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  <id>https://arxiv.org/api/IBCG+hEULXmOGdfg/6xs2Zr3h4o</id>
  <title>arXiv Query: search_query=abs:human AND abs:avatar AND (abs:"single image" OR abs:"single-image" OR abs:"few-shot" OR abs:"sparse-view")&amp;id_list=&amp;start=0&amp;max_results=60</title>
  <updated>2026-09-28T16:39:29Z</updated>
  <link href="https://arxiv.org/api/query?search_query=abs:human+AND+(abs:avatar+AND+(abs:%22single+image%22+OR+(abs:%22single-image%22+OR+(abs:%22few-shot%22+OR+abs:%22sparse-view%22))))&amp;start=0&amp;max_results=60&amp;id_list=" type="application/atom+xml"/>
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  <entry>
    <id>http://arxiv.org/abs/2608.20759v1</id>
    <title>DiGS-Avatar: Single-Image Animatable 3D Human Reconstruction via UV-Space Diffusion</title>
    <updated>2026-08-21T05:46:52Z</updated>
    <link href="https://arxiv.org/abs/2608.20759v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.20759v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Single-image 3D human reconstruction often suffers from over-smoothed textures and geometric inconsistencies. While diffusion models improve generative quality, their reliance on multi-view synthesis prior to 3D reconstruction is computationally expensive and prone to view inconsistency. We propose DiGS-Avatar, which reformulates this task as an efficient, diffusion-based UV-latent completion task, ensuring 3D consistency by design. To capture accurate spatial structure, we introduce a teacher-student framework where a multi-view teacher provides geometrically aligned pseudo-ground-truth latents to supervise a single-view diffusion student. Treating this inferred latent as a robust structural skeleton, our method injects high-level semantic features to accurately recover fine textural details without disrupting spatial integrity. The refined representation is then decoded into 3D Gaussian primitives. Extensive experiments demonstrate that DiGS-Avatar achieves state-of-the-art or highly competitive visual fidelity and zero-shot generalization, while reconstructing a fully animatable 3D avatar in just 0.71 seconds. Code is available at https://github.com/KLMAV-CUC/DiGS-Avatar.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-21T05:46:52Z</published>
    <arxiv:comment>ECCV 2026</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Jiakun Li</name>
    </author>
    <author>
      <name>Li Fang</name>
    </author>
    <author>
      <name>Hao Zhu</name>
    </author>
    <author>
      <name>Fei Hu</name>
    </author>
    <author>
      <name>Long Ye</name>
    </author>
    <author>
      <name>Yuan Zhang</name>
    </author>
    <author>
      <name>Jinyao Yan</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.29106v1</id>
    <title>Forwardrobe: Garment-Aware Gaussian Avatars from a Single Image</title>
    <updated>2026-07-31T07:35:52Z</updated>
    <link href="https://arxiv.org/abs/2607.29106v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.29106v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Reconstructing animatable 3D human avatars from a single image remains particularly challenging for loose garments, whose geometry and motion cannot be adequately represented by body-aligned topology and skinning. We present Forwardrobe, a feed-forward framework for reconstructing garment-aware Gaussian avatars from a single image. Forwardrobe explicitly separates clothing from the body in canonical Gaussian space and equips the garment layer with continuity-aware geometry and skinning initialization, pose-conditioned non-rigid deformation, and appearance adaptation. These designs improve garment reconstruction and visual quality during animation, particularly for skirts and dresses. The separated garment layer additionally forms an independently controllable 3D asset, enabling garment editing, transfer, and 3D virtual try-on. Experiments demonstrate improved garment reconstruction quality and greater flexibility in garment manipulation compared with existing single-image avatar reconstruction methods.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-31T07:35:52Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Daisheng Jin</name>
    </author>
    <author>
      <name>Shuyun Wang</name>
    </author>
    <author>
      <name>Ying He</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.28032v1</id>
    <title>Split and Drive: Dual-Axis Disentanglement for Real-Time Gaussian Head Avatars</title>
    <updated>2026-07-30T11:17:25Z</updated>
    <link href="https://arxiv.org/abs/2607.28032v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.28032v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Creating photorealistic animatable head avatars from a single image remains a fundamental challenge in digital human synthesis. While recent 3D Gaussian Splatting methods have achieved promising results, they rely on external tracking pipelines whose latency is excluded from inference measurements. Furthermore, they adopt unified representations that entangle geometrically distinct facial regions, limiting both expressiveness and rendering fidelity. We propose SpiD (Split and Drive), a single-image Gaussian head avatar framework built on two disentanglement axes. The compute axis internalizes per-frame driving, eliminating external tracking dependency at inference. The feature axis decomposes the avatar into three specialized Gaussian branches, each modeling a geometrically distinct facial domain. Extensive experiments demonstrate consistently strong performance against state-of-the-art methods while achieving the fastest inference speed among all compared methods on a single GPU with the complete driving pipeline included.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-30T11:17:25Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>MD Wahiduzzaman Khan</name>
    </author>
    <author>
      <name>Mingshan Jia</name>
    </author>
    <author>
      <name>Xiaolin Zhang</name>
    </author>
    <author>
      <name>En Yu</name>
    </author>
    <author>
      <name>Kaska Musial-Gabrys</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.24232v2</id>
    <title>FiCA: Feed-forward instant Gaussian Codec Avatars from a Single Portrait Image</title>
    <updated>2026-08-29T15:15:07Z</updated>
    <link href="https://arxiv.org/abs/2606.24232v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.24232v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>We introduce FiCA, a Feed-forward, instant Gaussian Codec Avatar generation pipeline that creates lifelike avatars from a single portrait image. Generating a photorealistic and drivable avatar from just a single image is significantly challenging due to the limited visual information available to accurately infer the 3D appearance and geometry of human heads. To address this, we develop a novel system that combines human-centric vision foundation models with a diffusion model. This system is designed to fully exploit partial visual observations to generate lifelike human avatars. Our proposed diffusion model learns a generative mapping from these partial observations to complete and authentic 3D mesh reconstruction. Additionally, we introduce a feed-forward mesh refinement network that enhances the fidelity and identity preservation of the generated avatars, eliminating the need for person-specific test-time optimization. By leveraging a universal prior model that decodes a generated mesh into a set of 3D Gaussians, we generate a photorealistic 3D Gaussian avatar, capable of being driven with novel expressions in real-time. Our experiments demonstrate that the avatars generated by our feed-forward approach faithfully represent diverse identities and surpass the visual quality of avatars produced by recent competing methods.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-23T07:22:17Z</published>
    <arxiv:comment>Project page: https://kim-youwang.github.io/FiCA</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Kim Youwang</name>
    </author>
    <author>
      <name>Zhengyu Yang</name>
    </author>
    <author>
      <name>Liuhao Ge</name>
    </author>
    <author>
      <name>Yu Rong</name>
    </author>
    <author>
      <name>Timur Bagautdinov</name>
    </author>
    <author>
      <name>Su Zhaoen</name>
    </author>
    <author>
      <name>Nir Sopher</name>
    </author>
    <author>
      <name>Jovan Popović</name>
    </author>
    <author>
      <name>Teng Deng</name>
    </author>
    <author>
      <name>Tae-Hyun Oh</name>
    </author>
    <author>
      <name>Chen Cao</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.25751v1</id>
    <title>SplitAvatar: One-shot Head Avatar with Autoregressive Gaussian Splitting</title>
    <updated>2026-05-25T12:02:43Z</updated>
    <link href="https://arxiv.org/abs/2605.25751v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.25751v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>3D Gaussian Splatting (3DGS) provides an efficient method for high-quality scene reconstruction using anisotropic Gaussians. Recently, 3DGS-based methods have significantly improved the rendering quality of human avatars while enabling real-time performance. However, existing methods suffer from a magnitude mismatch in the number of Gaussians generated by image-based and 3DMM-based approaches. This discrepancy results in reconstructed expressions that lack fine-grained detail. In this paper, we introduce a novel method for reconstructing an animatable head avatar from a single image. We propose a Graph splitting network to progressively generate Gaussians from coarse to fine using an autoregressive architecture. To address the graph inconsistency caused by split Gaussians, we employ a mesh topology extension method to align the GNN's connectivity with the increased Gaussian count. Furthermore, we introduce a novel density control method that includes a gating mechanism that generates soft masks for Gaussians, preventing over-densification after the splitting operation. This allows for dynamic control over Gaussian density across different facial regions. For smooth and rapid training, we employ a delayed filtering strategy to avoid re-computing the graph topology during training. Experimental results demonstrate that our autoregressive structure effectively improves expression representation ability by progressively splitting Gaussians. This process, enabled by the GNN-guided splitting, synthesizes more precise facial details and achieves higher reconstruction quality.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-25T12:02:43Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Hongzhe Liao</name>
    </author>
    <author>
      <name>Chuhua Xian</name>
    </author>
    <author>
      <name>Hongmin Cai</name>
    </author>
    <author>
      <name>Haiyang Liu</name>
    </author>
    <author>
      <name>Fa-Ting Hong</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2604.13171v1</id>
    <title>3DRealHead: Few-Shot Detailed Head Avatar</title>
    <updated>2026-04-14T18:00:06Z</updated>
    <link href="https://arxiv.org/abs/2604.13171v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2604.13171v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>The human face is central to communication. For immersive applications, the digital presence of a person should mirror the physical reality, capturing the users idiosyncrasies and detailed facial expressions. However, current 3D head avatar methods often struggle to faithfully reproduce the identity and facial expressions, despite having multi-view data or learned priors. Learning priors that capture the diversity of human appearances, especially, for regions with highly person-specific features, like the mouth and teeth region is challenging as the underlying training data is limited. In addition, many of the avatar methods are purely relying on 3D morphable model-based expression control which strongly limits expressivity. To address these challenges, we are introducing 3DRealHead, a few-shot head avatar reconstruction method with a novel expression control signal that is extracted from a monocular video stream of the subject. Specifically, the subject can take a few pictures of themselves, recover a 3D head avatar and drive it with a consumer-level webcam. The avatar reconstruction is enabled via a novel few-shot inversion process of a 3D human head prior which is represented as a Style U-Net that emits 3D Gaussian primitives which can be rendered under novel views. The prior is learned on the NeRSemble dataset. For animating the avatar, the U-Net is conditioned on 3DMM-based facial expression signals, as well as features of the mouth region extracted from the driving video. These additional mouth features allow us to recover facial expressions that cannot be represented by the 3DMM leading to a higher expressivity and closer resemblance to the physical reality.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-04-14T18:00:06Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Jalees Nehvi</name>
    </author>
    <author>
      <name>Timo Bolkart</name>
    </author>
    <author>
      <name>Thabo Beeler</name>
    </author>
    <author>
      <name>Justus Thies</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2603.14827v2</id>
    <title>SemanticFace: Semantic Facial Action Estimation via Semantic Distillation in Interpretable Space</title>
    <updated>2026-03-18T14:12:19Z</updated>
    <link href="https://arxiv.org/abs/2603.14827v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2603.14827v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Facial action estimation from a single image is often formulated as predicting or fitting parameters in compact expression spaces, which lack explicit semantic interpretability. However, many practical applications, such as avatar control and human-computer interaction, require interpretable facial actions that correspond to meaningful muscle movements. In this work, we propose SemanticFace, a framework for facial action estimation in the interpretable ARKit blendshape space that reformulates coefficient prediction as structured semantic reasoning. SemanticFace adopts a two-stage semantic distillation paradigm: it first derives structured semantic supervision from ground-truth ARKit coefficients and then distills this knowledge into a multimodal large language model to predict interpretable facial action coefficients from images. Extensive experiments demonstrate that language-aligned semantic supervision improves both coefficient accuracy and perceptual consistency, while enabling strong cross-identity generalization and robustness to large domain shifts, including cartoon faces.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-03-16T05:07:49Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Zejian Kang</name>
    </author>
    <author>
      <name>Kai Zheng</name>
    </author>
    <author>
      <name>Yuanchen Fei</name>
    </author>
    <author>
      <name>Wentao Yang</name>
    </author>
    <author>
      <name>Hongyuan Zou</name>
    </author>
    <author>
      <name>Xiangru Huang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2603.14772v1</id>
    <title>Zero-Shot Reconstruction of Animatable 3D Avatars with Cloth Dynamics from a Single Image</title>
    <updated>2026-03-16T03:12:27Z</updated>
    <link href="https://arxiv.org/abs/2603.14772v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2603.14772v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Existing single-image 3D human avatar methods primarily rely on rigid joint transformations, limiting their ability to model realistic cloth dynamics. We present DynaAvatar, a zero-shot framework that reconstructs animatable 3D human avatars with motion-dependent cloth dynamics from a single image. Trained on large-scale multi-person motion datasets, DynaAvatar employs a Transformer-based feed-forward architecture that directly predicts dynamic 3D Gaussian deformations without subject-specific optimization. To overcome the scarcity of dynamic captures, we introduce a static-to-dynamic knowledge transfer strategy: a Transformer pretrained on large-scale static captures provides strong geometric and appearance priors, which are efficiently adapted to motion-dependent deformations through lightweight LoRA fine-tuning on dynamic captures. We further propose the DynaFlow loss, an optical flow-guided objective that provides reliable motion-direction geometric cues for cloth dynamics in rendered space. Finally, we reannotate the missing or noisy SMPL-X fittings in existing dynamic capture datasets, as most public dynamic capture datasets contain incomplete or unreliable fittings that are unsuitable for training high-quality 3D avatar reconstruction models. Experiments demonstrate that DynaAvatar produces visually rich and generalizable animations, outperforming prior methods.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-03-16T03:12:27Z</published>
    <arxiv:comment>Accepted to CVPR 2026</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Joohyun Kwon</name>
    </author>
    <author>
      <name>Geonhee Sim</name>
    </author>
    <author>
      <name>Gyeongsik Moon</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2603.04993v1</id>
    <title>MultiGO++: Monocular 3D Clothed Human Reconstruction via Geometry-Texture Collaboration</title>
    <updated>2026-03-05T09:37:55Z</updated>
    <link href="https://arxiv.org/abs/2603.04993v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2603.04993v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Monocular 3D clothed human reconstruction aims to generate a complete and realistic textured 3D avatar from a single image. Existing methods are commonly trained under multi-view supervision with annotated geometric priors, and during inference, these priors are estimated by the pre-trained network from the monocular input. These methods are constrained by three key limitations: texturally by unavailability of training data, geometrically by inaccurate external priors, and systematically by biased single-modality supervision, all leading to suboptimal reconstruction. To address these issues, we propose a novel reconstruction framework, named MultiGO++, which achieves effective systematic geometry-texture collaboration. It consists of three core parts: (1) A multi-source texture synthesis strategy that constructs 15,000+ 3D textured human scans to improve the performance on texture quality estimation in challenge scenarios; (2) A region-aware shape extraction module that extracts and interacts features of each body region to obtain geometry information and a Fourier geometry encoder that mitigates the modality gap to achieve effective geometry learning; (3) A dual reconstruction U-Net that leverages geometry-texture collaborative features to refine and generate high-fidelity textured 3D human meshes. Extensive experiments on two benchmarks and many in-the-wild cases show the superiority of our method over state-of-the-art approaches.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-03-05T09:37:55Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Nanjie Yao</name>
    </author>
    <author>
      <name>Gangjian Zhang</name>
    </author>
    <author>
      <name>Wenhao Shen</name>
    </author>
    <author>
      <name>Jian Shu</name>
    </author>
    <author>
      <name>Yu Feng</name>
    </author>
    <author>
      <name>Hao Wang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2602.24043v2</id>
    <title>Spatio-Temporal Garment Reconstruction Using Diffusion Mapping via Pattern Coordinates</title>
    <updated>2026-08-25T17:13:02Z</updated>
    <link href="https://arxiv.org/abs/2602.24043v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2602.24043v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Reconstructing 3D clothed humans from monocular images and videos is a fundamental problem with applications in virtual try-on, avatar creation, and mixed reality. Despite significant progress in human body recovery, accurately reconstructing garment geometry, particularly for loose-fitting clothing, remains an open challenge. We propose a unified framework for high-fidelity 3D garment reconstruction from both single images and video sequences. Our approach combines Implicit Sewing Patterns (ISP) with a generative diffusion model to learn expressive garment shape priors in 2D UV space. Leveraging these priors, we introduce a mapping model that establishes correspondences between image pixels, UV pattern coordinates, and 3D geometry, enabling accurate and detailed garment reconstruction from single images. We further extend this formulation to dynamic reconstruction by introducing a spatio-temporal diffusion scheme with test-time guidance to enforce long-range temporal consistency. We also develop analytic projection-based constraints that preserve image-aligned geometry in visible regions while enforcing coherent completion in occluded areas over time. Although trained exclusively on synthetically simulated cloth data, our method generalizes well to real-world imagery and consistently outperforms existing approaches on both tight- and loose-fitting garments. The reconstructed garments preserve fine geometric detail while exhibiting realistic dynamic motion, supporting downstream applications such as texture editing, garment retargeting, and animation.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-02-27T14:19:23Z</published>
    <arxiv:comment>arXiv admin note: text overlap with arXiv:2504.08353</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Yingxuan You</name>
    </author>
    <author>
      <name>Ren Li</name>
    </author>
    <author>
      <name>Corentin Dumery</name>
    </author>
    <author>
      <name>Cong Cao</name>
    </author>
    <author>
      <name>Hao Li</name>
    </author>
    <author>
      <name>Pascal Fua</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2601.07603v3</id>
    <title>UIKA: Fast Universal Head Avatar from Pose-Free Images</title>
    <updated>2026-05-21T11:50:40Z</updated>
    <link href="https://arxiv.org/abs/2601.07603v3" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2601.07603v3" rel="related" type="application/pdf" title="pdf"/>
    <summary>We present UIKA, a feed-forward animatable Gaussian head model from an arbitrary number of pose-free inputs, including a single image, multi-view captures, and smartphone-captured videos. Unlike the traditional avatar method, which requires a studio-level multi-view capture system and reconstructs a human-specific model through a long-time optimization process, we rethink the task through the lenses of model representation, network design, and data preparation. First, we introduce a UV-guided avatar modeling strategy, in which each input image is associated with a pixel-wise facial correspondence estimation. Such correspondence estimation allows us to reproject each valid pixel color from screen space to UV space, which is independent of camera pose and character expression. Furthermore, we design learnable UV tokens on which the attention mechanism can be applied at both the screen and UV levels. The learned UV tokens can be decoded into canonical Gaussian attributes using aggregated UV information from all input views. To train our large avatar model, we additionally prepare a large-scale, identity-rich synthetic training dataset. Our method significantly outperforms existing approaches in both monocular and multi-view settings.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-01-12T14:53:56Z</published>
    <arxiv:comment>CVPR 2026 Highlight. Code: https://github.com/ant-research/UIKA</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Zijian Wu</name>
    </author>
    <author>
      <name>Boyao Zhou</name>
    </author>
    <author>
      <name>Liangxiao Hu</name>
    </author>
    <author>
      <name>Hongyu Liu</name>
    </author>
    <author>
      <name>Yuan Sun</name>
    </author>
    <author>
      <name>Xuan Wang</name>
    </author>
    <author>
      <name>Xun Cao</name>
    </author>
    <author>
      <name>Yujun Shen</name>
    </author>
    <author>
      <name>Hao Zhu</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2512.14677v1</id>
    <title>VASA-3D: Lifelike Audio-Driven Gaussian Head Avatars from a Single Image</title>
    <updated>2025-12-16T18:44:00Z</updated>
    <link href="https://arxiv.org/abs/2512.14677v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2512.14677v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>We propose VASA-3D, an audio-driven, single-shot 3D head avatar generator. This research tackles two major challenges: capturing the subtle expression details present in real human faces, and reconstructing an intricate 3D head avatar from a single portrait image. To accurately model expression details, VASA-3D leverages the motion latent of VASA-1, a method that yields exceptional realism and vividness in 2D talking heads. A critical element of our work is translating this motion latent to 3D, which is accomplished by devising a 3D head model that is conditioned on the motion latent. Customization of this model to a single image is achieved through an optimization framework that employs numerous video frames of the reference head synthesized from the input image. The optimization takes various training losses robust to artifacts and limited pose coverage in the generated training data. Our experiment shows that VASA-3D produces realistic 3D talking heads that cannot be achieved by prior art, and it supports the online generation of 512x512 free-viewpoint videos at up to 75 FPS, facilitating more immersive engagements with lifelike 3D avatars.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-12-16T18:44:00Z</published>
    <arxiv:comment>NeurIPS 2025 paper. Project webpage: https://www.microsoft.com/en-us/research/project/vasa-3d/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Sicheng Xu</name>
    </author>
    <author>
      <name>Guojun Chen</name>
    </author>
    <author>
      <name>Jiaolong Yang</name>
    </author>
    <author>
      <name>Yizhong Zhang</name>
    </author>
    <author>
      <name>Yu Deng</name>
    </author>
    <author>
      <name>Steve Lin</name>
    </author>
    <author>
      <name>Baining Guo</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2511.12935v2</id>
    <title>PFAvatar: Pose-Fusion 3D Personalized Avatar Reconstruction from Real-World Outfit-of-the-Day Photos</title>
    <updated>2025-11-18T05:47:59Z</updated>
    <link href="https://arxiv.org/abs/2511.12935v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2511.12935v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>We propose PFAvatar (Pose-Fusion Avatar), a new method that reconstructs high-quality 3D avatars from Outfit of the Day(OOTD) photos, which exhibit diverse poses, occlusions, and complex backgrounds. Our method consists of two stages: (1) fine-tuning a pose-aware diffusion model from few-shot OOTD examples and (2) distilling a 3D avatar represented by a neural radiance field (NeRF). In the first stage, unlike previous methods that segment images into assets (e.g., garments, accessories) for 3D assembly, which is prone to inconsistency, we avoid decomposition and directly model the full-body appearance. By integrating a pre-trained ControlNet for pose estimation and a novel Condition Prior Preservation Loss (CPPL), our method enables end-to-end learning of fine details while mitigating language drift in few-shot training. Our method completes personalization in just 5 minutes, achieving a 48x speed-up compared to previous approaches. In the second stage, we introduce a NeRF-based avatar representation optimized by canonical SMPL-X space sampling and Multi-Resolution 3D-SDS. Compared to mesh-based representations that suffer from resolution-dependent discretization and erroneous occluded geometry, our continuous radiance field can preserve high-frequency textures (e.g., hair) and handle occlusions correctly through transmittance. Experiments demonstrate that PFAvatar outperforms state-of-the-art methods in terms of reconstruction fidelity, detail preservation, and robustness to occlusions/truncations, advancing practical 3D avatar generation from real-world OOTD albums. In addition, the reconstructed 3D avatar supports downstream applications such as virtual try-on, animation, and human video reenactment, further demonstrating the versatility and practical value of our approach.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-11-17T03:40:43Z</published>
    <arxiv:comment>Accepted by AAAI 2026</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Dianbing Xi</name>
    </author>
    <author>
      <name>Guoyuan An</name>
    </author>
    <author>
      <name>Jingsen Zhu</name>
    </author>
    <author>
      <name>Zhijian Liu</name>
    </author>
    <author>
      <name>Yuan Liu</name>
    </author>
    <author>
      <name>Ruiyuan Zhang</name>
    </author>
    <author>
      <name>Jiayuan Lu</name>
    </author>
    <author>
      <name>Yuchi Huo</name>
    </author>
    <author>
      <name>Rui Wang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2511.05403v3</id>
    <title>PALM: A Dataset and Baseline for Learning Multi-subject Hand Prior</title>
    <updated>2026-02-09T10:42:40Z</updated>
    <link href="https://arxiv.org/abs/2511.05403v3" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2511.05403v3" rel="related" type="application/pdf" title="pdf"/>
    <summary>The ability to grasp objects, signal with gestures, and share emotion through touch all stem from the unique capabilities of human hands. Yet creating high-quality personalized hand avatars from images remains challenging due to complex geometry, appearance, and articulation, particularly under unconstrained lighting and limited views. Progress has also been limited by the lack of datasets that jointly provide accurate 3D geometry, high-resolution multiview imagery, and a diverse population of subjects. To address this, we present PALM, a large-scale dataset comprising 13k high-quality hand scans from 263 subjects and 90k multi-view images, capturing rich variation in skin tone, age, and geometry. To show its utility, we present a baseline PALM-Net, a multi-subject prior over hand geometry and material properties learned via physically based inverse rendering, enabling realistic, relightable single-image hand avatar personalization. PALM's scale and diversity make it a valuable real-world resource for hand modeling and related research.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-11-07T16:28:25Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Zicong Fan</name>
    </author>
    <author>
      <name>Edoardo Remelli</name>
    </author>
    <author>
      <name>David Dimond</name>
    </author>
    <author>
      <name>Fadime Sener</name>
    </author>
    <author>
      <name>Liuhao Ge</name>
    </author>
    <author>
      <name>Bugra Tekin</name>
    </author>
    <author>
      <name>Cem Keskin</name>
    </author>
    <author>
      <name>Shreyas Hampali</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2508.15500v1</id>
    <title>MExECON: Multi-view Extended Explicit Clothed humans Optimized via Normal integration</title>
    <updated>2025-08-21T12:29:00Z</updated>
    <link href="https://arxiv.org/abs/2508.15500v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2508.15500v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>This work presents MExECON, a novel pipeline for 3D reconstruction of clothed human avatars from sparse multi-view RGB images. Building on the single-view method ECON, MExECON extends its capabilities to leverage multiple viewpoints, improving geometry and body pose estimation. At the core of the pipeline is the proposed Joint Multi-view Body Optimization (JMBO) algorithm, which fits a single SMPL-X body model jointly across all input views, enforcing multi-view consistency. The optimized body model serves as a low-frequency prior that guides the subsequent surface reconstruction, where geometric details are added via normal map integration. MExECON integrates normal maps from both front and back views to accurately capture fine-grained surface details such as clothing folds and hairstyles. All multi-view gains are achieved without requiring any network re-training. Experimental results show that MExECON consistently improves fidelity over the single-view baseline and achieves competitive performance compared to modern few-shot 3D reconstruction methods.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-08-21T12:29:00Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Fulden Ece Uğur</name>
    </author>
    <author>
      <name>Rafael Redondo</name>
    </author>
    <author>
      <name>Albert Barreiro</name>
    </author>
    <author>
      <name>Stefan Hristov</name>
    </author>
    <author>
      <name>Roger Marí</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2508.12854v1</id>
    <title>E3RG: Building Explicit Emotion-driven Empathetic Response Generation System with Multimodal Large Language Model</title>
    <updated>2025-08-18T11:47:02Z</updated>
    <link href="https://arxiv.org/abs/2508.12854v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2508.12854v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Multimodal Empathetic Response Generation (MERG) is crucial for building emotionally intelligent human-computer interactions. Although large language models (LLMs) have improved text-based ERG, challenges remain in handling multimodal emotional content and maintaining identity consistency. Thus, we propose E3RG, an Explicit Emotion-driven Empathetic Response Generation System based on multimodal LLMs which decomposes MERG task into three parts: multimodal empathy understanding, empathy memory retrieval, and multimodal response generation. By integrating advanced expressive speech and video generative models, E3RG delivers natural, emotionally rich, and identity-consistent responses without extra training. Experiments validate the superiority of our system on both zero-shot and few-shot settings, securing Top-1 position in the Avatar-based Multimodal Empathy Challenge on ACM MM 25. Our code is available at https://github.com/RH-Lin/E3RG.</summary>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.CL" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.HC" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.MM" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-08-18T11:47:02Z</published>
    <arxiv:comment>Accepted at ACM MM 2025 Grand Challenge</arxiv:comment>
    <arxiv:primary_category term="cs.AI"/>
    <author>
      <name>Ronghao Lin</name>
    </author>
    <author>
      <name>Shuai Shen</name>
    </author>
    <author>
      <name>Weipeng Hu</name>
    </author>
    <author>
      <name>Qiaolin He</name>
    </author>
    <author>
      <name>Aolin Xiong</name>
    </author>
    <author>
      <name>Li Huang</name>
    </author>
    <author>
      <name>Haifeng Hu</name>
    </author>
    <author>
      <name>Yap-peng Tan</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2508.09973v1</id>
    <title>PERSONA: Personalized Whole-Body 3D Avatar with Pose-Driven Deformations from a Single Image</title>
    <updated>2025-08-13T17:40:48Z</updated>
    <link href="https://arxiv.org/abs/2508.09973v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2508.09973v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Two major approaches exist for creating animatable human avatars. The first, a 3D-based approach, optimizes a NeRF- or 3DGS-based avatar from videos of a single person, achieving personalization through a disentangled identity representation. However, modeling pose-driven deformations, such as non-rigid cloth deformations, requires numerous pose-rich videos, which are costly and impractical to capture in daily life. The second, a diffusion-based approach, learns pose-driven deformations from large-scale in-the-wild videos but struggles with identity preservation and pose-dependent identity entanglement. We present PERSONA, a framework that combines the strengths of both approaches to obtain a personalized 3D human avatar with pose-driven deformations from a single image. PERSONA leverages a diffusion-based approach to generate pose-rich videos from the input image and optimizes a 3D avatar based on them. To ensure high authenticity and sharp renderings across diverse poses, we introduce balanced sampling and geometry-weighted optimization. Balanced sampling oversamples the input image to mitigate identity shifts in diffusion-generated training videos. Geometry-weighted optimization prioritizes geometry constraints over image loss, preserving rendering quality in diverse poses.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-08-13T17:40:48Z</published>
    <arxiv:comment>Accepted to ICCV 2025. https://mks0601.github.io/PERSONA/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Geonhee Sim</name>
    </author>
    <author>
      <name>Gyeongsik Moon</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2507.19481v1</id>
    <title>HairCUP: Hair Compositional Universal Prior for 3D Gaussian Avatars</title>
    <updated>2025-07-25T17:59:53Z</updated>
    <link href="https://arxiv.org/abs/2507.19481v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2507.19481v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>We present a universal prior model for 3D head avatars with explicit hair compositionality. Existing approaches to build generalizable priors for 3D head avatars often adopt a holistic modeling approach, treating the face and hair as an inseparable entity. This overlooks the inherent compositionality of the human head, making it difficult for the model to naturally disentangle face and hair representations, especially when the dataset is limited. Furthermore, such holistic models struggle to support applications like 3D face and hairstyle swapping in a flexible and controllable manner. To address these challenges, we introduce a prior model that explicitly accounts for the compositionality of face and hair, learning their latent spaces separately. A key enabler of this approach is our synthetic hairless data creation pipeline, which removes hair from studio-captured datasets using estimated hairless geometry and texture derived from a diffusion prior. By leveraging a paired dataset of hair and hairless captures, we train disentangled prior models for face and hair, incorporating compositionality as an inductive bias to facilitate effective separation. Our model's inherent compositionality enables seamless transfer of face and hair components between avatars while preserving identity. Additionally, we demonstrate that our model can be fine-tuned in a few-shot manner using monocular captures to create high-fidelity, hair-compositional 3D head avatars for unseen subjects. These capabilities highlight the practical applicability of our approach in real-world scenarios, paving the way for flexible and expressive 3D avatar generation.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-07-25T17:59:53Z</published>
    <arxiv:comment>ICCV 2025. Project Page: https://bjkim95.github.io/haircup/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Byungjun Kim</name>
    </author>
    <author>
      <name>Shunsuke Saito</name>
    </author>
    <author>
      <name>Giljoo Nam</name>
    </author>
    <author>
      <name>Tomas Simon</name>
    </author>
    <author>
      <name>Jason Saragih</name>
    </author>
    <author>
      <name>Hanbyul Joo</name>
    </author>
    <author>
      <name>Junxuan Li</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2507.15979v2</id>
    <title>Dream, Lift, Animate: From Single Images to Animatable Gaussian Avatars</title>
    <updated>2025-11-17T13:55:41Z</updated>
    <link href="https://arxiv.org/abs/2507.15979v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2507.15979v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>We introduce Dream, Lift, Animate (DLA), a novel framework that reconstructs animatable 3D human avatars from a single image. This is achieved by leveraging multi-view generation, 3D Gaussian lifting, and pose-aware UV-space mapping of 3D Gaussians. Given an image, we first dream plausible multi-views using a video diffusion model, capturing rich geometric and appearance details. These views are then lifted into unstructured 3D Gaussians. To enable animation, we propose a transformer-based encoder that models global spatial relationships and projects these Gaussians into a structured latent representation aligned with the UV space of a parametric body model. This latent code is decoded into UV-space Gaussians that can be animated via body-driven deformation and rendered conditioned on pose and viewpoint. By anchoring Gaussians to the UV manifold, our method ensures consistency during animation while preserving fine visual details. DLA enables real-time rendering and intuitive editing without requiring post-processing. Our method outperforms state-of-the-art approaches on the ActorsHQ and 4D-Dress datasets in both perceptual quality and photometric accuracy. By combining the generative strengths of video diffusion models with a pose-aware UV-space Gaussian mapping, DLA bridges the gap between unstructured 3D representations and high-fidelity, animation-ready avatars.</summary>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-07-21T18:20:09Z</published>
    <arxiv:comment>Accepted to 3DV 2026</arxiv:comment>
    <arxiv:primary_category term="cs.GR"/>
    <author>
      <name>Marcel C. Bühler</name>
    </author>
    <author>
      <name>Ye Yuan</name>
    </author>
    <author>
      <name>Xueting Li</name>
    </author>
    <author>
      <name>Yangyi Huang</name>
    </author>
    <author>
      <name>Koki Nagano</name>
    </author>
    <author>
      <name>Umar Iqbal</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2506.09411v1</id>
    <title>Synthetic Human Action Video Data Generation with Pose Transfer</title>
    <updated>2025-06-11T05:52:39Z</updated>
    <link href="https://arxiv.org/abs/2506.09411v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2506.09411v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>In video understanding tasks, particularly those involving human motion, synthetic data generation often suffers from uncanny features, diminishing its effectiveness for training. Tasks such as sign language translation, gesture recognition, and human motion understanding in autonomous driving have thus been unable to exploit the full potential of synthetic data. This paper proposes a method for generating synthetic human action video data using pose transfer (specifically, controllable 3D Gaussian avatar models). We evaluate this method on the Toyota Smarthome and NTU RGB+D datasets and show that it improves performance in action recognition tasks. Moreover, we demonstrate that the method can effectively scale few-shot datasets, making up for groups underrepresented in the real training data and adding diverse backgrounds. We open-source the method along with RANDOM People, a dataset with videos and avatars of novel human identities for pose transfer crowd-sourced from the internet.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-06-11T05:52:39Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <arxiv:journal_ref>Synthetic Data for Computer Vision Workshop @ CVPR 2025</arxiv:journal_ref>
    <author>
      <name>Vaclav Knapp</name>
    </author>
    <author>
      <name>Matyas Bohacek</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2505.05475v1</id>
    <title>SVAD: From Single Image to 3D Avatar via Synthetic Data Generation with Video Diffusion and Data Augmentation</title>
    <updated>2025-05-08T17:59:58Z</updated>
    <link href="https://arxiv.org/abs/2505.05475v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2505.05475v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Creating high-quality animatable 3D human avatars from a single image remains a significant challenge in computer vision due to the inherent difficulty of reconstructing complete 3D information from a single viewpoint. Current approaches face a clear limitation: 3D Gaussian Splatting (3DGS) methods produce high-quality results but require multiple views or video sequences, while video diffusion models can generate animations from single images but struggle with consistency and identity preservation. We present SVAD, a novel approach that addresses these limitations by leveraging complementary strengths of existing techniques. Our method generates synthetic training data through video diffusion, enhances it with identity preservation and image restoration modules, and utilizes this refined data to train 3DGS avatars. Comprehensive evaluations demonstrate that SVAD outperforms state-of-the-art (SOTA) single-image methods in maintaining identity consistency and fine details across novel poses and viewpoints, while enabling real-time rendering capabilities. Through our data augmentation pipeline, we overcome the dependency on dense monocular or multi-view training data typically required by traditional 3DGS approaches. Extensive quantitative, qualitative comparisons show our method achieves superior performance across multiple metrics against baseline models. By effectively combining the generative power of diffusion models with both the high-quality results and rendering efficiency of 3DGS, our work establishes a new approach for high-fidelity avatar generation from a single image input.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-05-08T17:59:58Z</published>
    <arxiv:comment>Accepted by CVPR 2025 SyntaGen Workshop, Project Page: https://yc4ny.github.io/SVAD/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Yonwoo Choi</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2505.03351v2</id>
    <title>GUAVA: Generalizable Upper Body 3D Gaussian Avatar</title>
    <updated>2025-08-01T16:37:59Z</updated>
    <link href="https://arxiv.org/abs/2505.03351v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2505.03351v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>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.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-05-06T09:19:16Z</published>
    <arxiv:comment>Accepted to ICCV 2025, Project page: https://eastbeanzhang.github.io/GUAVA/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Dongbin Zhang</name>
    </author>
    <author>
      <name>Yunfei Liu</name>
    </author>
    <author>
      <name>Lijian Lin</name>
    </author>
    <author>
      <name>Ye Zhu</name>
    </author>
    <author>
      <name>Yang Li</name>
    </author>
    <author>
      <name>Minghan Qin</name>
    </author>
    <author>
      <name>Yu Li</name>
    </author>
    <author>
      <name>Haoqian Wang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2504.18215v2</id>
    <title>Unify3D: An Augmented Holistic End-to-end Monocular 3D Human Reconstruction via Anatomy Shaping and Twins Negotiating</title>
    <updated>2025-06-16T15:48:32Z</updated>
    <link href="https://arxiv.org/abs/2504.18215v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2504.18215v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Monocular 3D clothed human reconstruction aims to create a complete 3D avatar from a single image. To tackle the human geometry lacking in one RGB image, current methods typically resort to a preceding model for an explicit geometric representation. For the reconstruction itself, focus is on modeling both it and the input image. This routine is constrained by the preceding model, and overlooks the integrity of the reconstruction task. To address this, this paper introduces a novel paradigm that treats human reconstruction as a holistic process, utilizing an end-to-end network for direct prediction from 2D image to 3D avatar, eliminating any explicit intermediate geometry display. Based on this, we further propose a novel reconstruction framework consisting of two core components: the Anatomy Shaping Extraction module, which captures implicit shape features taking into account the specialty of human anatomy, and the Twins Negotiating Reconstruction U-Net, which enhances reconstruction through feature interaction between two U-Nets of different modalities. Moreover, we propose a Comic Data Augmentation strategy and construct 15k+ 3D human scans to bolster model performance in more complex case input. Extensive experiments on two test sets and many in-the-wild cases show the superiority of our method over SOTA methods. Our demos can be found in : https://e2e3dgsrecon.github.io/e2e3dgsrecon/.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-04-25T09:49:23Z</published>
    <arxiv:comment>The experiment result shown in Ablation Study is insufficient to support the effectiveness of the proposed methodology</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Nanjie Yao</name>
    </author>
    <author>
      <name>Gangjian Zhang</name>
    </author>
    <author>
      <name>Wenhao Shen</name>
    </author>
    <author>
      <name>Jian Shu</name>
    </author>
    <author>
      <name>Hao Wang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2504.14373v4</id>
    <title>SEGA: Drivable 3D Gaussian Head Avatar from a Single Image</title>
    <updated>2026-09-07T12:30:42Z</updated>
    <link href="https://arxiv.org/abs/2504.14373v4" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2504.14373v4" rel="related" type="application/pdf" title="pdf"/>
    <summary>Creating photorealistic 3D head avatars from limited input has become increasingly important for applications in virtual reality, telepresence, and digital entertainment. While recent advances like neural rendering and 3D Gaussian splatting have enabled high-quality digital human avatar creation and animation, most methods rely on multiple images or multi-view inputs, limiting their practicality for real-world use. In this paper, we propose SEGA, a novel approach for Single-imagE-based 3D drivable Gaussian head Avatar creation that combines generalized prior models with a new hierarchical UV-space Gaussian Splatting framework. SEGA seamlessly combines priors derived from large-scale 2D datasets with 3D priors learned from multi-view, multi-expression, and multi-ID data, achieving robust generalization to unseen identities while ensuring 3D consistency across novel viewpoints and expressions. We further present a hierarchical UV-space Gaussian Splatting framework that leverages FLAME-based structural priors and employs a dual-branch architecture to disentangle dynamic and static facial components effectively. The dynamic branch encodes expression-driven fine details, while the static branch focuses on expression-invariant regions, enabling efficient parameter inference and precomputation. This design maximizes the utility of limited 3D data and achieves real-time performance for animation and rendering. Additionally, SEGA performs person-specific fine-tuning to further enhance the fidelity and realism of the generated avatars. Experiments show our method outperforms state-of-the-art approaches in generalization ability, identity preservation, and expression realism, advancing one-shot avatar creation for practical applications.</summary>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-04-19T18:23:31Z</published>
    <arxiv:primary_category term="cs.GR"/>
    <author>
      <name>Chen Guo</name>
    </author>
    <author>
      <name>Zhuo Su</name>
    </author>
    <author>
      <name>Liao Wang</name>
    </author>
    <author>
      <name>Jian Wang</name>
    </author>
    <author>
      <name>Shuang Li</name>
    </author>
    <author>
      <name>Xu Chang</name>
    </author>
    <author>
      <name>Zhaohu Li</name>
    </author>
    <author>
      <name>Yang Zhao</name>
    </author>
    <author>
      <name>Guidong Wang</name>
    </author>
    <author>
      <name>Yebin Liu</name>
    </author>
    <author>
      <name>Ruqi Huang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2504.08353v2</id>
    <title>Single View Garment Reconstruction Using Diffusion Mapping Via Pattern Coordinates</title>
    <updated>2025-05-15T07:51:50Z</updated>
    <link href="https://arxiv.org/abs/2504.08353v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2504.08353v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Reconstructing 3D clothed humans from images is fundamental to applications like virtual try-on, avatar creation, and mixed reality. While recent advances have enhanced human body recovery, accurate reconstruction of garment geometry -- especially for loose-fitting clothing -- remains an open challenge. We present a novel method for high-fidelity 3D garment reconstruction from single images that bridges 2D and 3D representations. Our approach combines Implicit Sewing Patterns (ISP) with a generative diffusion model to learn rich garment shape priors in a 2D UV space. A key innovation is our mapping model that establishes correspondences between 2D image pixels, UV pattern coordinates, and 3D geometry, enabling joint optimization of both 3D garment meshes and the corresponding 2D patterns by aligning learned priors with image observations. Despite training exclusively on synthetically simulated cloth data, our method generalizes effectively to real-world images, outperforming existing approaches on both tight- and loose-fitting garments. The reconstructed garments maintain physical plausibility while capturing fine geometric details, enabling downstream applications including garment retargeting and texture manipulation.</summary>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.LG" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-04-11T08:39:18Z</published>
    <arxiv:comment>SIGGRAPH 2025</arxiv:comment>
    <arxiv:primary_category term="cs.GR"/>
    <author>
      <name>Ren Li</name>
    </author>
    <author>
      <name>Cong Cao</name>
    </author>
    <author>
      <name>Corentin Dumery</name>
    </author>
    <author>
      <name>Yingxuan You</name>
    </author>
    <author>
      <name>Hao Li</name>
    </author>
    <author>
      <name>Pascal Fua</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2503.18408v1</id>
    <title>Fast and Physically-based Neural Explicit Surface for Relightable Human Avatars</title>
    <updated>2025-03-24T07:31:15Z</updated>
    <link href="https://arxiv.org/abs/2503.18408v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2503.18408v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Efficiently modeling relightable human avatars from sparse-view videos is crucial for AR/VR applications. Current methods use neural implicit representations to capture dynamic geometry and reflectance, which incur high costs due to the need for dense sampling in volume rendering. To overcome these challenges, we introduce Physically-based Neural Explicit Surface (PhyNES), which employs compact neural material maps based on the Neural Explicit Surface (NES) representation. PhyNES organizes human models in a compact 2D space, enhancing material disentanglement efficiency. By connecting Signed Distance Fields to explicit surfaces, PhyNES enables efficient geometry inference around a parameterized human shape model. This approach models dynamic geometry, texture, and material maps as 2D neural representations, enabling efficient rasterization. PhyNES effectively captures physical surface attributes under varying illumination, enabling real-time physically-based rendering. Experiments show that PhyNES achieves relighting quality comparable to SOTA methods while significantly improving rendering speed, memory efficiency, and reconstruction quality.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-03-24T07:31:15Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Jiacheng Wu</name>
    </author>
    <author>
      <name>Ruiqi Zhang</name>
    </author>
    <author>
      <name>Jie Chen</name>
    </author>
    <author>
      <name>Hui Zhang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2503.17544v2</id>
    <title>PRIMAL: Physically Reactive and Interactive Motor Model for Avatar Learning</title>
    <updated>2025-08-02T13:13:09Z</updated>
    <link href="https://arxiv.org/abs/2503.17544v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2503.17544v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>We formulate the motor system of an interactive avatar as a generative motion model that can drive the body to move through 3D space in a perpetual, realistic, controllable, and responsive manner. Although human motion generation has been extensively studied, many existing methods lack the responsiveness and realism of real human movements. Inspired by recent advances in foundation models, we propose PRIMAL, which is learned with a two-stage paradigm. In the pretraining stage, the model learns body movements from a large number of sub-second motion segments, providing a generative foundation from which more complex motions are built. This training is fully unsupervised without annotations. Given a single-frame initial state during inference, the pretrained model not only generates unbounded, realistic, and controllable motion, but also enables the avatar to be responsive to induced impulses in real time. In the adaptation phase, we employ a novel ControlNet-like adaptor to fine-tune the base model efficiently, adapting it to new tasks such as few-shot personalized action generation and spatial target reaching. Evaluations show that our proposed method outperforms state-of-the-art baselines. We leverage the model to create a real-time character animation system in Unreal Engine that feels highly responsive and natural. Code, models, and more results are available at: https://yz-cnsdqz.github.io/eigenmotion/PRIMAL</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-03-21T21:27:57Z</published>
    <arxiv:comment>ICCV'25 camera ready; main paper and appendix; 19 pages in total</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Yan Zhang</name>
    </author>
    <author>
      <name>Yao Feng</name>
    </author>
    <author>
      <name>Alpár Cseke</name>
    </author>
    <author>
      <name>Nitin Saini</name>
    </author>
    <author>
      <name>Nathan Bajandas</name>
    </author>
    <author>
      <name>Nicolas Heron</name>
    </author>
    <author>
      <name>Michael J. Black</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2503.10625v1</id>
    <title>LHM: Large Animatable Human Reconstruction Model from a Single Image in Seconds</title>
    <updated>2025-03-13T17:59:21Z</updated>
    <link href="https://arxiv.org/abs/2503.10625v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2503.10625v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>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.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-03-13T17:59:21Z</published>
    <arxiv:comment>Project Page: https://lingtengqiu.github.io/LHM/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Lingteng Qiu</name>
    </author>
    <author>
      <name>Xiaodong Gu</name>
    </author>
    <author>
      <name>Peihao Li</name>
    </author>
    <author>
      <name>Qi Zuo</name>
    </author>
    <author>
      <name>Weichao Shen</name>
    </author>
    <author>
      <name>Junfei Zhang</name>
    </author>
    <author>
      <name>Kejie Qiu</name>
    </author>
    <author>
      <name>Weihao Yuan</name>
    </author>
    <author>
      <name>Guanying Chen</name>
    </author>
    <author>
      <name>Zilong Dong</name>
    </author>
    <author>
      <name>Liefeng Bo</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2502.20220v2</id>
    <title>Avat3r: Large Animatable Gaussian Reconstruction Model for High-fidelity 3D Head Avatars</title>
    <updated>2025-09-15T15:25:04Z</updated>
    <link href="https://arxiv.org/abs/2502.20220v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2502.20220v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>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/</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-02-27T16:00:11Z</published>
    <arxiv:comment>Project website: https://tobias-kirschstein.github.io/avat3r/, Video: https://youtu.be/P3zNVx15gYs</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Tobias Kirschstein</name>
    </author>
    <author>
      <name>Javier Romero</name>
    </author>
    <author>
      <name>Artem Sevastopolsky</name>
    </author>
    <author>
      <name>Matthias Nießner</name>
    </author>
    <author>
      <name>Shunsuke Saito</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2502.12080v3</id>
    <title>HumanGif: Single-View Human Diffusion with Generative Prior</title>
    <updated>2025-06-29T10:53:42Z</updated>
    <link href="https://arxiv.org/abs/2502.12080v3" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2502.12080v3" rel="related" type="application/pdf" title="pdf"/>
    <summary>Previous 3D human creation methods have made significant progress in synthesizing view-consistent and temporally aligned results from sparse-view images or monocular videos. However, it remains challenging to produce perpetually realistic, view-consistent, and temporally coherent human avatars from a single image, as limited information is available in the single-view input setting. Motivated by the success of 2D character animation, we propose HumanGif, a single-view human diffusion model with generative prior. Specifically, we formulate the single-view-based 3D human novel view and pose synthesis as a single-view-conditioned human diffusion process, utilizing generative priors from foundational diffusion models to complement the missing information. To ensure fine-grained and consistent novel view and pose synthesis, we introduce a Human NeRF module in HumanGif to learn spatially aligned features from the input image, implicitly capturing the relative camera and human pose transformation. Furthermore, we introduce an image-level loss during optimization to bridge the gap between latent and image spaces in diffusion models. Extensive experiments on RenderPeople, DNA-Rendering, THuman 2.1, and TikTok datasets demonstrate that HumanGif achieves the best perceptual performance, with better generalizability for novel view and pose synthesis.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-02-17T17:55:27Z</published>
    <arxiv:comment>Project page: https://skhu101.github.io/HumanGif/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Shoukang Hu</name>
    </author>
    <author>
      <name>Takuya Narihira</name>
    </author>
    <author>
      <name>Kazumi Fukuda</name>
    </author>
    <author>
      <name>Ryosuke Sawata</name>
    </author>
    <author>
      <name>Takashi Shibuya</name>
    </author>
    <author>
      <name>Yuki Mitsufuji</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2502.06957v2</id>
    <title>GAS: Generative Avatar Synthesis from a Single Image</title>
    <updated>2025-08-03T14:14:09Z</updated>
    <link href="https://arxiv.org/abs/2502.06957v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2502.06957v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>We present a unified and generalizable framework for synthesizing view-consistent and temporally coherent avatars from a single image, addressing the challenging task of single-image avatar generation. Existing diffusion-based methods often condition on sparse human templates (e.g., depth or normal maps), which leads to multi-view and temporal inconsistencies due to the mismatch between these signals and the true appearance of the subject. Our approach bridges this gap by combining the reconstruction power of regression-based 3D human reconstruction with the generative capabilities of a diffusion model. In a first step, an initial 3D reconstructed human through a generalized NeRF provides comprehensive conditioning, ensuring high-quality synthesis faithful to the reference appearance and structure. Subsequently, the derived geometry and appearance from the generalized NeRF serve as input to a video-based diffusion model. This strategic integration is pivotal for enforcing both multi-view and temporal consistency throughout the avatar's generation. Empirical results underscore the superior generalization ability of our proposed method, demonstrating its effectiveness across diverse in-domain and out-of-domain in-the-wild datasets.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-02-10T19:00:39Z</published>
    <arxiv:comment>ICCV 2025; Project Page: https://humansensinglab.github.io/GAS/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Yixing Lu</name>
    </author>
    <author>
      <name>Junting Dong</name>
    </author>
    <author>
      <name>Youngjoong Kwon</name>
    </author>
    <author>
      <name>Qin Zhao</name>
    </author>
    <author>
      <name>Bo Dai</name>
    </author>
    <author>
      <name>Fernando De la Torre</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2501.05379v2</id>
    <title>Arc2Avatar: Generating Expressive 3D Avatars from a Single Image via ID Guidance</title>
    <updated>2025-01-13T17:22:30Z</updated>
    <link href="https://arxiv.org/abs/2501.05379v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2501.05379v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Inspired by the effectiveness of 3D Gaussian Splatting (3DGS) in reconstructing detailed 3D scenes within multi-view setups and the emergence of large 2D human foundation models, we introduce Arc2Avatar, the first SDS-based method utilizing a human face foundation model as guidance with just a single image as input. To achieve that, we extend such a model for diverse-view human head generation by fine-tuning on synthetic data and modifying its conditioning. Our avatars maintain a dense correspondence with a human face mesh template, allowing blendshape-based expression generation. This is achieved through a modified 3DGS approach, connectivity regularizers, and a strategic initialization tailored for our task. Additionally, we propose an optional efficient SDS-based correction step to refine the blendshape expressions, enhancing realism and diversity. Experiments demonstrate that Arc2Avatar achieves state-of-the-art realism and identity preservation, effectively addressing color issues by allowing the use of very low guidance, enabled by our strong identity prior and initialization strategy, without compromising detail. Please visit https://arc2avatar.github.io for more resources.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2025-01-09T17:04:33Z</published>
    <arxiv:comment>Project Page https://arc2avatar.github.io</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Dimitrios Gerogiannis</name>
    </author>
    <author>
      <name>Foivos Paraperas Papantoniou</name>
    </author>
    <author>
      <name>Rolandos Alexandros Potamias</name>
    </author>
    <author>
      <name>Alexandros Lattas</name>
    </author>
    <author>
      <name>Stefanos Zafeiriou</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2412.14963v2</id>
    <title>IDOL: Instant Photorealistic 3D Human Creation from a Single Image</title>
    <updated>2025-03-25T03:48:17Z</updated>
    <link href="https://arxiv.org/abs/2412.14963v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2412.14963v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>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. Project page: https://yiyuzhuang.github.io/IDOL/.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.LG" scheme="http://arxiv.org/schemas/atom"/>
    <published>2024-12-19T15:43:05Z</published>
    <arxiv:comment>22 pages, 16 figures, includes main content, supplementary materials, and references</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <arxiv:journal_ref>CVPR 2025</arxiv:journal_ref>
    <author>
      <name>Yiyu Zhuang</name>
    </author>
    <author>
      <name>Jiaxi Lv</name>
    </author>
    <author>
      <name>Hao Wen</name>
    </author>
    <author>
      <name>Qing Shuai</name>
    </author>
    <author>
      <name>Ailing Zeng</name>
    </author>
    <author>
      <name>Hao Zhu</name>
    </author>
    <author>
      <name>Shifeng Chen</name>
    </author>
    <author>
      <name>Yujiu Yang</name>
    </author>
    <author>
      <name>Xun Cao</name>
    </author>
    <author>
      <name>Wei Liu</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2412.02684v1</id>
    <title>AniGS: Animatable Gaussian Avatar from a Single Image with Inconsistent Gaussian Reconstruction</title>
    <updated>2024-12-03T18:55:39Z</updated>
    <link href="https://arxiv.org/abs/2412.02684v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2412.02684v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>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.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <published>2024-12-03T18:55:39Z</published>
    <arxiv:comment>Project Page: https://lingtengqiu.github.io/2024/AniGS/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Lingteng Qiu</name>
    </author>
    <author>
      <name>Shenhao Zhu</name>
    </author>
    <author>
      <name>Qi Zuo</name>
    </author>
    <author>
      <name>Xiaodong Gu</name>
    </author>
    <author>
      <name>Yuan Dong</name>
    </author>
    <author>
      <name>Junfei Zhang</name>
    </author>
    <author>
      <name>Chao Xu</name>
    </author>
    <author>
      <name>Zhe Li</name>
    </author>
    <author>
      <name>Weihao Yuan</name>
    </author>
    <author>
      <name>Liefeng Bo</name>
    </author>
    <author>
      <name>Guanying Chen</name>
    </author>
    <author>
      <name>Zilong Dong</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2409.16990v3</id>
    <title>Single Image, Any Face: Generalisable 3D Face Generation</title>
    <updated>2026-03-09T16:53:08Z</updated>
    <link href="https://arxiv.org/abs/2409.16990v3" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2409.16990v3" rel="related" type="application/pdf" title="pdf"/>
    <summary>The creation of 3D human face avatars from a single unconstrained image is a fundamental task that underlies numerous real-world vision and graphics applications. Despite the significant progress made in generative models, existing methods are either less suited in design for human faces or fail to generalise from the restrictive training domain to unconstrained facial images. To address these limitations, we propose a novel model, Gen3D-Face, which generates 3D human faces with unconstrained single image input within a multi-view consistent diffusion framework. Given a specific input image, our model first produces multi-view images, followed by neural surface construction. To incorporate face geometry information while preserving generalisation to in-the-wild inputs, we estimate a subject-specific mesh directly from the input image, enabling training and evaluation without ground-truth 3D supervision. Importantly, we introduce a multi-view joint generation scheme to enhance the appearance consistency among different views. To the best of our knowledge, this is the first attempt and benchmark for creating photorealistic 3D human face avatars from single images for generic human subject across domains. Extensive experiments demonstrate the efficacy and superiority of our method over previous alternatives for out-of-domain single image 3D face generation and the top ranking competition for the in-domain setting.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2024-09-25T14:56:37Z</published>
    <arxiv:comment>Accepted by Pattern Recognition, March 2026</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Wenqing Wang</name>
    </author>
    <author>
      <name>Haosen Yang</name>
    </author>
    <author>
      <name>Josef Kittler</name>
    </author>
    <author>
      <name>Xiatian Zhu</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2409.07984v1</id>
    <title>SPARK: Self-supervised Personalized Real-time Monocular Face Capture</title>
    <updated>2024-09-12T12:30:04Z</updated>
    <link href="https://arxiv.org/abs/2409.07984v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2409.07984v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Feedforward monocular face capture methods seek to reconstruct posed faces from a single image of a person. Current state of the art approaches have the ability to regress parametric 3D face models in real-time across a wide range of identities, lighting conditions and poses by leveraging large image datasets of human faces. These methods however suffer from clear limitations in that the underlying parametric face model only provides a coarse estimation of the face shape, thereby limiting their practical applicability in tasks that require precise 3D reconstruction (aging, face swapping, digital make-up, ...). In this paper, we propose a method for high-precision 3D face capture taking advantage of a collection of unconstrained videos of a subject as prior information. Our proposal builds on a two stage approach. We start with the reconstruction of a detailed 3D face avatar of the person, capturing both precise geometry and appearance from a collection of videos. We then use the encoder from a pre-trained monocular face reconstruction method, substituting its decoder with our personalized model, and proceed with transfer learning on the video collection. Using our pre-estimated image formation model, we obtain a more precise self-supervision objective, enabling improved expression and pose alignment. This results in a trained encoder capable of efficiently regressing pose and expression parameters in real-time from previously unseen images, which combined with our personalized geometry model yields more accurate and high fidelity mesh inference. Through extensive qualitative and quantitative evaluation, we showcase the superiority of our final model as compared to state-of-the-art baselines, and demonstrate its generalization ability to unseen pose, expression and lighting.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.LG" scheme="http://arxiv.org/schemas/atom"/>
    <published>2024-09-12T12:30:04Z</published>
    <arxiv:comment>SIGGRAPH Asia 2024 Conference Paper. Project page: https://kelianb.github.io/SPARK/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <arxiv:journal_ref>SIGGRAPH Asia 2024 Conference Papers (SA Conference Papers '24), December 3-6, 2024, Tokyo, Japan</arxiv:journal_ref>
    <author>
      <name>Kelian Baert</name>
    </author>
    <author>
      <name>Shrisha Bharadwaj</name>
    </author>
    <author>
      <name>Fabien Castan</name>
    </author>
    <author>
      <name>Benoit Maujean</name>
    </author>
    <author>
      <name>Marc Christie</name>
    </author>
    <author>
      <name>Victoria Abrevaya</name>
    </author>
    <author>
      <name>Adnane Boukhayma</name>
    </author>
    <arxiv:doi>10.1145/3680528.3687704</arxiv:doi>
    <link rel="related" href="https://doi.org/10.1145/3680528.3687704" title="doi"/>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2407.15070v2</id>
    <title>GPHM: Gaussian Parametric Head Model for Monocular Head Avatar Reconstruction</title>
    <updated>2024-10-23T02:35:58Z</updated>
    <link href="https://arxiv.org/abs/2407.15070v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2407.15070v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Creating high-fidelity 3D human head avatars is crucial for applications in VR/AR, digital human, 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 suffer from low rendering quality and efficiency. In this paper we introduce 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. The Gaussian model can handle intricate details, enabling realistic representations of varying appearances and complex expressions. Furthermore, we presents a well-designed training framework to ensure smooth convergence, providing a robust 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. Finally, we apply the 3D Gaussian Parametric Head Model to monocular video or few-shot head avatar reconstruction tasks, which enables instant reconstruction of high-quality 3D head avatars even when input data is extremely limited, surpassing previous methods in terms of reconstruction quality and training speed.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2024-07-21T06:03:11Z</published>
    <arxiv:comment>Project page: https://yuelangx.github.io/gphmv2/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Yuelang Xu</name>
    </author>
    <author>
      <name>Zhaoqi Su</name>
    </author>
    <author>
      <name>Qingyao Wu</name>
    </author>
    <author>
      <name>Yebin Liu</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2407.10707v2</id>
    <title>Interactive Rendering of Relightable and Animatable Gaussian Avatars</title>
    <updated>2025-05-20T07:19:36Z</updated>
    <link href="https://arxiv.org/abs/2407.10707v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2407.10707v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>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.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2024-07-15T13:25:07Z</published>
    <arxiv:comment>IEEE Transactions on Visualization and Computer Graphics. Project page https://gapszju.github.io/InteractRAGA . Code https://github.com/1231234zhan/InteractRAGA</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Youyi Zhan</name>
    </author>
    <author>
      <name>Tianjia Shao</name>
    </author>
    <author>
      <name>He Wang</name>
    </author>
    <author>
      <name>Yin Yang</name>
    </author>
    <author>
      <name>Kun Zhou</name>
    </author>
    <arxiv:doi>10.1109/TVCG.2025.3569923</arxiv:doi>
    <link rel="related" href="https://doi.org/10.1109/TVCG.2025.3569923" title="doi"/>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2403.10335v1</id>
    <title>NECA: Neural Customizable Human Avatar</title>
    <updated>2024-03-15T14:23:06Z</updated>
    <link href="https://arxiv.org/abs/2403.10335v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2403.10335v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Human avatar has become a novel type of 3D asset with various applications. Ideally, a human avatar should be fully customizable to accommodate different settings and environments. In this work, we introduce NECA, an approach capable of learning versatile human representation from monocular or sparse-view videos, enabling granular customization across aspects such as pose, shadow, shape, lighting and texture. The core of our approach is to represent humans in complementary dual spaces and predict disentangled neural fields of geometry, albedo, shadow, as well as an external lighting, from which we are able to derive realistic rendering with high-frequency details via volumetric rendering. Extensive experiments demonstrate the advantage of our method over the state-of-the-art methods in photorealistic rendering, as well as various editing tasks such as novel pose synthesis and relighting. The code is available at https://github.com/iSEE-Laboratory/NECA.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2024-03-15T14:23:06Z</published>
    <arxiv:comment>Accepted to CVPR 2024</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Junjin Xiao</name>
    </author>
    <author>
      <name>Qing Zhang</name>
    </author>
    <author>
      <name>Zhan Xu</name>
    </author>
    <author>
      <name>Wei-Shi Zheng</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2402.18969v1</id>
    <title>OHTA: One-shot Hand Avatar via Data-driven Implicit Priors</title>
    <updated>2024-02-29T09:14:50Z</updated>
    <link href="https://arxiv.org/abs/2402.18969v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2402.18969v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>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.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2024-02-29T09:14:50Z</published>
    <arxiv:comment>Accepted to CVPR 2024. Project page: https://zxz267.github.io/OHTA</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Xiaozheng Zheng</name>
    </author>
    <author>
      <name>Chao Wen</name>
    </author>
    <author>
      <name>Zhuo Su</name>
    </author>
    <author>
      <name>Zeran Xu</name>
    </author>
    <author>
      <name>Zhaohu Li</name>
    </author>
    <author>
      <name>Yang Zhao</name>
    </author>
    <author>
      <name>Zhou Xue</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2401.04728v2</id>
    <title>Morphable Diffusion: 3D-Consistent Diffusion for Single-image Avatar Creation</title>
    <updated>2024-04-02T08:29:09Z</updated>
    <link href="https://arxiv.org/abs/2401.04728v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2401.04728v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Recent advances in generative diffusion models have enabled the previously unfeasible capability of generating 3D assets from a single input image or a text prompt. In this work, we aim to enhance the quality and functionality of these models for the task of creating controllable, photorealistic human avatars. We achieve this by integrating a 3D morphable model into the state-of-the-art multi-view-consistent diffusion approach. We demonstrate that accurate conditioning of a generative pipeline on the articulated 3D model enhances the baseline model performance on the task of novel view synthesis from a single image. More importantly, this integration facilitates a seamless and accurate incorporation of facial expression and body pose control into the generation process. To the best of our knowledge, our proposed framework is the first diffusion model to enable the creation of fully 3D-consistent, animatable, and photorealistic human avatars from a single image of an unseen subject; extensive quantitative and qualitative evaluations demonstrate the advantages of our approach over existing state-of-the-art avatar creation models on both novel view and novel expression synthesis tasks. The code for our project is publicly available.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <published>2024-01-09T18:59:04Z</published>
    <arxiv:comment>[CVPR 2024] Project page: https://xiyichen.github.io/morphablediffusion/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Xiyi Chen</name>
    </author>
    <author>
      <name>Marko Mihajlovic</name>
    </author>
    <author>
      <name>Shaofei Wang</name>
    </author>
    <author>
      <name>Sergey Prokudin</name>
    </author>
    <author>
      <name>Siyu Tang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2311.15672v2</id>
    <title>HAVE-FUN: Human Avatar Reconstruction from Few-Shot Unconstrained Images</title>
    <updated>2024-03-31T09:10:24Z</updated>
    <link href="https://arxiv.org/abs/2311.15672v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2311.15672v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>As for human avatar reconstruction, contemporary techniques commonly necessitate the acquisition of costly data and struggle to achieve satisfactory results from a small number of casual images. In this paper, we investigate this task from a few-shot unconstrained photo album. The reconstruction of human avatars from such data sources is challenging because of limited data amount and dynamic articulated poses. For handling dynamic data, we integrate a skinning mechanism with deep marching tetrahedra (DMTet) to form a drivable tetrahedral representation, which drives arbitrary mesh topologies generated by the DMTet for the adaptation of unconstrained images. To effectively mine instructive information from few-shot data, we devise a two-phase optimization method with few-shot reference and few-shot guidance. The former focuses on aligning avatar identity with reference images, while the latter aims to generate plausible appearances for unseen regions. Overall, our framework, called HaveFun, can undertake avatar reconstruction, rendering, and animation. Extensive experiments on our developed benchmarks demonstrate that HaveFun exhibits substantially superior performance in reconstructing the human body and hand. Project website: https://seanchenxy.github.io/HaveFunWeb/.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2023-11-27T10:01:31Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Xihe Yang</name>
    </author>
    <author>
      <name>Xingyu Chen</name>
    </author>
    <author>
      <name>Daiheng Gao</name>
    </author>
    <author>
      <name>Shaohui Wang</name>
    </author>
    <author>
      <name>Xiaoguang Han</name>
    </author>
    <author>
      <name>Baoyuan Wang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2309.13524v3</id>
    <title>Global-correlated 3D-decoupling Transformer for Clothed Avatar Reconstruction</title>
    <updated>2023-10-23T11:42:33Z</updated>
    <link href="https://arxiv.org/abs/2309.13524v3" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2309.13524v3" rel="related" type="application/pdf" title="pdf"/>
    <summary>Reconstructing 3D clothed human avatars from single images is a challenging task, especially when encountering complex poses and loose clothing. Current methods exhibit limitations in performance, largely attributable to their dependence on insufficient 2D image features and inconsistent query methods. Owing to this, we present the Global-correlated 3D-decoupling Transformer for clothed Avatar reconstruction (GTA), a novel transformer-based architecture that reconstructs clothed human avatars from monocular images. Our approach leverages transformer architectures by utilizing a Vision Transformer model as an encoder for capturing global-correlated image features. Subsequently, our innovative 3D-decoupling decoder employs cross-attention to decouple tri-plane features, using learnable embeddings as queries for cross-plane generation. To effectively enhance feature fusion with the tri-plane 3D feature and human body prior, we propose a hybrid prior fusion strategy combining spatial and prior-enhanced queries, leveraging the benefits of spatial localization and human body prior knowledge. Comprehensive experiments on CAPE and THuman2.0 datasets illustrate that our method outperforms state-of-the-art approaches in both geometry and texture reconstruction, exhibiting high robustness to challenging poses and loose clothing, and producing higher-resolution textures. Codes will be available at https://github.com/River-Zhang/GTA.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <published>2023-09-24T02:10:25Z</published>
    <arxiv:comment>Accepted by NeurIPS 2023. Update appendix. Project page: https://river-zhang.github.io/GTA-projectpage/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Zechuan Zhang</name>
    </author>
    <author>
      <name>Li Sun</name>
    </author>
    <author>
      <name>Zongxin Yang</name>
    </author>
    <author>
      <name>Ling Chen</name>
    </author>
    <author>
      <name>Yi Yang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2308.07903v2</id>
    <title>Relightable and Animatable Neural Avatar from Sparse-View Video</title>
    <updated>2023-08-17T08:26:44Z</updated>
    <link href="https://arxiv.org/abs/2308.07903v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2308.07903v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>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.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2023-08-15T17:42:39Z</published>
    <arxiv:comment>Project page: https://zju3dv.github.io/relightable_avatar</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Zhen Xu</name>
    </author>
    <author>
      <name>Sida Peng</name>
    </author>
    <author>
      <name>Chen Geng</name>
    </author>
    <author>
      <name>Linzhan Mou</name>
    </author>
    <author>
      <name>Zihan Yan</name>
    </author>
    <author>
      <name>Jiaming Sun</name>
    </author>
    <author>
      <name>Hujun Bao</name>
    </author>
    <author>
      <name>Xiaowei Zhou</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2305.16411v1</id>
    <title>ZeroAvatar: Zero-shot 3D Avatar Generation from a Single Image</title>
    <updated>2023-05-25T18:23:20Z</updated>
    <link href="https://arxiv.org/abs/2305.16411v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2305.16411v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Recent advancements in text-to-image generation have enabled significant progress in zero-shot 3D shape generation. This is achieved by score distillation, a methodology that uses pre-trained text-to-image diffusion models to optimize the parameters of a 3D neural presentation, e.g. Neural Radiance Field (NeRF). While showing promising results, existing methods are often not able to preserve the geometry of complex shapes, such as human bodies. To address this challenge, we present ZeroAvatar, a method that introduces the explicit 3D human body prior to the optimization process. Specifically, we first estimate and refine the parameters of a parametric human body from a single image. Then during optimization, we use the posed parametric body as additional geometry constraint to regularize the diffusion model as well as the underlying density field. Lastly, we propose a UV-guided texture regularization term to further guide the completion of texture on invisible body parts. We show that ZeroAvatar significantly enhances the robustness and 3D consistency of optimization-based image-to-3D avatar generation, outperforming existing zero-shot image-to-3D methods.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2023-05-25T18:23:20Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Zhenzhen Weng</name>
    </author>
    <author>
      <name>Zeyu Wang</name>
    </author>
    <author>
      <name>Serena Yeung</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2305.00936v1</id>
    <title>Generating Texture for 3D Human Avatar from a Single Image using Sampling and Refinement Networks</title>
    <updated>2023-05-01T16:44:02Z</updated>
    <link href="https://arxiv.org/abs/2305.00936v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2305.00936v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>There has been significant progress in generating an animatable 3D human avatar from a single image. However, recovering texture for the 3D human avatar from a single image has been relatively less addressed. Because the generated 3D human avatar reveals the occluded texture of the given image as it moves, it is critical to synthesize the occluded texture pattern that is unseen from the source image. To generate a plausible texture map for 3D human avatars, the occluded texture pattern needs to be synthesized with respect to the visible texture from the given image. Moreover, the generated texture should align with the surface of the target 3D mesh. In this paper, we propose a texture synthesis method for a 3D human avatar that incorporates geometry information. The proposed method consists of two convolutional networks for the sampling and refining process. The sampler network fills in the occluded regions of the source image and aligns the texture with the surface of the target 3D mesh using the geometry information. The sampled texture is further refined and adjusted by the refiner network. To maintain the clear details in the given image, both sampled and refined texture is blended to produce the final texture map. To effectively guide the sampler network to achieve its goal, we designed a curriculum learning scheme that starts from a simple sampling task and gradually progresses to the task where the alignment needs to be considered. We conducted experiments to show that our method outperforms previous methods qualitatively and quantitatively.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2023-05-01T16:44:02Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Sihun Cha</name>
    </author>
    <author>
      <name>Kwanggyoon Seo</name>
    </author>
    <author>
      <name>Amirsaman Ashtari</name>
    </author>
    <author>
      <name>Junyong Noh</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2304.04897v1</id>
    <title>Neural Image-based Avatars: Generalizable Radiance Fields for Human Avatar Modeling</title>
    <updated>2023-04-10T23:53:28Z</updated>
    <link href="https://arxiv.org/abs/2304.04897v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2304.04897v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>We present a method that enables synthesizing novel views and novel poses of arbitrary human performers from sparse multi-view images. A key ingredient of our method is a hybrid appearance blending module that combines the advantages of the implicit body NeRF representation and image-based rendering. Existing generalizable human NeRF methods that are conditioned on the body model have shown robustness against the geometric variation of arbitrary human performers. Yet they often exhibit blurry results when generalized onto unseen identities. Meanwhile, image-based rendering shows high-quality results when sufficient observations are available, whereas it suffers artifacts in sparse-view settings. We propose Neural Image-based Avatars (NIA) that exploits the best of those two methods: to maintain robustness under new articulations and self-occlusions while directly leveraging the available (sparse) source view colors to preserve appearance details of new subject identities. Our hybrid design outperforms recent methods on both in-domain identity generalization as well as challenging cross-dataset generalization settings. Also, in terms of the pose generalization, our method outperforms even the per-subject optimized animatable NeRF methods. The video results are available at https://youngjoongunc.github.io/nia</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2023-04-10T23:53:28Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Youngjoong Kwon</name>
    </author>
    <author>
      <name>Dahun Kim</name>
    </author>
    <author>
      <name>Duygu Ceylan</name>
    </author>
    <author>
      <name>Henry Fuchs</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2304.03903v1</id>
    <title>High-Fidelity Clothed Avatar Reconstruction from a Single Image</title>
    <updated>2023-04-08T04:01:04Z</updated>
    <link href="https://arxiv.org/abs/2304.03903v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2304.03903v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>This paper presents a framework for efficient 3D clothed avatar reconstruction. By combining the advantages of the high accuracy of optimization-based methods and the efficiency of learning-based methods, we propose a coarse-to-fine way to realize a high-fidelity clothed avatar reconstruction (CAR) from a single image. At the first stage, we use an implicit model to learn the general shape in the canonical space of a person in a learning-based way, and at the second stage, we refine the surface detail by estimating the non-rigid deformation in the posed space in an optimization way. A hyper-network is utilized to generate a good initialization so that the convergence o f the optimization process is greatly accelerated. Extensive experiments on various datasets show that the proposed CAR successfully produces high-fidelity avatars for arbitrarily clothed humans in real scenes.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <published>2023-04-08T04:01:04Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Tingting Liao</name>
    </author>
    <author>
      <name>Xiaomei Zhang</name>
    </author>
    <author>
      <name>Yuliang Xiu</name>
    </author>
    <author>
      <name>Hongwei Yi</name>
    </author>
    <author>
      <name>Xudong Liu</name>
    </author>
    <author>
      <name>Guo-Jun Qi</name>
    </author>
    <author>
      <name>Yong Zhang</name>
    </author>
    <author>
      <name>Xuan Wang</name>
    </author>
    <author>
      <name>Xiangyu Zhu</name>
    </author>
    <author>
      <name>Zhen Lei</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2304.02309v1</id>
    <title>Multi-Domain Norm-referenced Encoding Enables Data Efficient Transfer Learning of Facial Expression Recognition</title>
    <updated>2023-04-05T09:06:30Z</updated>
    <link href="https://arxiv.org/abs/2304.02309v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2304.02309v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>People can innately recognize human facial expressions in unnatural forms, such as when depicted on the unusual faces drawn in cartoons or when applied to an animal's features. However, current machine learning algorithms struggle with out-of-domain transfer in facial expression recognition (FER). We propose a biologically-inspired mechanism for such transfer learning, which is based on norm-referenced encoding, where patterns are encoded in terms of difference vectors relative to a domain-specific reference vector. By incorporating domain-specific reference frames, we demonstrate high data efficiency in transfer learning across multiple domains. Our proposed architecture provides an explanation for how the human brain might innately recognize facial expressions on varying head shapes (humans, monkeys, and cartoon avatars) without extensive training. Norm-referenced encoding also allows the intensity of the expression to be read out directly from neural unit activity, similar to face-selective neurons in the brain. Our model achieves a classification accuracy of 92.15\% on the FERG dataset with extreme data efficiency. We train our proposed mechanism with only 12 images, including a single image of each class (facial expression) and one image per domain (avatar). In comparison, the authors of the FERG dataset achieved a classification accuracy of 89.02\% with their FaceExpr model, which was trained on 43,000 images.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2023-04-05T09:06:30Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Michael Stettler</name>
    </author>
    <author>
      <name>Alexander Lappe</name>
    </author>
    <author>
      <name>Nick Taubert</name>
    </author>
    <author>
      <name>Martin Giese</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2212.02469v4</id>
    <title>One-shot Implicit Animatable Avatars with Model-based Priors</title>
    <updated>2023-09-27T05:04:23Z</updated>
    <link href="https://arxiv.org/abs/2212.02469v4" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2212.02469v4" rel="related" type="application/pdf" title="pdf"/>
    <summary>Existing neural rendering methods for creating human avatars typically either require dense input signals such as video or multi-view images, or leverage a learned prior from large-scale specific 3D human datasets such that reconstruction can be performed with sparse-view inputs. Most of these methods fail to achieve realistic reconstruction when only a single image is available. To enable the data-efficient creation of realistic animatable 3D humans, we propose ELICIT, a novel method for learning human-specific neural radiance fields from a single image. Inspired by the fact that humans can effortlessly estimate the body geometry and imagine full-body clothing from a single image, we leverage two priors in ELICIT: 3D geometry prior and visual semantic prior. Specifically, ELICIT utilizes the 3D body shape geometry prior from a skinned vertex-based template model (i.e., SMPL) and implements the visual clothing semantic prior with the CLIP-based pretrained models. Both priors are used to jointly guide the optimization for creating plausible content in the invisible areas. Taking advantage of the CLIP models, ELICIT can use text descriptions to generate text-conditioned unseen regions. In order to further improve visual details, we propose a segmentation-based sampling strategy that locally refines different parts of the avatar. Comprehensive evaluations on multiple popular benchmarks, including ZJU-MoCAP, Human3.6M, and DeepFashion, show that ELICIT has outperformed strong baseline methods of avatar creation when only a single image is available. The code is public for research purposes at https://huangyangyi.github.io/ELICIT/.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2022-12-05T18:24:06Z</published>
    <arxiv:comment>To appear at ICCV 2023. Project website: https://huangyangyi.github.io/ELICIT/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Yangyi Huang</name>
    </author>
    <author>
      <name>Hongwei Yi</name>
    </author>
    <author>
      <name>Weiyang Liu</name>
    </author>
    <author>
      <name>Haofan Wang</name>
    </author>
    <author>
      <name>Boxi Wu</name>
    </author>
    <author>
      <name>Wenxiao Wang</name>
    </author>
    <author>
      <name>Binbin Lin</name>
    </author>
    <author>
      <name>Debing Zhang</name>
    </author>
    <author>
      <name>Deng Cai</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2210.01868v1</id>
    <title>Capturing and Animation of Body and Clothing from Monocular Video</title>
    <updated>2022-10-04T19:34:05Z</updated>
    <link href="https://arxiv.org/abs/2210.01868v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2210.01868v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>While recent work has shown progress on extracting clothed 3D human avatars from a single image, video, or a set of 3D scans, several limitations remain. Most methods use a holistic representation to jointly model the body and clothing, which means that the clothing and body cannot be separated for applications like virtual try-on. Other methods separately model the body and clothing, but they require training from a large set of 3D clothed human meshes obtained from 3D/4D scanners or physics simulations. Our insight is that the body and clothing have different modeling requirements. While the body is well represented by a mesh-based parametric 3D model, implicit representations and neural radiance fields are better suited to capturing the large variety in shape and appearance present in clothing. Building on this insight, we propose SCARF (Segmented Clothed Avatar Radiance Field), a hybrid model combining a mesh-based body with a neural radiance field. Integrating the mesh into the volumetric rendering in combination with a differentiable rasterizer enables us to optimize SCARF directly from monocular videos, without any 3D supervision. The hybrid modeling enables SCARF to (i) animate the clothed body avatar by changing body poses (including hand articulation and facial expressions), (ii) synthesize novel views of the avatar, and (iii) transfer clothing between avatars in virtual try-on applications. We demonstrate that SCARF reconstructs clothing with higher visual quality than existing methods, that the clothing deforms with changing body pose and body shape, and that clothing can be successfully transferred between avatars of different subjects. The code and models are available at https://github.com/YadiraF/SCARF.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2022-10-04T19:34:05Z</published>
    <arxiv:comment>7 pages main paper, 2 pages supp. mat</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Yao Feng</name>
    </author>
    <author>
      <name>Jinlong Yang</name>
    </author>
    <author>
      <name>Marc Pollefeys</name>
    </author>
    <author>
      <name>Michael J. Black</name>
    </author>
    <author>
      <name>Timo Bolkart</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2209.03027v1</id>
    <title>SIRA: Relightable Avatars from a Single Image</title>
    <updated>2022-09-07T09:47:46Z</updated>
    <link href="https://arxiv.org/abs/2209.03027v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2209.03027v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Recovering the geometry of a human head from a single image, while factorizing the materials and illumination is a severely ill-posed problem that requires prior information to be solved. Methods based on 3D Morphable Models (3DMM), and their combination with differentiable renderers, have shown promising results. However, the expressiveness of 3DMMs is limited, and they typically yield over-smoothed and identity-agnostic 3D shapes limited to the face region. Highly accurate full head reconstructions have recently been obtained with neural fields that parameterize the geometry using multilayer perceptrons. The versatility of these representations has also proved effective for disentangling geometry, materials and lighting. However, these methods require several tens of input images. In this paper, we introduce SIRA, a method which, from a single image, reconstructs human head avatars with high fidelity geometry and factorized lights and surface materials. Our key ingredients are two data-driven statistical models based on neural fields that resolve the ambiguities of single-view 3D surface reconstruction and appearance factorization. Experiments show that SIRA obtains state of the art results in 3D head reconstruction while at the same time it successfully disentangles the global illumination, and the diffuse and specular albedos. Furthermore, our reconstructions are amenable to physically-based appearance editing and head model relighting.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <category term="eess.IV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2022-09-07T09:47:46Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Pol Caselles</name>
    </author>
    <author>
      <name>Eduard Ramon</name>
    </author>
    <author>
      <name>Jaime Garcia</name>
    </author>
    <author>
      <name>Xavier Giro-i-Nieto</name>
    </author>
    <author>
      <name>Francesc Moreno-Noguer</name>
    </author>
    <author>
      <name>Gil Triginer</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2209.02600v1</id>
    <title>Domain Engineering for Applied Monocular Reconstruction of Parametric Faces</title>
    <updated>2022-09-06T15:51:20Z</updated>
    <link href="https://arxiv.org/abs/2209.02600v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2209.02600v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Many modern online 3D applications and video games rely on parametric models of human faces for creating believable avatars. However, manually reproducing someone's facial likeness with a parametric model is difficult and time-consuming. Machine Learning solution for that task is highly desirable but is also challenging. The paper proposes a novel approach to the so-called Face-to-Parameters problem (F2P for short), aiming to reconstruct a parametric face from a single image. The proposed method utilizes synthetic data, domain decomposition, and domain adaptation to address multifaceted challenges in solving the F2P. The open-sourced codebase illustrates our key observations and provides means for quantitative evaluation. The presented approach proves practical in an industrial application; it improves accuracy and allows for more efficient models training. The techniques have the potential to extend to other types of parametric models.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2022-09-06T15:51:20Z</published>
    <arxiv:comment>An extended SIPP 2022 conference paper. arXiv admin note: substantial text overlap with arXiv:2208.02935</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <arxiv:journal_ref>Signal and Image Processing: An International Journal, August 2022, Volume 13, No 2/3/4, pages 33-51</arxiv:journal_ref>
    <author>
      <name>Igor Borovikov</name>
    </author>
    <author>
      <name>Karine Levonyan</name>
    </author>
    <author>
      <name>Jon Rein</name>
    </author>
    <author>
      <name>Pawel Wrotek</name>
    </author>
    <author>
      <name>Nitish Victor</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2208.02935v1</id>
    <title>Applied monocular reconstruction of parametric faces with domain engineering</title>
    <updated>2022-08-05T00:04:18Z</updated>
    <link href="https://arxiv.org/abs/2208.02935v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2208.02935v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Many modern online 3D applications and videogames rely on parametric models of human faces for creating believable avatars. However, manual reproduction of someone's facial likeness with a parametric model is difficult and time-consuming. Machine Learning solution for that task is highly desirable but is also challenging. The paper proposes a novel approach to the so-called Face-to-Parameters problem (F2P for short), aiming to reconstruct a parametric face from a single image. The proposed method utilizes synthetic data, domain decomposition, and domain adaptation for addressing multifaceted challenges in solving the F2P. The open-sourced codebase illustrates our key observations and provides means for quantitative evaluation. The presented approach proves practical in an industrial application; it improves accuracy and allows for more efficient models training. The techniques have the potential to extend to other types of parametric models.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2022-08-05T00:04:18Z</published>
    <arxiv:comment>16 pages; SIPP 2022, 10th International Conference on Signal, Image Processing and Pattern Recognition (London, United Kingdom)</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Igor Borovikov</name>
    </author>
    <author>
      <name>Karine Levonyan</name>
    </author>
    <author>
      <name>Jon Rein</name>
    </author>
    <author>
      <name>Pawel Wrotek</name>
    </author>
    <author>
      <name>Nitish Victor</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2108.02931v1</id>
    <title>Detailed Avatar Recovery from Single Image</title>
    <updated>2021-08-06T03:51:26Z</updated>
    <link href="https://arxiv.org/abs/2108.02931v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2108.02931v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>This paper presents a novel framework to recover \emph{detailed} avatar from a single image. It is a challenging task due to factors such as variations in human shapes, body poses, texture, and viewpoints. Prior methods typically attempt to recover the human body shape using a parametric-based template that lacks the surface details. As such resulting body shape appears to be without clothing. In this paper, we propose a novel learning-based framework that combines the robustness of the parametric model with the flexibility of free-form 3D deformation. We use the deep neural networks to refine the 3D shape in a Hierarchical Mesh Deformation (HMD) framework, utilizing the constraints from body joints, silhouettes, and per-pixel shading information. Our method can restore detailed human body shapes with complete textures beyond skinned models. Experiments demonstrate that our method has outperformed previous state-of-the-art approaches, achieving better accuracy in terms of both 2D IoU number and 3D metric distance.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2021-08-06T03:51:26Z</published>
    <arxiv:comment>Accepted by TPAMI. arXiv admin note: substantial text overlap with arXiv:1904.10506</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Hao Zhu</name>
    </author>
    <author>
      <name>Xinxin Zuo</name>
    </author>
    <author>
      <name>Haotian Yang</name>
    </author>
    <author>
      <name>Sen Wang</name>
    </author>
    <author>
      <name>Xun Cao</name>
    </author>
    <author>
      <name>Ruigang Yang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2105.05301v2</id>
    <title>Collaborative Regression of Expressive Bodies using Moderation</title>
    <updated>2021-10-15T21:05:05Z</updated>
    <link href="https://arxiv.org/abs/2105.05301v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2105.05301v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Recovering expressive humans from images is essential for understanding human behavior. Methods that estimate 3D bodies, faces, or hands have progressed significantly, yet separately. Face methods recover accurate 3D shape and geometric details, but need a tight crop and struggle with extreme views and low resolution. Whole-body methods are robust to a wide range of poses and resolutions, but provide only a rough 3D face shape without details like wrinkles. To get the best of both worlds, we introduce PIXIE, which produces animatable, whole-body 3D avatars with realistic facial detail, from a single image. For this, PIXIE uses two key observations. First, existing work combines independent estimates from body, face, and hand experts, by trusting them equally. PIXIE introduces a novel moderator that merges the features of the experts, weighted by their confidence. All part experts can contribute to the whole, using SMPL-X's shared shape space across all body parts. Second, human shape is highly correlated with gender, but existing work ignores this. We label training images as male, female, or non-binary, and train PIXIE to infer "gendered" 3D body shapes with a novel shape loss. In addition to 3D body pose and shape parameters, PIXIE estimates expression, illumination, albedo and 3D facial surface displacements. Quantitative and qualitative evaluation shows that PIXIE estimates more accurate whole-body shape and detailed face shape than the state of the art. Models and code are available at https://pixie.is.tue.mpg.de.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2021-05-11T18:55:59Z</published>
    <arxiv:comment>21 pages. The first two authors contributed equally to this work</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Yao Feng</name>
    </author>
    <author>
      <name>Vasileios Choutas</name>
    </author>
    <author>
      <name>Timo Bolkart</name>
    </author>
    <author>
      <name>Dimitrios Tzionas</name>
    </author>
    <author>
      <name>Michael J. Black</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/1912.03455v1</id>
    <title>Digital Twin: Acquiring High-Fidelity 3D Avatar from a Single Image</title>
    <updated>2019-12-07T07:36:10Z</updated>
    <link href="https://arxiv.org/abs/1912.03455v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/1912.03455v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>We present an approach to generate high fidelity 3D face avatar with a high-resolution UV texture map from a single image. To estimate the face geometry, we use a deep neural network to directly predict vertex coordinates of the 3D face model from the given image. The 3D face geometry is further refined by a non-rigid deformation process to more accurately capture facial landmarks before texture projection. A key novelty of our approach is to train the shape regression network on facial images synthetically generated using a high-quality rendering engine. Moreover, our shape estimator fully leverages the discriminative power of deep facial identity features learned from millions of facial images. We have conducted extensive experiments to demonstrate the superiority of our optimized 2D-to-3D rendering approach, especially its excellent generalization property on real-world selfie images. Our proposed system of rendering 3D avatars from 2D images has a wide range of applications from virtual/augmented reality (VR/AR) and telepsychiatry to human-computer interaction and social networks.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2019-12-07T07:36:10Z</published>
    <arxiv:comment>8 pages + 11 pages (supplemental material), 21 figures</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Ruizhe Wang</name>
    </author>
    <author>
      <name>Chih-Fan Chen</name>
    </author>
    <author>
      <name>Hao Peng</name>
    </author>
    <author>
      <name>Xudong Liu</name>
    </author>
    <author>
      <name>Oliver Liu</name>
    </author>
    <author>
      <name>Xin Li</name>
    </author>
  </entry>
</feed>
