Related papers: OHTA: One-shot Hand Avatar via Data-driven Implici…
Traditional methods for constructing high-quality, personalized head avatars from monocular videos demand extensive face captures and training time, posing a significant challenge for scalability. This paper introduces a novel approach to…
Controllability, generalizability and efficiency are the major objectives of constructing face avatars represented by neural implicit field. However, existing methods have not managed to accommodate the three requirements simultaneously.…
In this paper, we present a novel 3D head avatar creation approach capable of generalizing from few-shot in-the-wild data with high-fidelity and animatable robustness. Given the underconstrained nature of this problem, incorporating prior…
We present SynShot, a novel method for the few-shot inversion of a drivable head avatar based on a synthetic prior. We tackle three major challenges. First, training a controllable 3D generative network requires a large number of diverse…
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…
We propose a method for synthesizing photo-realistic digital avatars from only one portrait as the reference. Given a portrait, our method synthesizes a coarse talking head video using driving keypoints features. And with the coarse video,…
We present a method that reconstructs and animates a 3D head avatar from a single-view portrait image. Existing methods either involve time-consuming optimization for a specific person with multiple images, or they struggle to synthesize…
Building realistic and animatable avatars still requires minutes of multi-view or monocular self-rotating videos, and most methods lack precise control over gestures and expressions. To push this boundary, we address the challenge of…
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…
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…
We introduce AvatarBooth, a novel method for generating high-quality 3D avatars using text prompts or specific images. Unlike previous approaches that can only synthesize avatars based on simple text descriptions, our method enables the…
We present HandAvatar, a novel representation for hand animation and rendering, which can generate smoothly compositional geometry and self-occlusion-aware texture. Specifically, we first develop a MANO-HD model as a high-resolution mesh…
We present a novel framework for generating high-quality, animatable 4D avatar from a single image. While recent advances have shown promising results in 4D avatar creation, existing methods either require extensive multiview data or…
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…
We present a novel approach for generating animatable 3D-aware art avatars from a single image, with controllable facial expressions, head poses, and shoulder movements. Unlike previous reenactment methods, our approach utilizes a…
In this paper, we propose to create animatable avatars for interacting hands with 3D Gaussian Splatting (GS) and single-image inputs. Existing GS-based methods designed for single subjects often yield unsatisfactory results due to limited…
Recent large-scale text-to-image generation models have made significant improvements in the quality, realism, and diversity of the synthesized images and enable users to control the created content through language. However, the…
Photorealistic 3D head avatars are vital for telepresence, gaming, and VR. However, most methods focus solely on facial regions, ignoring natural hand-face interactions, such as a hand resting on the chin or fingers gently touching the…
Animatable head avatar generation typically requires extensive data for training. To reduce the data requirements, a natural solution is to leverage existing data-free static avatar generation methods, such as pre-trained diffusion models…
Significant progress has been made in audio-driven human animation, while most existing methods focus mainly on facial movements, limiting their ability to create full-body animations with natural synchronization and fluidity. They also…