splatting in a feed-forward pass. Our model leverages a multimodal transformer architecture to effectively encode the human body positional features and image features with attention mechanism, enabling detailed preservation of clothing geometry and texture. To further boost the face identity preservation and fine detail recovery, we propose a head feature pyramid encoding scheme to aggregate multi-scale features of the head regions. Extensive experiments demonstrate that our LHM generates plausible animatable human in seconds without post-processing for face and hands, outperforming existing methods in both reconstruction accuracy and generalization ability.
DreamScene360: Unconstrained Text-to-3D Scene Generation with Panoramic Gaussian Splatting
The increasing demand for virtual reality applications has highlighted the significance of crafting immersive 3D assets. We present a text-to-3D 360^{circ} scene generation pipeline that facilitates the creation of comprehensive 360^{circ} scenes for in-the-wild environments in a matter of minutes. Our approach utilizes the generative power of a 2D diffusion model and prompt self-refinement to create a high-quality and globally coherent panoramic image. This image acts as a preliminary "flat" (2D) scene representation. Subsequently, it is lifted into 3D Gaussians, employing splatting techniques to enable real-time exploration. To produce consistent 3D geometry, our pipeline constructs a spatially coherent structure by aligning the 2D monocular depth into a globally optimized point cloud. This point cloud serves as the initial state for the centroids of 3D Gaussians. In order to address invisible issues inherent in single-view inputs, we impose semantic and geometric constraints on both synthesized and input camera views as regularizations. These guide the optimization of Gaussians, aiding in the reconstruction of unseen regions. In summary, our method offers a globally consistent 3D scene within a 360^{circ} perspective, providing an enhanced immersive experience over existing techniques. Project website at: http://dreamscene360.github.io/
Deblur-Avatar: Animatable Avatars from Motion-Blurred Monocular Videos
We introduce Deblur-Avatar, a novel framework for modeling high-fidelity, animatable 3D human avatars from motion-blurred monocular video inputs. Motion blur is prevalent in real-world dynamic video capture, especially due to human movements in 3D human avatar modeling. Existing methods either (1) assume sharp image inputs, failing to address the detail loss introduced by motion blur, or (2) mainly consider blur by camera movements, neglecting the human motion blur which is more common in animatable avatars. Our proposed approach integrates a human movement-based motion blur model into 3D Gaussian Splatting (3DGS). By explicitly modeling human motion trajectories during exposure time, we jointly optimize the trajectories and 3D Gaussians to reconstruct sharp, high-quality human avatars. We employ a pose-dependent fusion mechanism to distinguish moving body regions, optimizing both blurred and sharp areas effectively. Extensive experiments on synthetic and real-world datasets demonstrate that Deblur-Avatar significantly outperforms existing methods in rendering quality and quantitative metrics, producing sharp avatar reconstructions and enabling real-time rendering under challenging motion blur conditions.
FaceCraft4D: Animated 3D Facial Avatar Generation from a Single Image
We present a novel framework for generating high-quality, animatable 4D avatar from a single image. While recent advances have shown promising results in 4D avatar creation, existing methods either require extensive multiview data or struggle with shape accuracy and identity consistency. To address these limitations, we propose a comprehensive system that leverages shape, image, and video priors to create full-view, animatable avatars. Our approach first obtains initial coarse shape through 3D-GAN inversion. Then, it enhances multiview textures using depth-guided warping signals for cross-view consistency with the help of the image diffusion model. To handle expression animation, we incorporate a video prior with synchronized driving signals across viewpoints. We further introduce a Consistent-Inconsistent training to effectively handle data inconsistencies during 4D reconstruction. Experimental results demonstrate that our method achieves superior quality compared to the prior art, while maintaining consistency across different viewpoints and expressions.
GAIA: Zero-shot Talking Avatar Generation
Zero-shot talking avatar generation aims at synthesizing natural talking videos from speech and a single portrait image. Previous methods have relied on domain-specific heuristics such as warping-based motion representation and 3D Morphable Models, which limit the naturalness and diversity of the generated avatars. In this work, we introduce GAIA (Generative AI for Avatar), which eliminates the domain priors in talking avatar generation. In light of the observation that the speech only drives the motion of the avatar while the appearance of the avatar and the background typically remain the same throughout the entire video, we divide our approach into two stages: 1) disentangling each frame into motion and appearance representations; 2) generating motion sequences conditioned on the speech and reference portrait image. We collect a large-scale high-quality talking avatar dataset and train the model on it with different scales (up to 2B parameters). Experimental results verify the superiority, scalability, and flexibility of GAIA as 1) the resulting model beats previous baseline models in terms of naturalness, diversity, lip-sync quality, and visual quality; 2) the framework is scalable since larger models yield better results; 3) it is general and enables different applications like controllable talking avatar generation and text-instructed avatar generation.
MV-CoLight: Efficient Object Compositing with Consistent Lighting and Shadow Generation
Object compositing offers significant promise for augmented reality (AR) and embodied intelligence applications. Existing approaches predominantly focus on single-image scenarios or intrinsic decomposition techniques, facing challenges with multi-view consistency, complex scenes, and diverse lighting conditions. Recent inverse rendering advancements, such as 3D Gaussian and diffusion-based methods, have enhanced consistency but are limited by scalability, heavy data requirements, or prolonged reconstruction time per scene. To broaden its applicability, we introduce MV-CoLight, a two-stage framework for illumination-consistent object compositing in both 2D images and 3D scenes. Our novel feed-forward architecture models lighting and shadows directly, avoiding the iterative biases of diffusion-based methods. We employ a Hilbert curve-based mapping to align 2D image inputs with 3D Gaussian scene representations seamlessly. To facilitate training and evaluation, we further introduce a large-scale 3D compositing dataset. Experiments demonstrate state-of-the-art harmonized results across standard benchmarks and our dataset, as well as casually captured real-world scenes demonstrate the framework's robustness and wide generalization.
MeGA: Hybrid Mesh-Gaussian Head Avatar for High-Fidelity Rendering and Head Editing
Creating high-fidelity head avatars from multi-view videos is a core issue for many AR/VR applications. However, existing methods usually struggle to obtain high-quality renderings for all different head components simultaneously since they use one single representation to model components with drastically different characteristics (e.g., skin vs. hair). In this paper, we propose a Hybrid Mesh-Gaussian Head Avatar (MeGA) that models different head components with more suitable representations. Specifically, we select an enhanced FLAME mesh as our facial representation and predict a UV displacement map to provide per-vertex offsets for improved personalized geometric details. To achieve photorealistic renderings, we obtain facial colors using deferred neural rendering and disentangle neural textures into three meaningful parts. For hair modeling, we first build a static canonical hair using 3D Gaussian Splatting. A rigid transformation and an MLP-based deformation field are further applied to handle complex dynamic expressions. Combined with our occlusion-aware blending, MeGA generates higher-fidelity renderings for the whole head and naturally supports more downstream tasks. Experiments on the NeRSemble dataset demonstrate the effectiveness of our designs, outperforming previous state-of-the-art methods and supporting various editing functionalities, including hairstyle alteration and texture editing.
DEGAS: Detailed Expressions on Full-Body Gaussian Avatars
Although neural rendering has made significant advances in creating lifelike, animatable full-body and head avatars, incorporating detailed expressions into full-body avatars remains largely unexplored. We present DEGAS, the first 3D Gaussian Splatting (3DGS)-based modeling method for full-body avatars with rich facial expressions. Trained on multiview videos of a given subject, our method learns a conditional variational autoencoder that takes both the body motion and facial expression as driving signals to generate Gaussian maps in the UV layout. To drive the facial expressions, instead of the commonly used 3D Morphable Models (3DMMs) in 3D head avatars, we propose to adopt the expression latent space trained solely on 2D portrait images, bridging the gap between 2D talking faces and 3D avatars. Leveraging the rendering capability of 3DGS and the rich expressiveness of the expression latent space, the learned avatars can be reenacted to reproduce photorealistic rendering images with subtle and accurate facial expressions. Experiments on an existing dataset and our newly proposed dataset of full-body talking avatars demonstrate the efficacy of our method. We also propose an audio-driven extension of our method with the help of 2D talking faces, opening new possibilities for interactive AI agents.
GaussianSpeech: Audio-Driven Gaussian Avatars
We introduce GaussianSpeech, a novel approach that synthesizes high-fidelity animation sequences of photo-realistic, personalized 3D human head avatars from spoken audio. To capture the expressive, detailed nature of human heads, including skin furrowing and finer-scale facial movements, we propose to couple speech signal with 3D Gaussian splatting to create realistic, temporally coherent motion sequences. We propose a compact and efficient 3DGS-based avatar representation that generates expression-dependent color and leverages wrinkle- and perceptually-based losses to synthesize facial details, including wrinkles that occur with different expressions. To enable sequence modeling of 3D Gaussian splats with audio, we devise an audio-conditioned transformer model capable of extracting lip and expression features directly from audio input. Due to the absence of high-quality datasets of talking humans in correspondence with audio, we captured a new large-scale multi-view dataset of audio-visual sequences of talking humans with native English accents and diverse facial geometry. GaussianSpeech consistently achieves state-of-the-art performance with visually natural motion at real time rendering rates, while encompassing diverse facial expressions and styles.
Learning Personalized High Quality Volumetric Head Avatars from Monocular RGB Videos
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.
PEGASUS: Personalized Generative 3D Avatars with Composable Attributes
We present PEGASUS, a method for constructing a personalized generative 3D face avatar from monocular video sources. Our generative 3D avatar enables disentangled controls to selectively alter the facial attributes (e.g., hair or nose) while preserving the identity. Our approach consists of two stages: synthetic database generation and constructing a personalized generative avatar. We generate a synthetic video collection of the target identity with varying facial attributes, where the videos are synthesized by borrowing the attributes from monocular videos of diverse identities. Then, we build a person-specific generative 3D avatar that can modify its attributes continuously while preserving its identity. Through extensive experiments, we demonstrate that our method of generating a synthetic database and creating a 3D generative avatar is the most effective in preserving identity while achieving high realism. Subsequently, we introduce a zero-shot approach to achieve the same goal of generative modeling more efficiently by leveraging a previously constructed personalized generative model.
Instant Facial Gaussians Translator for Relightable and Interactable Facial Rendering
We propose GauFace, a novel Gaussian Splatting representation, tailored for efficient animation and rendering of physically-based facial assets. Leveraging strong geometric priors and constrained optimization, GauFace ensures a neat and structured Gaussian representation, delivering high fidelity and real-time facial interaction of 30fps@1440p on a Snapdragon 8 Gen 2 mobile platform. Then, we introduce TransGS, a diffusion transformer that instantly translates physically-based facial assets into the corresponding GauFace representations. Specifically, we adopt a patch-based pipeline to handle the vast number of Gaussians effectively. We also introduce a novel pixel-aligned sampling scheme with UV positional encoding to ensure the throughput and rendering quality of GauFace assets generated by our TransGS. Once trained, TransGS can instantly translate facial assets with lighting conditions to GauFace representation, With the rich conditioning modalities, it also enables editing and animation capabilities reminiscent of traditional CG pipelines. We conduct extensive evaluations and user studies, compared to traditional offline and online renderers, as well as recent neural rendering methods, which demonstrate the superior performance of our approach for facial asset rendering. We also showcase diverse immersive applications of facial assets using our TransGS approach and GauFace representation, across various platforms like PCs, phones and even VR headsets.
NOFA: NeRF-based One-shot Facial Avatar Reconstruction
3D facial avatar reconstruction has been a significant research topic in computer graphics and computer vision, where photo-realistic rendering and flexible controls over poses and expressions are necessary for many related applications. Recently, its performance has been greatly improved with the development of neural radiance fields (NeRF). However, most existing NeRF-based facial avatars focus on subject-specific reconstruction and reenactment, requiring multi-shot images containing different views of the specific subject for training, and the learned model cannot generalize to new identities, limiting its further applications. In this work, we propose a one-shot 3D facial avatar reconstruction framework that only requires a single source image to reconstruct a high-fidelity 3D facial avatar. For the challenges of lacking generalization ability and missing multi-view information, we leverage the generative prior of 3D GAN and develop an efficient encoder-decoder network to reconstruct the canonical neural volume of the source image, and further propose a compensation network to complement facial details. To enable fine-grained control over facial dynamics, we propose a deformation field to warp the canonical volume into driven expressions. Through extensive experimental comparisons, we achieve superior synthesis results compared to several state-of-the-art methods.
SplatArmor: Articulated Gaussian splatting for animatable humans from monocular RGB videos
We propose SplatArmor, a novel approach for recovering detailed and animatable human models by `armoring' a parameterized body model with 3D Gaussians. Our approach represents the human as a set of 3D Gaussians within a canonical space, whose articulation is defined by extending the skinning of the underlying SMPL geometry to arbitrary locations in the canonical space. To account for pose-dependent effects, we introduce a SE(3) field, which allows us to capture both the location and anisotropy of the Gaussians. Furthermore, we propose the use of a neural color field to provide color regularization and 3D supervision for the precise positioning of these Gaussians. We show that Gaussian splatting provides an interesting alternative to neural rendering based methods by leverging a rasterization primitive without facing any of the non-differentiability and optimization challenges typically faced in such approaches. The rasterization paradigms allows us to leverage forward skinning, and does not suffer from the ambiguities associated with inverse skinning and warping. We show compelling results on the ZJU MoCap and People Snapshot datasets, which underscore the effectiveness of our method for controllable human synthesis.
GenCA: A Text-conditioned Generative Model for Realistic and Drivable Codec Avatars
Photo-realistic and controllable 3D avatars are crucial for various applications such as virtual and mixed reality (VR/MR), telepresence, gaming, and film production. Traditional methods for avatar creation often involve time-consuming scanning and reconstruction processes for each avatar, which limits their scalability. Furthermore, these methods do not offer the flexibility to sample new identities or modify existing ones. On the other hand, by learning a strong prior from data, generative models provide a promising alternative to traditional reconstruction methods, easing the time constraints for both data capture and processing. Additionally, generative methods enable downstream applications beyond reconstruction, such as editing and stylization. Nonetheless, the research on generative 3D avatars is still in its infancy, and therefore current methods still have limitations such as creating static avatars, lacking photo-realism, having incomplete facial details, or having limited drivability. To address this, we propose a text-conditioned generative model that can generate photo-realistic facial avatars of diverse identities, with more complete details like hair, eyes and mouth interior, and which can be driven through a powerful non-parametric latent expression space. Specifically, we integrate the generative and editing capabilities of latent diffusion models with a strong prior model for avatar expression driving. Our model can generate and control high-fidelity avatars, even those out-of-distribution. We also highlight its potential for downstream applications, including avatar editing and single-shot avatar reconstruction.
Avat3r: Large Animatable Gaussian Reconstruction Model for High-fidelity 3D Head Avatars
Traditionally, creating photo-realistic 3D head avatars requires a studio-level multi-view capture setup and expensive optimization during test-time, limiting the use of digital human doubles to the VFX industry or offline renderings. To address this shortcoming, we present Avat3r, which regresses a high-quality and animatable 3D head avatar from just a few input images, vastly reducing compute requirements during inference. More specifically, we make Large Reconstruction Models animatable and learn a powerful prior over 3D human heads from a large multi-view video dataset. For better 3D head reconstructions, we employ position maps from DUSt3R and generalized feature maps from the human foundation model Sapiens. To animate the 3D head, our key discovery is that simple cross-attention to an expression code is already sufficient. Finally, we increase robustness by feeding input images with different expressions to our model during training, enabling the reconstruction of 3D head avatars from inconsistent inputs, e.g., an imperfect phone capture with accidental movement, or frames from a monocular video. We compare Avat3r with current state-of-the-art methods for few-input and single-input scenarios, and find that our method has a competitive advantage in both tasks. Finally, we demonstrate the wide applicability of our proposed model, creating 3D head avatars from images of different sources, smartphone captures, single images, and even out-of-domain inputs like antique busts. Project website: https://tobias-kirschstein.github.io/avat3r/
Gaussian in the Wild: 3D Gaussian Splatting for Unconstrained Image Collections
Novel view synthesis from unconstrained in-the-wild images remains a meaningful but challenging task. The photometric variation and transient occluders in those unconstrained images make it difficult to reconstruct the original scene accurately. Previous approaches tackle the problem by introducing a global appearance feature in Neural Radiance Fields (NeRF). However, in the real world, the unique appearance of each tiny point in a scene is determined by its independent intrinsic material attributes and the varying environmental impacts it receives. Inspired by this fact, we propose Gaussian in the wild (GS-W), a method that uses 3D Gaussian points to reconstruct the scene and introduces separated intrinsic and dynamic appearance feature for each point, capturing the unchanged scene appearance along with dynamic variation like illumination and weather. Additionally, an adaptive sampling strategy is presented to allow each Gaussian point to focus on the local and detailed information more effectively. We also reduce the impact of transient occluders using a 2D visibility map. More experiments have demonstrated better reconstruction quality and details of GS-W compared to NeRF-based methods, with a faster rendering speed. Video results and code are available at https://eastbeanzhang.github.io/GS-W/.
GI-GS: Global Illumination Decomposition on Gaussian Splatting for Inverse Rendering
We present GI-GS, a novel inverse rendering framework that leverages 3D Gaussian Splatting (3DGS) and deferred shading to achieve photo-realistic novel view synthesis and relighting. In inverse rendering, accurately modeling the shading processes of objects is essential for achieving high-fidelity results. Therefore, it is critical to incorporate global illumination to account for indirect lighting that reaches an object after multiple bounces across the scene. Previous 3DGS-based methods have attempted to model indirect lighting by characterizing indirect illumination as learnable lighting volumes or additional attributes of each Gaussian, while using baked occlusion to represent shadow effects. These methods, however, fail to accurately model the complex physical interactions between light and objects, making it impossible to construct realistic indirect illumination during relighting. To address this limitation, we propose to calculate indirect lighting using efficient path tracing with deferred shading. In our framework, we first render a G-buffer to capture the detailed geometry and material properties of the scene. Then, we perform physically-based rendering (PBR) only for direct lighting. With the G-buffer and previous rendering results, the indirect lighting can be calculated through a lightweight path tracing. Our method effectively models indirect lighting under any given lighting conditions, thereby achieving better novel view synthesis and relighting. Quantitative and qualitative results show that our GI-GS outperforms existing baselines in both rendering quality and efficiency.
MAIR++: Improving Multi-view Attention Inverse Rendering with Implicit Lighting Representation
In this paper, we propose a scene-level inverse rendering framework that uses multi-view images to decompose the scene into geometry, SVBRDF, and 3D spatially-varying lighting. While multi-view images have been widely used for object-level inverse rendering, scene-level inverse rendering has primarily been studied using single-view images due to the lack of a dataset containing high dynamic range multi-view images with ground-truth geometry, material, and spatially-varying lighting. To improve the quality of scene-level inverse rendering, a novel framework called Multi-view Attention Inverse Rendering (MAIR) was recently introduced. MAIR performs scene-level multi-view inverse rendering by expanding the OpenRooms dataset, designing efficient pipelines to handle multi-view images, and splitting spatially-varying lighting. Although MAIR showed impressive results, its lighting representation is fixed to spherical Gaussians, which limits its ability to render images realistically. Consequently, MAIR cannot be directly used in applications such as material editing. Moreover, its multi-view aggregation networks have difficulties extracting rich features because they only focus on the mean and variance between multi-view features. In this paper, we propose its extended version, called MAIR++. MAIR++ addresses the aforementioned limitations by introducing an implicit lighting representation that accurately captures the lighting conditions of an image while facilitating realistic rendering. Furthermore, we design a directional attention-based multi-view aggregation network to infer more intricate relationships between views. Experimental results show that MAIR++ not only achieves better performance than MAIR and single-view-based methods, but also displays robust performance on unseen real-world scenes.
Gaussian Garments: Reconstructing Simulation-Ready Clothing with Photorealistic Appearance from Multi-View Video
We introduce Gaussian Garments, a novel approach for reconstructing realistic simulation-ready garment assets from multi-view videos. Our method represents garments with a combination of a 3D mesh and a Gaussian texture that encodes both the color and high-frequency surface details. This representation enables accurate registration of garment geometries to multi-view videos and helps disentangle albedo textures from lighting effects. Furthermore, we demonstrate how a pre-trained graph neural network (GNN) can be fine-tuned to replicate the real behavior of each garment. The reconstructed Gaussian Garments can be automatically combined into multi-garment outfits and animated with the fine-tuned GNN.
GeneAvatar: Generic Expression-Aware Volumetric Head Avatar Editing from a Single Image
Recently, we have witnessed the explosive growth of various volumetric representations in modeling animatable head avatars. However, due to the diversity of frameworks, there is no practical method to support high-level applications like 3D head avatar editing across different representations. In this paper, we propose a generic avatar editing approach that can be universally applied to various 3DMM driving volumetric head avatars. To achieve this goal, we design a novel expression-aware modification generative model, which enables lift 2D editing from a single image to a consistent 3D modification field. To ensure the effectiveness of the generative modification process, we develop several techniques, including an expression-dependent modification distillation scheme to draw knowledge from the large-scale head avatar model and 2D facial texture editing tools, implicit latent space guidance to enhance model convergence, and a segmentation-based loss reweight strategy for fine-grained texture inversion. Extensive experiments demonstrate that our method delivers high-quality and consistent results across multiple expression and viewpoints. Project page: https://zju3dv.github.io/geneavatar/
NeFII: Inverse Rendering for Reflectance Decomposition with Near-Field Indirect Illumination
Inverse rendering methods aim to estimate geometry, materials and illumination from multi-view RGB images. In order to achieve better decomposition, recent approaches attempt to model indirect illuminations reflected from different materials via Spherical Gaussians (SG), which, however, tends to blur the high-frequency reflection details. In this paper, we propose an end-to-end inverse rendering pipeline that decomposes materials and illumination from multi-view images, while considering near-field indirect illumination. In a nutshell, we introduce the Monte Carlo sampling based path tracing and cache the indirect illumination as neural radiance, enabling a physics-faithful and easy-to-optimize inverse rendering method. To enhance efficiency and practicality, we leverage SG to represent the smooth environment illuminations and apply importance sampling techniques. To supervise indirect illuminations from unobserved directions, we develop a novel radiance consistency constraint between implicit neural radiance and path tracing results of unobserved rays along with the joint optimization of materials and illuminations, thus significantly improving the decomposition performance. Extensive experiments demonstrate that our method outperforms the state-of-the-art on multiple synthetic and real datasets, especially in terms of inter-reflection decomposition.Our code and data are available at https://woolseyyy.github.io/nefii/.
Human101: Training 100+FPS Human Gaussians in 100s from 1 View
Reconstructing the human body from single-view videos plays a pivotal role in the virtual reality domain. One prevalent application scenario necessitates the rapid reconstruction of high-fidelity 3D digital humans while simultaneously ensuring real-time rendering and interaction. Existing methods often struggle to fulfill both requirements. In this paper, we introduce Human101, a novel framework adept at producing high-fidelity dynamic 3D human reconstructions from 1-view videos by training 3D Gaussians in 100 seconds and rendering in 100+ FPS. Our method leverages the strengths of 3D Gaussian Splatting, which provides an explicit and efficient representation of 3D humans. Standing apart from prior NeRF-based pipelines, Human101 ingeniously applies a Human-centric Forward Gaussian Animation method to deform the parameters of 3D Gaussians, thereby enhancing rendering speed (i.e., rendering 1024-resolution images at an impressive 60+ FPS and rendering 512-resolution images at 100+ FPS). Experimental results indicate that our approach substantially eclipses current methods, clocking up to a 10 times surge in frames per second and delivering comparable or superior rendering quality. Code and demos will be released at https://github.com/longxiang-ai/Human101.
Gaussians-to-Life: Text-Driven Animation of 3D Gaussian Splatting Scenes
State-of-the-art novel view synthesis methods achieve impressive results for multi-view captures of static 3D scenes. However, the reconstructed scenes still lack "liveliness," a key component for creating engaging 3D experiences. Recently, novel video diffusion models generate realistic videos with complex motion and enable animations of 2D images, however they cannot naively be used to animate 3D scenes as they lack multi-view consistency. To breathe life into the static world, we propose Gaussians2Life, a method for animating parts of high-quality 3D scenes in a Gaussian Splatting representation. Our key idea is to leverage powerful video diffusion models as the generative component of our model and to combine these with a robust technique to lift 2D videos into meaningful 3D motion. We find that, in contrast to prior work, this enables realistic animations of complex, pre-existing 3D scenes and further enables the animation of a large variety of object classes, while related work is mostly focused on prior-based character animation, or single 3D objects. Our model enables the creation of consistent, immersive 3D experiences for arbitrary scenes.
AvatarVerse: High-quality & Stable 3D Avatar Creation from Text and Pose
Creating expressive, diverse and high-quality 3D avatars from highly customized text descriptions and pose guidance is a challenging task, due to the intricacy of modeling and texturing in 3D that ensure details and various styles (realistic, fictional, etc). We present AvatarVerse, a stable pipeline for generating expressive high-quality 3D avatars from nothing but text descriptions and pose guidance. In specific, we introduce a 2D diffusion model conditioned on DensePose signal to establish 3D pose control of avatars through 2D images, which enhances view consistency from partially observed scenarios. It addresses the infamous Janus Problem and significantly stablizes the generation process. Moreover, we propose a progressive high-resolution 3D synthesis strategy, which obtains substantial improvement over the quality of the created 3D avatars. To this end, the proposed AvatarVerse pipeline achieves zero-shot 3D modeling of 3D avatars that are not only more expressive, but also in higher quality and fidelity than previous works. Rigorous qualitative evaluations and user studies showcase AvatarVerse's superiority in synthesizing high-fidelity 3D avatars, leading to a new standard in high-quality and stable 3D avatar creation. Our project page is: https://avatarverse3d.github.io
One2Avatar: Generative Implicit Head Avatar For Few-shot User Adaptation
Traditional methods for constructing high-quality, personalized head avatars from monocular videos demand extensive face captures and training time, posing a significant challenge for scalability. This paper introduces a novel approach to create high quality head avatar utilizing only a single or a few images per user. We learn a generative model for 3D animatable photo-realistic head avatar from a multi-view dataset of expressions from 2407 subjects, and leverage it as a prior for creating personalized avatar from few-shot images. Different from previous 3D-aware face generative models, our prior is built with a 3DMM-anchored neural radiance field backbone, which we show to be more effective for avatar creation through auto-decoding based on few-shot inputs. We also handle unstable 3DMM fitting by jointly optimizing the 3DMM fitting and camera calibration that leads to better few-shot adaptation. Our method demonstrates compelling results and outperforms existing state-of-the-art methods for few-shot avatar adaptation, paving the way for more efficient and personalized avatar creation.
InFusion: Inpainting 3D Gaussians via Learning Depth Completion from Diffusion Prior
3D Gaussians have recently emerged as an efficient representation for novel view synthesis. This work studies its editability with a particular focus on the inpainting task, which aims to supplement an incomplete set of 3D Gaussians with additional points for visually harmonious rendering. Compared to 2D inpainting, the crux of inpainting 3D Gaussians is to figure out the rendering-relevant properties of the introduced points, whose optimization largely benefits from their initial 3D positions. To this end, we propose to guide the point initialization with an image-conditioned depth completion model, which learns to directly restore the depth map based on the observed image. Such a design allows our model to fill in depth values at an aligned scale with the original depth, and also to harness strong generalizability from largescale diffusion prior. Thanks to the more accurate depth completion, our approach, dubbed InFusion, surpasses existing alternatives with sufficiently better fidelity and efficiency under various complex scenarios. We further demonstrate the effectiveness of InFusion with several practical applications, such as inpainting with user-specific texture or with novel object insertion.
GPS-Gaussian: Generalizable Pixel-wise 3D Gaussian Splatting for Real-time Human Novel View Synthesis
We present a new approach, termed GPS-Gaussian, for synthesizing novel views of a character in a real-time manner. The proposed method enables 2K-resolution rendering under a sparse-view camera setting. Unlike the original Gaussian Splatting or neural implicit rendering methods that necessitate per-subject optimizations, we introduce Gaussian parameter maps defined on the source views and regress directly Gaussian Splatting properties for instant novel view synthesis without any fine-tuning or optimization. To this end, we train our Gaussian parameter regression module on a large amount of human scan data, jointly with a depth estimation module to lift 2D parameter maps to 3D space. The proposed framework is fully differentiable and experiments on several datasets demonstrate that our method outperforms state-of-the-art methods while achieving an exceeding rendering speed.
Gaussian Splatting with Discretized SDF for Relightable Assets
3D Gaussian splatting (3DGS) has shown its detailed expressive ability and highly efficient rendering speed in the novel view synthesis (NVS) task. The application to inverse rendering still faces several challenges, as the discrete nature of Gaussian primitives makes it difficult to apply geometry constraints. Recent works introduce the signed distance field (SDF) as an extra continuous representation to regularize the geometry defined by Gaussian primitives. It improves the decomposition quality, at the cost of increasing memory usage and complicating training. Unlike these works, we introduce a discretized SDF to represent the continuous SDF in a discrete manner by encoding it within each Gaussian using a sampled value. This approach allows us to link the SDF with the Gaussian opacity through an SDF-to-opacity transformation, enabling rendering the SDF via splatting and avoiding the computational cost of ray marching.The key challenge is to regularize the discrete samples to be consistent with the underlying SDF, as the discrete representation can hardly apply the gradient-based constraints (\eg Eikonal loss). For this, we project Gaussians onto the zero-level set of SDF and enforce alignment with the surface from splatting, namely a projection-based consistency loss. Thanks to the discretized SDF, our method achieves higher relighting quality, while requiring no extra memory beyond GS and avoiding complex manually designed optimization. The experiments reveal that our method outperforms existing Gaussian-based inverse rendering methods. Our code is available at https://github.com/NK-CS-ZZL/DiscretizedSDF.
Large Point-to-Gaussian Model for Image-to-3D Generation
Recently, image-to-3D approaches have significantly advanced the generation quality and speed of 3D assets based on large reconstruction models, particularly 3D Gaussian reconstruction models. Existing large 3D Gaussian models directly map 2D image to 3D Gaussian parameters, while regressing 2D image to 3D Gaussian representations is challenging without 3D priors. In this paper, we propose a large Point-to-Gaussian model, that inputs the initial point cloud produced from large 3D diffusion model conditional on 2D image to generate the Gaussian parameters, for image-to-3D generation. The point cloud provides initial 3D geometry prior for Gaussian generation, thus significantly facilitating image-to-3D Generation. Moreover, we present the Attention mechanism, Projection mechanism, and Point feature extractor, dubbed as APP block, for fusing the image features with point cloud features. The qualitative and quantitative experiments extensively demonstrate the effectiveness of the proposed approach on GSO and Objaverse datasets, and show the proposed method achieves state-of-the-art performance.
OHTA: One-shot Hand Avatar via Data-driven Implicit Priors
In this paper, we delve into the creation of one-shot hand avatars, attaining high-fidelity and drivable hand representations swiftly from a single image. With the burgeoning domains of the digital human, the need for quick and personalized hand avatar creation has become increasingly critical. Existing techniques typically require extensive input data and may prove cumbersome or even impractical in certain scenarios. To enhance accessibility, we present a novel method OHTA (One-shot Hand avaTAr) that enables the creation of detailed hand avatars from merely one image. OHTA tackles the inherent difficulties of this data-limited problem by learning and utilizing data-driven hand priors. Specifically, we design a hand prior model initially employed for 1) learning various hand priors with available data and subsequently for 2) the inversion and fitting of the target identity with prior knowledge. OHTA demonstrates the capability to create high-fidelity hand avatars with consistent animatable quality, solely relying on a single image. Furthermore, we illustrate the versatility of OHTA through diverse applications, encompassing text-to-avatar conversion, hand editing, and identity latent space manipulation.
MagicMirror: Fast and High-Quality Avatar Generation with a Constrained Search Space
We introduce a novel framework for 3D human avatar generation and personalization, leveraging text prompts to enhance user engagement and customization. Central to our approach are key innovations aimed at overcoming the challenges in photo-realistic avatar synthesis. Firstly, we utilize a conditional Neural Radiance Fields (NeRF) model, trained on a large-scale unannotated multi-view dataset, to create a versatile initial solution space that accelerates and diversifies avatar generation. Secondly, we develop a geometric prior, leveraging the capabilities of Text-to-Image Diffusion Models, to ensure superior view invariance and enable direct optimization of avatar geometry. These foundational ideas are complemented by our optimization pipeline built on Variational Score Distillation (VSD), which mitigates texture loss and over-saturation issues. As supported by our extensive experiments, these strategies collectively enable the creation of custom avatars with unparalleled visual quality and better adherence to input text prompts. You can find more results and videos in our website: https://syntec-research.github.io/MagicMirror
GaussianDreamerPro: Text to Manipulable 3D Gaussians with Highly Enhanced Quality
Recently, 3D Gaussian splatting (3D-GS) has achieved great success in reconstructing and rendering real-world scenes. To transfer the high rendering quality to generation tasks, a series of research works attempt to generate 3D-Gaussian assets from text. However, the generated assets have not achieved the same quality as those in reconstruction tasks. We observe that Gaussians tend to grow without control as the generation process may cause indeterminacy. Aiming at highly enhancing the generation quality, we propose a novel framework named GaussianDreamerPro. The main idea is to bind Gaussians to reasonable geometry, which evolves over the whole generation process. Along different stages of our framework, both the geometry and appearance can be enriched progressively. The final output asset is constructed with 3D Gaussians bound to mesh, which shows significantly enhanced details and quality compared with previous methods. Notably, the generated asset can also be seamlessly integrated into downstream manipulation pipelines, e.g. animation, composition, and simulation etc., greatly promoting its potential in wide applications. Demos are available at https://taoranyi.com/gaussiandreamerpro/.
Mesh-based Gaussian Splatting for Real-time Large-scale Deformation
Neural implicit representations, including Neural Distance Fields and Neural Radiance Fields, have demonstrated significant capabilities for reconstructing surfaces with complicated geometry and topology, and generating novel views of a scene. Nevertheless, it is challenging for users to directly deform or manipulate these implicit representations with large deformations in the real-time fashion. Gaussian Splatting(GS) has recently become a promising method with explicit geometry for representing static scenes and facilitating high-quality and real-time synthesis of novel views. However,it cannot be easily deformed due to the use of discrete Gaussians and lack of explicit topology. To address this, we develop a novel GS-based method that enables interactive deformation. Our key idea is to design an innovative mesh-based GS representation, which is integrated into Gaussian learning and manipulation. 3D Gaussians are defined over an explicit mesh, and they are bound with each other: the rendering of 3D Gaussians guides the mesh face split for adaptive refinement, and the mesh face split directs the splitting of 3D Gaussians. Moreover, the explicit mesh constraints help regularize the Gaussian distribution, suppressing poor-quality Gaussians(e.g. misaligned Gaussians,long-narrow shaped Gaussians), thus enhancing visual quality and avoiding artifacts during deformation. Based on this representation, we further introduce a large-scale Gaussian deformation technique to enable deformable GS, which alters the parameters of 3D Gaussians according to the manipulation of the associated mesh. Our method benefits from existing mesh deformation datasets for more realistic data-driven Gaussian deformation. Extensive experiments show that our approach achieves high-quality reconstruction and effective deformation, while maintaining the promising rendering results at a high frame rate(65 FPS on average).
FAGhead: Fully Animate Gaussian Head from Monocular Videos
High-fidelity reconstruction of 3D human avatars has a wild application in visual reality. In this paper, we introduce FAGhead, a method that enables fully controllable human portraits from monocular videos. We explicit the traditional 3D morphable meshes (3DMM) and optimize the neutral 3D Gaussians to reconstruct with complex expressions. Furthermore, we employ a novel Point-based Learnable Representation Field (PLRF) with learnable Gaussian point positions to enhance reconstruction performance. Meanwhile, to effectively manage the edges of avatars, we introduced the alpha rendering to supervise the alpha value of each pixel. Extensive experimental results on the open-source datasets and our capturing datasets demonstrate that our approach is able to generate high-fidelity 3D head avatars and fully control the expression and pose of the virtual avatars, which is outperforming than existing works.
GaussianBody: Clothed Human Reconstruction via 3d Gaussian Splatting
In this work, we propose a novel clothed human reconstruction method called GaussianBody, based on 3D Gaussian Splatting. Compared with the costly neural radiance based models, 3D Gaussian Splatting has recently demonstrated great performance in terms of training time and rendering quality. However, applying the static 3D Gaussian Splatting model to the dynamic human reconstruction problem is non-trivial due to complicated non-rigid deformations and rich cloth details. To address these challenges, our method considers explicit pose-guided deformation to associate dynamic Gaussians across the canonical space and the observation space, introducing a physically-based prior with regularized transformations helps mitigate ambiguity between the two spaces. During the training process, we further propose a pose refinement strategy to update the pose regression for compensating the inaccurate initial estimation and a split-with-scale mechanism to enhance the density of regressed point clouds. The experiments validate that our method can achieve state-of-the-art photorealistic novel-view rendering results with high-quality details for dynamic clothed human bodies, along with explicit geometry reconstruction.
Adversarial Generation of Hierarchical Gaussians for 3D Generative Model
Most advances in 3D Generative Adversarial Networks (3D GANs) largely depend on ray casting-based volume rendering, which incurs demanding rendering costs. One promising alternative is rasterization-based 3D Gaussian Splatting (3D-GS), providing a much faster rendering speed and explicit 3D representation. In this paper, we exploit Gaussian as a 3D representation for 3D GANs by leveraging its efficient and explicit characteristics. However, in an adversarial framework, we observe that a na\"ive generator architecture suffers from training instability and lacks the capability to adjust the scale of Gaussians. This leads to model divergence and visual artifacts due to the absence of proper guidance for initialized positions of Gaussians and densification to manage their scales adaptively. To address these issues, we introduce a generator architecture with a hierarchical multi-scale Gaussian representation that effectively regularizes the position and scale of generated Gaussians. Specifically, we design a hierarchy of Gaussians where finer-level Gaussians are parameterized by their coarser-level counterparts; the position of finer-level Gaussians would be located near their coarser-level counterparts, and the scale would monotonically decrease as the level becomes finer, modeling both coarse and fine details of the 3D scene. Experimental results demonstrate that ours achieves a significantly faster rendering speed (x100) compared to state-of-the-art 3D consistent GANs with comparable 3D generation capability. Project page: https://hse1032.github.io/gsgan.
Generalizable Human Gaussians for Sparse View Synthesis
Recent progress in neural rendering has brought forth pioneering methods, such as NeRF and Gaussian Splatting, which revolutionize view rendering across various domains like AR/VR, gaming, and content creation. While these methods excel at interpolating {\em within the training data}, the challenge of generalizing to new scenes and objects from very sparse views persists. Specifically, modeling 3D humans from sparse views presents formidable hurdles due to the inherent complexity of human geometry, resulting in inaccurate reconstructions of geometry and textures. To tackle this challenge, this paper leverages recent advancements in Gaussian Splatting and introduces a new method to learn generalizable human Gaussians that allows photorealistic and accurate view-rendering of a new human subject from a limited set of sparse views in a feed-forward manner. A pivotal innovation of our approach involves reformulating the learning of 3D Gaussian parameters into a regression process defined on the 2D UV space of a human template, which allows leveraging the strong geometry prior and the advantages of 2D convolutions. In addition, a multi-scaffold is proposed to effectively represent the offset details. Our method outperforms recent methods on both within-dataset generalization as well as cross-dataset generalization settings.
EVA3D: Compositional 3D Human Generation from 2D Image Collections
Inverse graphics aims to recover 3D models from 2D observations. Utilizing differentiable rendering, recent 3D-aware generative models have shown impressive results of rigid object generation using 2D images. However, it remains challenging to generate articulated objects, like human bodies, due to their complexity and diversity in poses and appearances. In this work, we propose, EVA3D, an unconditional 3D human generative model learned from 2D image collections only. EVA3D can sample 3D humans with detailed geometry and render high-quality images (up to 512x256) without bells and whistles (e.g. super resolution). At the core of EVA3D is a compositional human NeRF representation, which divides the human body into local parts. Each part is represented by an individual volume. This compositional representation enables 1) inherent human priors, 2) adaptive allocation of network parameters, 3) efficient training and rendering. Moreover, to accommodate for the characteristics of sparse 2D human image collections (e.g. imbalanced pose distribution), we propose a pose-guided sampling strategy for better GAN learning. Extensive experiments validate that EVA3D achieves state-of-the-art 3D human generation performance regarding both geometry and texture quality. Notably, EVA3D demonstrates great potential and scalability to "inverse-graphics" diverse human bodies with a clean framework.
GaussianForest: Hierarchical-Hybrid 3D Gaussian Splatting for Compressed Scene Modeling
The field of novel-view synthesis has recently witnessed the emergence of 3D Gaussian Splatting, which represents scenes in a point-based manner and renders through rasterization. This methodology, in contrast to Radiance Fields that rely on ray tracing, demonstrates superior rendering quality and speed. However, the explicit and unstructured nature of 3D Gaussians poses a significant storage challenge, impeding its broader application. To address this challenge, we introduce the Gaussian-Forest modeling framework, which hierarchically represents a scene as a forest of hybrid 3D Gaussians. Each hybrid Gaussian retains its unique explicit attributes while sharing implicit ones with its sibling Gaussians, thus optimizing parameterization with significantly fewer variables. Moreover, adaptive growth and pruning strategies are designed, ensuring detailed representation in complex regions and a notable reduction in the number of required Gaussians. Extensive experiments demonstrate that Gaussian-Forest not only maintains comparable speed and quality but also achieves a compression rate surpassing 10 times, marking a significant advancement in efficient scene modeling. Codes will be available at https://github.com/Xian-Bei/GaussianForest.
GS-LRM: Large Reconstruction Model for 3D Gaussian Splatting
We propose GS-LRM, a scalable large reconstruction model that can predict high-quality 3D Gaussian primitives from 2-4 posed sparse images in 0.23 seconds on single A100 GPU. Our model features a very simple transformer-based architecture; we patchify input posed images, pass the concatenated multi-view image tokens through a sequence of transformer blocks, and decode final per-pixel Gaussian parameters directly from these tokens for differentiable rendering. In contrast to previous LRMs that can only reconstruct objects, by predicting per-pixel Gaussians, GS-LRM naturally handles scenes with large variations in scale and complexity. We show that our model can work on both object and scene captures by training it on Objaverse and RealEstate10K respectively. In both scenarios, the models outperform state-of-the-art baselines by a wide margin. We also demonstrate applications of our model in downstream 3D generation tasks. Our project webpage is available at: https://sai-bi.github.io/project/gs-lrm/ .
GaussianMotion: End-to-End Learning of Animatable Gaussian Avatars with Pose Guidance from Text
In this paper, we introduce GaussianMotion, a novel human rendering model that generates fully animatable scenes aligned with textual descriptions using Gaussian Splatting. Although existing methods achieve reasonable text-to-3D generation of human bodies using various 3D representations, they often face limitations in fidelity and efficiency, or primarily focus on static models with limited pose control. In contrast, our method generates fully animatable 3D avatars by combining deformable 3D Gaussian Splatting with text-to-3D score distillation, achieving high fidelity and efficient rendering for arbitrary poses. By densely generating diverse random poses during optimization, our deformable 3D human model learns to capture a wide range of natural motions distilled from a pose-conditioned diffusion model in an end-to-end manner. Furthermore, we propose Adaptive Score Distillation that effectively balances realistic detail and smoothness to achieve optimal 3D results. Experimental results demonstrate that our approach outperforms existing baselines by producing high-quality textures in both static and animated results, and by generating diverse 3D human models from various textual inputs.
ClotheDreamer: Text-Guided Garment Generation with 3D Gaussians
High-fidelity 3D garment synthesis from text is desirable yet challenging for digital avatar creation. Recent diffusion-based approaches via Score Distillation Sampling (SDS) have enabled new possibilities but either intricately couple with human body or struggle to reuse. We introduce ClotheDreamer, a 3D Gaussian-based method for generating wearable, production-ready 3D garment assets from text prompts. We propose a novel representation Disentangled Clothe Gaussian Splatting (DCGS) to enable separate optimization. DCGS represents clothed avatar as one Gaussian model but freezes body Gaussian splats. To enhance quality and completeness, we incorporate bidirectional SDS to supervise clothed avatar and garment RGBD renderings respectively with pose conditions and propose a new pruning strategy for loose clothing. Our approach can also support custom clothing templates as input. Benefiting from our design, the synthetic 3D garment can be easily applied to virtual try-on and support physically accurate animation. Extensive experiments showcase our method's superior and competitive performance. Our project page is at https://ggxxii.github.io/clothedreamer.
DreamAvatar: Text-and-Shape Guided 3D Human Avatar Generation via Diffusion Models
We present DreamAvatar, a text-and-shape guided framework for generating high-quality 3D human avatars with controllable poses. While encouraging results have been reported by recent methods on text-guided 3D common object generation, generating high-quality human avatars remains an open challenge due to the complexity of the human body's shape, pose, and appearance. We propose DreamAvatar to tackle this challenge, which utilizes a trainable NeRF for predicting density and color for 3D points and pretrained text-to-image diffusion models for providing 2D self-supervision. Specifically, we leverage the SMPL model to provide shape and pose guidance for the generation. We introduce a dual-observation-space design that involves the joint optimization of a canonical space and a posed space that are related by a learnable deformation field. This facilitates the generation of more complete textures and geometry faithful to the target pose. We also jointly optimize the losses computed from the full body and from the zoomed-in 3D head to alleviate the common multi-face ''Janus'' problem and improve facial details in the generated avatars. Extensive evaluations demonstrate that DreamAvatar significantly outperforms existing methods, establishing a new state-of-the-art for text-and-shape guided 3D human avatar generation.
FATE: Full-head Gaussian Avatar with Textural Editing from Monocular Video
Reconstructing high-fidelity, animatable 3D head avatars from effortlessly captured monocular videos is a pivotal yet formidable challenge. Although significant progress has been made in rendering performance and manipulation capabilities, notable challenges remain, including incomplete reconstruction and inefficient Gaussian representation. To address these challenges, we introduce FATE, a novel method for reconstructing an editable full-head avatar from a single monocular video. FATE integrates a sampling-based densification strategy to ensure optimal positional distribution of points, improving rendering efficiency. A neural baking technique is introduced to convert discrete Gaussian representations into continuous attribute maps, facilitating intuitive appearance editing. Furthermore, we propose a universal completion framework to recover non-frontal appearance, culminating in a 360^circ-renderable 3D head avatar. FATE outperforms previous approaches in both qualitative and quantitative evaluations, achieving state-of-the-art performance. To the best of our knowledge, FATE is the first animatable and 360^circ full-head monocular reconstruction method for a 3D head avatar. The code will be publicly released upon publication.
Density Modeling of Images using a Generalized Normalization Transformation
We introduce a parametric nonlinear transformation that is well-suited for Gaussianizing data from natural images. The data are linearly transformed, and each component is then normalized by a pooled activity measure, computed by exponentiating a weighted sum of rectified and exponentiated components and a constant. We optimize the parameters of the full transformation (linear transform, exponents, weights, constant) over a database of natural images, directly minimizing the negentropy of the responses. The optimized transformation substantially Gaussianizes the data, achieving a significantly smaller mutual information between transformed components than alternative methods including ICA and radial Gaussianization. The transformation is differentiable and can be efficiently inverted, and thus induces a density model on images. We show that samples of this model are visually similar to samples of natural image patches. We demonstrate the use of the model as a prior probability density that can be used to remove additive noise. Finally, we show that the transformation can be cascaded, with each layer optimized using the same Gaussianization objective, thus offering an unsupervised method of optimizing a deep network architecture.
SHeaP: Self-Supervised Head Geometry Predictor Learned via 2D Gaussians
Accurate, real-time 3D reconstruction of human heads from monocular images and videos underlies numerous visual applications. As 3D ground truth data is hard to come by at scale, previous methods have sought to learn from abundant 2D videos in a self-supervised manner. Typically, this involves the use of differentiable mesh rendering, which is effective but faces limitations. To improve on this, we propose SHeaP (Self-supervised Head Geometry Predictor Learned via 2D Gaussians). Given a source image, we predict a 3DMM mesh and a set of Gaussians that are rigged to this mesh. We then reanimate this rigged head avatar to match a target frame, and backpropagate photometric losses to both the 3DMM and Gaussian prediction networks. We find that using Gaussians for rendering substantially improves the effectiveness of this self-supervised approach. Training solely on 2D data, our method surpasses existing self-supervised approaches in geometric evaluations on the NoW benchmark for neutral faces and a new benchmark for non-neutral expressions. Our method also produces highly expressive meshes, outperforming state-of-the-art in emotion classification.
ODHSR: Online Dense 3D Reconstruction of Humans and Scenes from Monocular Videos
Creating a photorealistic scene and human reconstruction from a single monocular in-the-wild video figures prominently in the perception of a human-centric 3D world. Recent neural rendering advances have enabled holistic human-scene reconstruction but require pre-calibrated camera and human poses, and days of training time. In this work, we introduce a novel unified framework that simultaneously performs camera tracking, human pose estimation and human-scene reconstruction in an online fashion. 3D Gaussian Splatting is utilized to learn Gaussian primitives for humans and scenes efficiently, and reconstruction-based camera tracking and human pose estimation modules are designed to enable holistic understanding and effective disentanglement of pose and appearance. Specifically, we design a human deformation module to reconstruct the details and enhance generalizability to out-of-distribution poses faithfully. Aiming to learn the spatial correlation between human and scene accurately, we introduce occlusion-aware human silhouette rendering and monocular geometric priors, which further improve reconstruction quality. Experiments on the EMDB and NeuMan datasets demonstrate superior or on-par performance with existing methods in camera tracking, human pose estimation, novel view synthesis and runtime. Our project page is at https://eth-ait.github.io/ODHSR.
Human 3Diffusion: Realistic Avatar Creation via Explicit 3D Consistent Diffusion Models
Creating realistic avatars from a single RGB image is an attractive yet challenging problem. Due to its ill-posed nature, recent works leverage powerful prior from 2D diffusion models pretrained on large datasets. Although 2D diffusion models demonstrate strong generalization capability, they cannot provide multi-view shape priors with guaranteed 3D consistency. We propose Human 3Diffusion: Realistic Avatar Creation via Explicit 3D Consistent Diffusion. Our key insight is that 2D multi-view diffusion and 3D reconstruction models provide complementary information for each other, and by coupling them in a tight manner, we can fully leverage the potential of both models. We introduce a novel image-conditioned generative 3D Gaussian Splats reconstruction model that leverages the priors from 2D multi-view diffusion models, and provides an explicit 3D representation, which further guides the 2D reverse sampling process to have better 3D consistency. Experiments show that our proposed framework outperforms state-of-the-art methods and enables the creation of realistic avatars from a single RGB image, achieving high-fidelity in both geometry and appearance. Extensive ablations also validate the efficacy of our design, (1) multi-view 2D priors conditioning in generative 3D reconstruction and (2) consistency refinement of sampling trajectory via the explicit 3D representation. Our code and models will be released on https://yuxuan-xue.com/human-3diffusion.
Splatter a Video: Video Gaussian Representation for Versatile Processing
Video representation is a long-standing problem that is crucial for various down-stream tasks, such as tracking,depth prediction,segmentation,view synthesis,and editing. However, current methods either struggle to model complex motions due to the absence of 3D structure or rely on implicit 3D representations that are ill-suited for manipulation tasks. To address these challenges, we introduce a novel explicit 3D representation-video Gaussian representation -- that embeds a video into 3D Gaussians. Our proposed representation models video appearance in a 3D canonical space using explicit Gaussians as proxies and associates each Gaussian with 3D motions for video motion. This approach offers a more intrinsic and explicit representation than layered atlas or volumetric pixel matrices. To obtain such a representation, we distill 2D priors, such as optical flow and depth, from foundation models to regularize learning in this ill-posed setting. Extensive applications demonstrate the versatility of our new video representation. It has been proven effective in numerous video processing tasks, including tracking, consistent video depth and feature refinement, motion and appearance editing, and stereoscopic video generation. Project page: https://sunyangtian.github.io/spatter_a_video_web/
UFV-Splatter: Pose-Free Feed-Forward 3D Gaussian Splatting Adapted to Unfavorable Views
This paper presents a pose-free, feed-forward 3D Gaussian Splatting (3DGS) framework designed to handle unfavorable input views. A common rendering setup for training feed-forward approaches places a 3D object at the world origin and renders it from cameras pointed toward the origin -- i.e., from favorable views, limiting the applicability of these models to real-world scenarios involving varying and unknown camera poses. To overcome this limitation, we introduce a novel adaptation framework that enables pretrained pose-free feed-forward 3DGS models to handle unfavorable views. We leverage priors learned from favorable images by feeding recentered images into a pretrained model augmented with low-rank adaptation (LoRA) layers. We further propose a Gaussian adapter module to enhance the geometric consistency of the Gaussians derived from the recentered inputs, along with a Gaussian alignment method to render accurate target views for training. Additionally, we introduce a new training strategy that utilizes an off-the-shelf dataset composed solely of favorable images. Experimental results on both synthetic images from the Google Scanned Objects dataset and real images from the OmniObject3D dataset validate the effectiveness of our method in handling unfavorable input views.
GS-IR: 3D Gaussian Splatting for Inverse Rendering
We propose GS-IR, a novel inverse rendering approach based on 3D Gaussian Splatting (GS) that leverages forward mapping volume rendering to achieve photorealistic novel view synthesis and relighting results. Unlike previous works that use implicit neural representations and volume rendering (e.g. NeRF), which suffer from low expressive power and high computational complexity, we extend GS, a top-performance representation for novel view synthesis, to estimate scene geometry, surface material, and environment illumination from multi-view images captured under unknown lighting conditions. There are two main problems when introducing GS to inverse rendering: 1) GS does not support producing plausible normal natively; 2) forward mapping (e.g. rasterization and splatting) cannot trace the occlusion like backward mapping (e.g. ray tracing). To address these challenges, our GS-IR proposes an efficient optimization scheme that incorporates a depth-derivation-based regularization for normal estimation and a baking-based occlusion to model indirect lighting. The flexible and expressive GS representation allows us to achieve fast and compact geometry reconstruction, photorealistic novel view synthesis, and effective physically-based rendering. We demonstrate the superiority of our method over baseline methods through qualitative and quantitative evaluations on various challenging scenes.
Efficient Meshy Neural Fields for Animatable Human Avatars
Efficiently digitizing high-fidelity animatable human avatars from videos is a challenging and active research topic. Recent volume rendering-based neural representations open a new way for human digitization with their friendly usability and photo-realistic reconstruction quality. However, they are inefficient for long optimization times and slow inference speed; their implicit nature results in entangled geometry, materials, and dynamics of humans, which are hard to edit afterward. Such drawbacks prevent their direct applicability to downstream applications, especially the prominent rasterization-based graphic ones. We present EMA, a method that Efficiently learns Meshy neural fields to reconstruct animatable human Avatars. It jointly optimizes explicit triangular canonical mesh, spatial-varying material, and motion dynamics, via inverse rendering in an end-to-end fashion. Each above component is derived from separate neural fields, relaxing the requirement of a template, or rigging. The mesh representation is highly compatible with the efficient rasterization-based renderer, thus our method only takes about an hour of training and can render in real-time. Moreover, only minutes of optimization is enough for plausible reconstruction results. The disentanglement of meshes enables direct downstream applications. Extensive experiments illustrate the very competitive performance and significant speed boost against previous methods. We also showcase applications including novel pose synthesis, material editing, and relighting. The project page: https://xk-huang.github.io/ema/.
Gamba: Marry Gaussian Splatting with Mamba for single view 3D reconstruction
We tackle the challenge of efficiently reconstructing a 3D asset from a single image with growing demands for automated 3D content creation pipelines. Previous methods primarily rely on Score Distillation Sampling (SDS) and Neural Radiance Fields (NeRF). Despite their significant success, these approaches encounter practical limitations due to lengthy optimization and considerable memory usage. In this report, we introduce Gamba, an end-to-end amortized 3D reconstruction model from single-view images, emphasizing two main insights: (1) 3D representation: leveraging a large number of 3D Gaussians for an efficient 3D Gaussian splatting process; (2) Backbone design: introducing a Mamba-based sequential network that facilitates context-dependent reasoning and linear scalability with the sequence (token) length, accommodating a substantial number of Gaussians. Gamba incorporates significant advancements in data preprocessing, regularization design, and training methodologies. We assessed Gamba against existing optimization-based and feed-forward 3D generation approaches using the real-world scanned OmniObject3D dataset. Here, Gamba demonstrates competitive generation capabilities, both qualitatively and quantitatively, while achieving remarkable speed, approximately 0.6 second on a single NVIDIA A100 GPU.
GoMAvatar: Efficient Animatable Human Modeling from Monocular Video Using Gaussians-on-Mesh
We introduce GoMAvatar, a novel approach for real-time, memory-efficient, high-quality animatable human modeling. GoMAvatar takes as input a single monocular video to create a digital avatar capable of re-articulation in new poses and real-time rendering from novel viewpoints, while seamlessly integrating with rasterization-based graphics pipelines. Central to our method is the Gaussians-on-Mesh representation, a hybrid 3D model combining rendering quality and speed of Gaussian splatting with geometry modeling and compatibility of deformable meshes. We assess GoMAvatar on ZJU-MoCap data and various YouTube videos. GoMAvatar matches or surpasses current monocular human modeling algorithms in rendering quality and significantly outperforms them in computational efficiency (43 FPS) while being memory-efficient (3.63 MB per subject).
CoherentGS: Sparse Novel View Synthesis with Coherent 3D Gaussians
The field of 3D reconstruction from images has rapidly evolved in the past few years, first with the introduction of Neural Radiance Field (NeRF) and more recently with 3D Gaussian Splatting (3DGS). The latter provides a significant edge over NeRF in terms of the training and inference speed, as well as the reconstruction quality. Although 3DGS works well for dense input images, the unstructured point-cloud like representation quickly overfits to the more challenging setup of extremely sparse input images (e.g., 3 images), creating a representation that appears as a jumble of needles from novel views. To address this issue, we propose regularized optimization and depth-based initialization. Our key idea is to introduce a structured Gaussian representation that can be controlled in 2D image space. We then constraint the Gaussians, in particular their position, and prevent them from moving independently during optimization. Specifically, we introduce single and multiview constraints through an implicit convolutional decoder and a total variation loss, respectively. With the coherency introduced to the Gaussians, we further constrain the optimization through a flow-based loss function. To support our regularized optimization, we propose an approach to initialize the Gaussians using monocular depth estimates at each input view. We demonstrate significant improvements compared to the state-of-the-art sparse-view NeRF-based approaches on a variety of scenes.
CAP4D: Creating Animatable 4D Portrait Avatars with Morphable Multi-View Diffusion Models
Reconstructing photorealistic and dynamic portrait avatars from images is essential to many applications including advertising, visual effects, and virtual reality. Depending on the application, avatar reconstruction involves different capture setups and constraints - for example, visual effects studios use camera arrays to capture hundreds of reference images, while content creators may seek to animate a single portrait image downloaded from the internet. As such, there is a large and heterogeneous ecosystem of methods for avatar reconstruction. Techniques based on multi-view stereo or neural rendering achieve the highest quality results, but require hundreds of reference images. Recent generative models produce convincing avatars from a single reference image, but visual fidelity yet lags behind multi-view techniques. Here, we present CAP4D: an approach that uses a morphable multi-view diffusion model to reconstruct photoreal 4D (dynamic 3D) portrait avatars from any number of reference images (i.e., one to 100) and animate and render them in real time. Our approach demonstrates state-of-the-art performance for single-, few-, and multi-image 4D portrait avatar reconstruction, and takes steps to bridge the gap in visual fidelity between single-image and multi-view reconstruction techniques.
MeshAvatar: Learning High-quality Triangular Human Avatars from Multi-view Videos
We present a novel pipeline for learning high-quality triangular human avatars from multi-view videos. Recent methods for avatar learning are typically based on neural radiance fields (NeRF), which is not compatible with traditional graphics pipeline and poses great challenges for operations like editing or synthesizing under different environments. To overcome these limitations, our method represents the avatar with an explicit triangular mesh extracted from an implicit SDF field, complemented by an implicit material field conditioned on given poses. Leveraging this triangular avatar representation, we incorporate physics-based rendering to accurately decompose geometry and texture. To enhance both the geometric and appearance details, we further employ a 2D UNet as the network backbone and introduce pseudo normal ground-truth as additional supervision. Experiments show that our method can learn triangular avatars with high-quality geometry reconstruction and plausible material decomposition, inherently supporting editing, manipulation or relighting operations.
PS-GS: Gaussian Splatting for Multi-View Photometric Stereo
Integrating inverse rendering with multi-view photometric stereo (MVPS) yields more accurate 3D reconstructions than the inverse rendering approaches that rely on fixed environment illumination. However, efficient inverse rendering with MVPS remains challenging. To fill this gap, we introduce the Gaussian Splatting for Multi-view Photometric Stereo (PS-GS), which efficiently and jointly estimates the geometry, materials, and lighting of the object that is illuminated by diverse directional lights (multi-light). Our method first reconstructs a standard 2D Gaussian splatting model as the initial geometry. Based on the initialization model, it then proceeds with the deferred inverse rendering by the full rendering equation containing a lighting-computing multi-layer perceptron. During the whole optimization, we regularize the rendered normal maps by the uncalibrated photometric stereo estimated normals. We also propose the 2D Gaussian ray-tracing for single directional light to refine the incident lighting. The regularizations and the use of multi-view and multi-light images mitigate the ill-posed problem of inverse rendering. After optimization, the reconstructed object can be used for novel-view synthesis, relighting, and material and shape editing. Experiments on both synthetic and real datasets demonstrate that our method outperforms prior works in terms of reconstruction accuracy and computational efficiency.