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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…
Recently, 2D speaking avatars have increasingly participated in everyday scenarios due to the fast development of facial animation techniques. However, most existing works neglect the explicit control of human bodies. In this paper, we…
The ability to create realistic, animatable and relightable head avatars from casual video sequences would open up wide ranging applications in communication and entertainment. Current methods either build on explicit 3D morphable meshes…
Real-time, streaming interactive avatars represent a critical yet challenging goal in digital human research. Although diffusion-based human avatar generation methods achieve remarkable success, their non-causal architecture and high…
Existing neural head avatars methods have achieved significant progress in the image quality and motion range of portrait animation. However, these methods neglect the computational overhead, and to the best of our knowledge, none is…
Head avatar reconstruction, crucial for applications in virtual reality, online meetings, gaming, and film industries, has garnered substantial attention within the computer vision community. The fundamental objective of this field is to…
In this paper, we propose Generalizable and Animatable Gaussian head Avatar (GAGAvatar) for one-shot animatable head avatar reconstruction. Existing methods rely on neural radiance fields, leading to heavy rendering consumption and low…
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…
Editable 3D-aware generation, which supports user-interacted editing, has witnessed rapid development recently. However, existing editable 3D GANs either fail to achieve high-accuracy local editing or suffer from huge computational costs.…
We present PrismAvatar: a 3D head avatar model which is designed specifically to enable real-time animation and rendering on resource-constrained edge devices, while still enjoying the benefits of neural volumetric rendering at training…
Generative models have advanced rapidly, enabling impressive talking head generation that brings AI to life. However, most existing methods focus solely on one-way portrait animation. Even the few that support bidirectional conversational…
We propose a compositional method for constructing a complete 3D head avatar from a single image. Prior one-shot holistic approaches frequently fail to produce realistic hair dynamics during animation, largely due to inadequate decoupling…
Speech-driven talking heads have recently emerged and enable interactive avatars. However, real-world applications are limited, as current methods achieve high visual fidelity but slow or fast yet temporally unstable. Diffusion methods…
Creating a 360{\deg} parametric model of a human head is a very challenging task. While recent advancements have demonstrated the efficacy of leveraging synthetic data for building such parametric head models, their performance remains…
We introduce TurboPortrait3D: a method for low-latency novel-view synthesis of human portraits. Our approach builds on the observation that existing image-to-3D models for portrait generation, while capable of producing renderable 3D…
Synthesizing photorealistic 4D human head avatars from videos is essential for VR/AR, telepresence, and video game applications. Although existing Neural Radiance Fields (NeRF)-based methods achieve high-fidelity results, the computational…
Realistic talking-head video generation is critical for virtual avatars, film production, and interactive systems. Current methods struggle with nuanced emotional expressions due to the lack of fine-grained emotion control. To address this…
3D animation of humans in action is quite challenging as it involves using a huge setup with several motion trackers all over the person's body to track the movements of every limb. This is time-consuming and may cause the person discomfort…
Speech-driven 3D talking heads generation has emerged as a significant area of interest among researchers, presenting numerous challenges. Existing methods are constrained by animating faces with fixed topologies, wherein point-wise…
Generating speech-driven 3D talking heads presents numerous challenges; among those is dealing with varying mesh topologies where no point-wise correspondence exists across the meshes the model can animate. While previous literature works…