相关论文: FATE: Full-head Gaussian Avatar with Textural Edit…
We present a novel framework for animating humans in 3D scenes using 3D Gaussian Splatting (3DGS), a neural scene representation that has recently achieved state-of-the-art photorealistic results for novel-view synthesis but remains…
In this paper, we take a significant step towards real-world applicability of monocular neural avatar reconstruction by contributing InstantAvatar, a system that can reconstruct human avatars from a monocular video within seconds, and these…
In this paper, we introduce FitMe, a facial reflectance model and a differentiable rendering optimization pipeline, that can be used to acquire high-fidelity renderable human avatars from single or multiple images. The model consists of a…
Photorealistic and controllable human avatars have gained popularity in the research community thanks to rapid advances in neural rendering, providing fast and realistic synthesis tools. However, a limitation of current solutions is the…
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…
We present a novel, zero-shot pipeline for creating hyperrealistic, identity-preserving 3D avatars from a few unstructured phone images. Existing methods face several challenges: single-view approaches suffer from geometric inconsistencies…
In this work, we introduce Monocular and Generalizable Gaussian Talking Head Animation (MGGTalk), which requires monocular datasets and generalizes to unseen identities without personalized re-training. Compared with previous 3D Gaussian…
We present a method to build animatable dog avatars from monocular videos. This is challenging as animals display a range of (unpredictable) non-rigid movements and have a variety of appearance details (e.g., fur, spots, tails). We develop…
Personalized 3D avatar editing holds significant promise due to its user-friendliness and availability to applications such as AR/VR and virtual try-ons. Previous studies have explored the feasibility of 3D editing, but often struggle to…
3D Gaussian Splatting (3DGS) has become a standard approach to reconstruct and render photorealistic 3D head avatars. A major challenge is to relight the avatars to match any scene illumination. For high quality relighting, existing methods…
Recent breakthroughs in generative simulation have harnessed Large Language Models (LLMs) to generate diverse robotic task curricula, yet these open-loop paradigms frequently produce linguistically coherent but physically infeasible goals,…
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…
Animatable 3D reconstruction has significant applications across various fields, primarily relying on artists' handcraft creation. Recently, some studies have successfully constructed animatable 3D models from monocular videos. However,…
Reconstructing topologically consistent facial geometry is crucial for the digital avatar creation pipelines. Existing methods either require tedious manual efforts, lack generalization to in-the-wild data, or are constrained by the limited…
This paper proposes an efficient 3D avatar coding framework that leverages compact human priors and canonical-to-target transformation to enable high-quality 3D human avatar video compression at ultra-low bit rates. The framework begins by…
Strand-level hair geometry reconstruction is a fundamental problem in virtual human modeling and the digitization of hairstyles. However, existing methods still suffer from a significant trade-off between accuracy and efficiency. Implicit…
Recently, implicit neural representation has been widely used to generate animatable human avatars. However, the materials and geometry of those representations are coupled in the neural network and hard to edit, which hinders their…
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…
This paper presents a new method to track both the face pose and the face animation with a monocular camera. The approach is based on the 3D face model CANDIDE and on the SIFT (Scale Invariant Feature Transform) descriptors, extracted…
We leverage increasingly popular three-dimensional neural representations in order to construct a unified and consistent explanation of a collection of uncalibrated images of the human face. Our approach utilizes Gaussian Splatting, since…