Related papers: OTAvatar: One-shot Talking Face Avatar with Contro…
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…
We are interested in a novel task, namely low-resource text-to-talking avatar. Given only a few-minute-long talking person video with the audio track as the training data and arbitrary texts as the driving input, we aim to synthesize…
Traditional 3D morphable face models (3DMMs) provide fine-grained control over expression but cannot easily capture geometric and appearance details. Neural volumetric representations approach photorealism but are hard to animate and do not…
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…
Reconstructing personalized animatable head avatars has significant implications in the fields of AR/VR. Existing methods for achieving explicit face control of 3D Morphable Models (3DMM) typically rely on multi-view images or videos of a…
Existing approaches to animatable NeRF-based head avatars are either built upon face templates or use the expression coefficients of templates as the driving signal. Despite the promising progress, their performances are heavily bound by…
Recent advancements in 3D Gaussian Splatting (3DGS) have unlocked significant potential for modeling 3D head avatars, providing greater flexibility than mesh-based methods and more efficient rendering compared to NeRF-based approaches.…
Talking face generation aims to synthesize realistic speaking portraits from a single image, yet existing methods often rely on explicit optical flow and local warping, which fail to model complex global motions and cause identity drift. We…
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…
This study explores a streamlined facial data collection method for conversational contexts, addressing the limitations of existing approaches that often require extensive datasets and prioritize technical metrics over user perception and…
We present LiftAvatar, a new paradigm that completes sparse monocular observations in kinematic space (e.g., facial expressions and head pose) and uses the completed signals to drive high-fidelity avatar animation. LiftAvatar is a…
Digital human avatars aim to simulate the dynamic appearance of humans in virtual environments, enabling immersive experiences across gaming, film, virtual reality, and more. However, the conventional process for creating and animating…
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…
Acquisition and rendering of photo-realistic human heads is a highly challenging research problem of particular importance for virtual telepresence. Currently, the highest quality is achieved by volumetric approaches trained in a person…
An ideal digital telepresence experience requires accurate replication of a person's body, clothing, and movements. To capture and transfer these movements into virtual reality, the egocentric (first-person) perspective can be adopted,…
Text-to-Avatar generation has recently made significant strides due to advancements in diffusion models. However, most existing work remains constrained by limited diversity, producing avatars with subtle differences in appearance for a…
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…
While accurate lip synchronization has been achieved for arbitrary-subject audio-driven talking face generation, the problem of how to efficiently drive the head pose remains. Previous methods rely on pre-estimated structural information…
Multi-view volumetric rendering techniques have recently shown great potential in modeling and synthesizing high-quality head avatars. A common approach to capture full head dynamic performances is to track the underlying geometry using a…
We study the problem of creating a character model that can be controlled in real time from a single image of an anime character. A solution to this problem would greatly reduce the cost of creating avatars, computer games, and other…