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SubscribeLearning Personalized High Quality Volumetric Head Avatars from Monocular RGB Videos
We propose a method to learn a high-quality implicit 3D head avatar from a monocular RGB video captured in the wild. The learnt avatar is driven by a parametric face model to achieve user-controlled facial expressions and head poses. Our hybrid pipeline combines the geometry prior and dynamic tracking of a 3DMM with a neural radiance field to achieve fine-grained control and photorealism. To reduce over-smoothing and improve out-of-model expressions synthesis, we propose to predict local features anchored on the 3DMM geometry. These learnt features are driven by 3DMM deformation and interpolated in 3D space to yield the volumetric radiance at a designated query point. We further show that using a Convolutional Neural Network in the UV space is critical in incorporating spatial context and producing representative local features. Extensive experiments show that we are able to reconstruct high-quality avatars, with more accurate expression-dependent details, good generalization to out-of-training expressions, and quantitatively superior renderings compared to other state-of-the-art approaches.
CVTHead: One-shot Controllable Head Avatar with Vertex-feature Transformer
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 single subject, making the reconstruction process complex. Additionally, the traditional rendering pipeline is time-consuming, limiting real-time animation possibilities. In this paper, we introduce CVTHead, a novel approach that generates controllable neural head avatars from a single reference image using point-based neural rendering. CVTHead considers the sparse vertices of mesh as the point set and employs the proposed Vertex-feature Transformer to learn local feature descriptors for each vertex. This enables the modeling of long-range dependencies among all the vertices. Experimental results on the VoxCeleb dataset demonstrate that CVTHead achieves comparable performance to state-of-the-art graphics-based methods. Moreover, it enables efficient rendering of novel human heads with various expressions, head poses, and camera views. These attributes can be explicitly controlled using the coefficients of 3DMMs, facilitating versatile and realistic animation in real-time scenarios.
PSAvatar: A Point-based Morphable Shape Model for Real-Time Head Avatar Animation with 3D Gaussian Splatting
Despite much progress, achieving real-time high-fidelity head avatar animation is still difficult and existing methods have to trade-off between speed and quality. 3DMM based methods often fail to model non-facial structures such as eyeglasses and hairstyles, while neural implicit models suffer from deformation inflexibility and rendering inefficiency. Although 3D Gaussian has been demonstrated to possess promising capability for geometry representation and radiance field reconstruction, applying 3D Gaussian in head avatar creation remains a major challenge since it is difficult for 3D Gaussian to model the head shape variations caused by changing poses and expressions. In this paper, we introduce PSAvatar, a novel framework for animatable head avatar creation that utilizes discrete geometric primitive to create a parametric morphable shape model and employs 3D Gaussian for fine detail representation and high fidelity rendering. The parametric morphable shape model is a Point-based Morphable Shape Model (PMSM) which uses points instead of meshes for 3D representation to achieve enhanced representation flexibility. The PMSM first converts the FLAME mesh to points by sampling on the surfaces as well as off the meshes to enable the reconstruction of not only surface-like structures but also complex geometries such as eyeglasses and hairstyles. By aligning these points with the head shape in an analysis-by-synthesis manner, the PMSM makes it possible to utilize 3D Gaussian for fine detail representation and appearance modeling, thus enabling the creation of high-fidelity avatars. We show that PSAvatar can reconstruct high-fidelity head avatars of a variety of subjects and the avatars can be animated in real-time (ge 25 fps at a resolution of 512 times 512 ).
One2Avatar: Generative Implicit Head Avatar For Few-shot User Adaptation
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 create high quality head avatar utilizing only a single or a few images per user. We learn a generative model for 3D animatable photo-realistic head avatar from a multi-view dataset of expressions from 2407 subjects, and leverage it as a prior for creating personalized avatar from few-shot images. Different from previous 3D-aware face generative models, our prior is built with a 3DMM-anchored neural radiance field backbone, which we show to be more effective for avatar creation through auto-decoding based on few-shot inputs. We also handle unstable 3DMM fitting by jointly optimizing the 3DMM fitting and camera calibration that leads to better few-shot adaptation. Our method demonstrates compelling results and outperforms existing state-of-the-art methods for few-shot avatar adaptation, paving the way for more efficient and personalized avatar creation.
Instant Volumetric Head Avatars
We present Instant Volumetric Head Avatars (INSTA), a novel approach for reconstructing photo-realistic digital avatars instantaneously. INSTA models a dynamic neural radiance field based on neural graphics primitives embedded around a parametric face model. Our pipeline is trained on a single monocular RGB portrait video that observes the subject under different expressions and views. While state-of-the-art methods take up to several days to train an avatar, our method can reconstruct a digital avatar in less than 10 minutes on modern GPU hardware, which is orders of magnitude faster than previous solutions. In addition, it allows for the interactive rendering of novel poses and expressions. By leveraging the geometry prior of the underlying parametric face model, we demonstrate that INSTA extrapolates to unseen poses. In quantitative and qualitative studies on various subjects, INSTA outperforms state-of-the-art methods regarding rendering quality and training time.
3D Gaussian Parametric Head Model
Creating high-fidelity 3D human head avatars is crucial for applications in VR/AR, telepresence, digital human interfaces, 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 accessories, and suffer from low rendering quality and efficiency. This paper introduces 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. Additionally, it enables seamless face portrait interpolation and the reconstruction of detailed head avatars from a single image. Unlike previous methods, the Gaussian model can handle intricate details, enabling realistic representations of varying appearances and complex expressions. Furthermore, this paper presents a well-designed training framework to ensure smooth convergence, providing a 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.
Efficient 3D Implicit Head Avatar with Mesh-anchored Hash Table Blendshapes
3D head avatars built with neural implicit volumetric representations have achieved unprecedented levels of photorealism. However, the computational cost of these methods remains a significant barrier to their widespread adoption, particularly in real-time applications such as virtual reality and teleconferencing. While attempts have been made to develop fast neural rendering approaches for static scenes, these methods cannot be simply employed to support realistic facial expressions, such as in the case of a dynamic facial performance. To address these challenges, we propose a novel fast 3D neural implicit head avatar model that achieves real-time rendering while maintaining fine-grained controllability and high rendering quality. Our key idea lies in the introduction of local hash table blendshapes, which are learned and attached to the vertices of an underlying face parametric model. These per-vertex hash-tables are linearly merged with weights predicted via a CNN, resulting in expression dependent embeddings. Our novel representation enables efficient density and color predictions using a lightweight MLP, which is further accelerated by a hierarchical nearest neighbor search method. Extensive experiments show that our approach runs in real-time while achieving comparable rendering quality to state-of-the-arts and decent results on challenging expressions.
HeadSculpt: Crafting 3D Head Avatars with Text
Recently, text-guided 3D generative methods have made remarkable advancements in producing high-quality textures and geometry, capitalizing on the proliferation of large vision-language and image diffusion models. However, existing methods still struggle to create high-fidelity 3D head avatars in two aspects: (1) They rely mostly on a pre-trained text-to-image diffusion model whilst missing the necessary 3D awareness and head priors. This makes them prone to inconsistency and geometric distortions in the generated avatars. (2) They fall short in fine-grained editing. This is primarily due to the inherited limitations from the pre-trained 2D image diffusion models, which become more pronounced when it comes to 3D head avatars. In this work, we address these challenges by introducing a versatile coarse-to-fine pipeline dubbed HeadSculpt for crafting (i.e., generating and editing) 3D head avatars from textual prompts. Specifically, we first equip the diffusion model with 3D awareness by leveraging landmark-based control and a learned textual embedding representing the back view appearance of heads, enabling 3D-consistent head avatar generations. We further propose a novel identity-aware editing score distillation strategy to optimize a textured mesh with a high-resolution differentiable rendering technique. This enables identity preservation while following the editing instruction. We showcase HeadSculpt's superior fidelity and editing capabilities through comprehensive experiments and comparisons with existing methods.
Portrait4D-v2: Pseudo Multi-View Data Creates Better 4D Head Synthesizer
In this paper, we propose a novel learning approach for feed-forward one-shot 4D head avatar synthesis. Different from existing methods that often learn from reconstructing monocular videos guided by 3DMM, we employ pseudo multi-view videos to learn a 4D head synthesizer in a data-driven manner, avoiding reliance on inaccurate 3DMM reconstruction that could be detrimental to the synthesis performance. The key idea is to first learn a 3D head synthesizer using synthetic multi-view images to convert monocular real videos into multi-view ones, and then utilize the pseudo multi-view videos to learn a 4D head synthesizer via cross-view self-reenactment. By leveraging a simple vision transformer backbone with motion-aware cross-attentions, our method exhibits superior performance compared to previous methods in terms of reconstruction fidelity, geometry consistency, and motion control accuracy. We hope our method offers novel insights into integrating 3D priors with 2D supervisions for improved 4D head avatar creation.
DreamAvatar: Text-and-Shape Guided 3D Human Avatar Generation via Diffusion Models
We present DreamAvatar, a text-and-shape guided framework for generating high-quality 3D human avatars with controllable poses. While encouraging results have been reported by recent methods on text-guided 3D common object generation, generating high-quality human avatars remains an open challenge due to the complexity of the human body's shape, pose, and appearance. We propose DreamAvatar to tackle this challenge, which utilizes a trainable NeRF for predicting density and color for 3D points and pretrained text-to-image diffusion models for providing 2D self-supervision. Specifically, we leverage the SMPL model to provide shape and pose guidance for the generation. We introduce a dual-observation-space design that involves the joint optimization of a canonical space and a posed space that are related by a learnable deformation field. This facilitates the generation of more complete textures and geometry faithful to the target pose. We also jointly optimize the losses computed from the full body and from the zoomed-in 3D head to alleviate the common multi-face ''Janus'' problem and improve facial details in the generated avatars. Extensive evaluations demonstrate that DreamAvatar significantly outperforms existing methods, establishing a new state-of-the-art for text-and-shape guided 3D human avatar generation.
Gaussian Head & Shoulders: High Fidelity Neural Upper Body Avatars with Anchor Gaussian Guided Texture Warping
By equipping the most recent 3D Gaussian Splatting representation with head 3D morphable models (3DMM), existing methods manage to create head avatars with high fidelity. However, most existing methods only reconstruct a head without the body, substantially limiting their application scenarios. We found that naively applying Gaussians to model the clothed chest and shoulders tends to result in blurry reconstruction and noisy floaters under novel poses. This is because of the fundamental limitation of Gaussians and point clouds -- each Gaussian or point can only have a single directional radiance without spatial variance, therefore an unnecessarily large number of them is required to represent complicated spatially varying texture, even for simple geometry. In contrast, we propose to model the body part with a neural texture that consists of coarse and pose-dependent fine colors. To properly render the body texture for each view and pose without accurate geometry nor UV mapping, we optimize another sparse set of Gaussians as anchors that constrain the neural warping field that maps image plane coordinates to the texture space. We demonstrate that Gaussian Head & Shoulders can fit the high-frequency details on the clothed upper body with high fidelity and potentially improve the accuracy and fidelity of the head region. We evaluate our method with casual phone-captured and internet videos and show our method archives superior reconstruction quality and robustness in both self and cross reenactment tasks. To fully utilize the efficient rendering speed of Gaussian splatting, we additionally propose an accelerated inference method of our trained model without Multi-Layer Perceptron (MLP) queries and reach a stable rendering speed of around 130 FPS for any subjects.
HeadCraft: Modeling High-Detail Shape Variations for Animated 3DMMs
Current advances in human head modeling allow to generate plausible-looking 3D head models via neural representations. Nevertheless, constructing complete high-fidelity head models with explicitly controlled animation remains an issue. Furthermore, completing the head geometry based on a partial observation, e.g. coming from a depth sensor, while preserving details is often problematic for the existing methods. We introduce a generative model for detailed 3D head meshes on top of an articulated 3DMM which allows explicit animation and high-detail preservation at the same time. Our method is trained in two stages. First, we register a parametric head model with vertex displacements to each mesh of the recently introduced NPHM dataset of accurate 3D head scans. The estimated displacements are baked into a hand-crafted UV layout. Second, we train a StyleGAN model in order to generalize over the UV maps of displacements. The decomposition of the parametric model and high-quality vertex displacements allows us to animate the model and modify it semantically. We demonstrate the results of unconditional generation and fitting to the full or partial observation. The project page is available at https://seva100.github.io/headcraft.
Neural Point-based Volumetric Avatar: Surface-guided Neural Points for Efficient and Photorealistic Volumetric Head Avatar
Rendering photorealistic and dynamically moving human heads is crucial for ensuring a pleasant and immersive experience in AR/VR and video conferencing applications. However, existing methods often struggle to model challenging facial regions (e.g., mouth interior, eyes, hair/beard), resulting in unrealistic and blurry results. In this paper, we propose {\fullname} ({\name}), a method that adopts the neural point representation as well as the neural volume rendering process and discards the predefined connectivity and hard correspondence imposed by mesh-based approaches. Specifically, the neural points are strategically constrained around the surface of the target expression via a high-resolution UV displacement map, achieving increased modeling capacity and more accurate control. We introduce three technical innovations to improve the rendering and training efficiency: a patch-wise depth-guided (shading point) sampling strategy, a lightweight radiance decoding process, and a Grid-Error-Patch (GEP) ray sampling strategy during training. By design, our {\name} is better equipped to handle topologically changing regions and thin structures while also ensuring accurate expression control when animating avatars. Experiments conducted on three subjects from the Multiface dataset demonstrate the effectiveness of our designs, outperforming previous state-of-the-art methods, especially in handling challenging facial regions.
HiFace: High-Fidelity 3D Face Reconstruction by Learning Static and Dynamic Details
3D Morphable Models (3DMMs) demonstrate great potential for reconstructing faithful and animatable 3D facial surfaces from a single image. The facial surface is influenced by the coarse shape, as well as the static detail (e,g., person-specific appearance) and dynamic detail (e.g., expression-driven wrinkles). Previous work struggles to decouple the static and dynamic details through image-level supervision, leading to reconstructions that are not realistic. In this paper, we aim at high-fidelity 3D face reconstruction and propose HiFace to explicitly model the static and dynamic details. Specifically, the static detail is modeled as the linear combination of a displacement basis, while the dynamic detail is modeled as the linear interpolation of two displacement maps with polarized expressions. We exploit several loss functions to jointly learn the coarse shape and fine details with both synthetic and real-world datasets, which enable HiFace to reconstruct high-fidelity 3D shapes with animatable details. Extensive quantitative and qualitative experiments demonstrate that HiFace presents state-of-the-art reconstruction quality and faithfully recovers both the static and dynamic details. Our project page can be found at https://project-hiface.github.io.
Generalizable and Animatable Gaussian Head Avatar
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 reenactment speeds. To address these limitations, we generate the parameters of 3D Gaussians from a single image in a single forward pass. The key innovation of our work is the proposed dual-lifting method, which produces high-fidelity 3D Gaussians that capture identity and facial details. Additionally, we leverage global image features and the 3D morphable model to construct 3D Gaussians for controlling expressions. After training, our model can reconstruct unseen identities without specific optimizations and perform reenactment rendering at real-time speeds. Experiments show that our method exhibits superior performance compared to previous methods in terms of reconstruction quality and expression accuracy. We believe our method can establish new benchmarks for future research and advance applications of digital avatars. Code and demos are available https://github.com/xg-chu/GAGAvatar.
NPGA: Neural Parametric Gaussian Avatars
The creation of high-fidelity, digital versions of human heads is an important stepping stone in the process of further integrating virtual components into our everyday lives. Constructing such avatars is a challenging research problem, due to a high demand for photo-realism and real-time rendering performance. In this work, we propose Neural Parametric Gaussian Avatars (NPGA), a data-driven approach to create high-fidelity, controllable avatars from multi-view video recordings. We build our method around 3D Gaussian Splatting for its highly efficient rendering and to inherit the topological flexibility of point clouds. In contrast to previous work, we condition our avatars' dynamics on the rich expression space of neural parametric head models (NPHM), instead of mesh-based 3DMMs. To this end, we distill the backward deformation field of our underlying NPHM into forward deformations which are compatible with rasterization-based rendering. All remaining fine-scale, expression-dependent details are learned from the multi-view videos. To increase the representational capacity of our avatars, we augment the canonical Gaussian point cloud using per-primitive latent features which govern its dynamic behavior. To regularize this increased dynamic expressivity, we propose Laplacian terms on the latent features and predicted dynamics. We evaluate our method on the public NeRSemble dataset, demonstrating that NPGA significantly outperforms the previous state-of-the-art avatars on the self-reenactment task by 2.6 PSNR. Furthermore, we demonstrate accurate animation capabilities from real-world monocular videos.
MeGA: Hybrid Mesh-Gaussian Head Avatar for High-Fidelity Rendering and Head Editing
Creating high-fidelity head avatars from multi-view videos is a core issue for many AR/VR applications. However, existing methods usually struggle to obtain high-quality renderings for all different head components simultaneously since they use one single representation to model components with drastically different characteristics (e.g., skin vs. hair). In this paper, we propose a Hybrid Mesh-Gaussian Head Avatar (MeGA) that models different head components with more suitable representations. Specifically, we select an enhanced FLAME mesh as our facial representation and predict a UV displacement map to provide per-vertex offsets for improved personalized geometric details. To achieve photorealistic renderings, we obtain facial colors using deferred neural rendering and disentangle neural textures into three meaningful parts. For hair modeling, we first build a static canonical hair using 3D Gaussian Splatting. A rigid transformation and an MLP-based deformation field are further applied to handle complex dynamic expressions. Combined with our occlusion-aware blending, MeGA generates higher-fidelity renderings for the whole head and naturally supports more downstream tasks. Experiments on the NeRSemble dataset demonstrate the effectiveness of our designs, outperforming previous state-of-the-art methods and supporting various editing functionalities, including hairstyle alteration and texture editing.
Gaussian Head Avatar: Ultra High-fidelity Head Avatar via Dynamic Gaussians
Creating high-fidelity 3D head avatars has always been a research hotspot, but there remains a great challenge under lightweight sparse view setups. In this paper, we propose Gaussian Head Avatar represented by controllable 3D Gaussians for high-fidelity head avatar modeling. We optimize the neutral 3D Gaussians and a fully learned MLP-based deformation field to capture complex expressions. The two parts benefit each other, thereby our method can model fine-grained dynamic details while ensuring expression accuracy. Furthermore, we devise a well-designed geometry-guided initialization strategy based on implicit SDF and Deep Marching Tetrahedra for the stability and convergence of the training procedure. Experiments show our approach outperforms other state-of-the-art sparse-view methods, achieving ultra high-fidelity rendering quality at 2K resolution even under exaggerated expressions.
HeadStudio: Text to Animatable Head Avatars with 3D Gaussian Splatting
Creating digital avatars from textual prompts has long been a desirable yet challenging task. Despite the promising outcomes obtained through 2D diffusion priors in recent works, current methods face challenges in achieving high-quality and animated avatars effectively. In this paper, we present HeadStudio, a novel framework that utilizes 3D Gaussian splatting to generate realistic and animated avatars from text prompts. Our method drives 3D Gaussians semantically to create a flexible and achievable appearance through the intermediate FLAME representation. Specifically, we incorporate the FLAME into both 3D representation and score distillation: 1) FLAME-based 3D Gaussian splatting, driving 3D Gaussian points by rigging each point to a FLAME mesh. 2) FLAME-based score distillation sampling, utilizing FLAME-based fine-grained control signal to guide score distillation from the text prompt. Extensive experiments demonstrate the efficacy of HeadStudio in generating animatable avatars from textual prompts, exhibiting visually appealing appearances. The avatars are capable of rendering high-quality real-time (geq 40 fps) novel views at a resolution of 1024. They can be smoothly controlled by real-world speech and video. We hope that HeadStudio can advance digital avatar creation and that the present method can widely be applied across various domains.
DaGAN++: Depth-Aware Generative Adversarial Network for Talking Head Video Generation
Predominant techniques on talking head generation largely depend on 2D information, including facial appearances and motions from input face images. Nevertheless, dense 3D facial geometry, such as pixel-wise depth, plays a critical role in constructing accurate 3D facial structures and suppressing complex background noises for generation. However, dense 3D annotations for facial videos is prohibitively costly to obtain. In this work, firstly, we present a novel self-supervised method for learning dense 3D facial geometry (ie, depth) from face videos, without requiring camera parameters and 3D geometry annotations in training. We further propose a strategy to learn pixel-level uncertainties to perceive more reliable rigid-motion pixels for geometry learning. Secondly, we design an effective geometry-guided facial keypoint estimation module, providing accurate keypoints for generating motion fields. Lastly, we develop a 3D-aware cross-modal (ie, appearance and depth) attention mechanism, which can be applied to each generation layer, to capture facial geometries in a coarse-to-fine manner. Extensive experiments are conducted on three challenging benchmarks (ie, VoxCeleb1, VoxCeleb2, and HDTF). The results demonstrate that our proposed framework can generate highly realistic-looking reenacted talking videos, with new state-of-the-art performances established on these benchmarks. The codes and trained models are publicly available on the GitHub project page at https://github.com/harlanhong/CVPR2022-DaGAN
Portrait3D: 3D Head Generation from Single In-the-wild Portrait Image
While recent works have achieved great success on one-shot 3D common object generation, high quality and fidelity 3D head generation from a single image remains a great challenge. Previous text-based methods for generating 3D heads were limited by text descriptions and image-based methods struggled to produce high-quality head geometry. To handle this challenging problem, we propose a novel framework, Portrait3D, to generate high-quality 3D heads while preserving their identities. Our work incorporates the identity information of the portrait image into three parts: 1) geometry initialization, 2) geometry sculpting, and 3) texture generation stages. Given a reference portrait image, we first align the identity features with text features to realize ID-aware guidance enhancement, which contains the control signals representing the face information. We then use the canny map, ID features of the portrait image, and a pre-trained text-to-normal/depth diffusion model to generate ID-aware geometry supervision, and 3D-GAN inversion is employed to generate ID-aware geometry initialization. Furthermore, with the ability to inject identity information into 3D head generation, we use ID-aware guidance to calculate ID-aware Score Distillation (ISD) for geometry sculpting. For texture generation, we adopt the ID Consistent Texture Inpainting and Refinement which progressively expands the view for texture inpainting to obtain an initialization UV texture map. We then use the id-aware guidance to provide image-level supervision for noisy multi-view images to obtain a refined texture map. Extensive experiments demonstrate that we can generate high-quality 3D heads with accurate geometry and texture from single in-the-wild portrait images. The project page is at https://jinkun-hao.github.io/Portrait3D/.
Fast Registration of Photorealistic Avatars for VR Facial Animation
Virtual Reality (VR) bares promise of social interactions that can feel more immersive than other media. Key to this is the ability to accurately animate a photorealistic avatar of one's likeness while wearing a VR headset. Although high quality registration of person-specific avatars to headset-mounted camera (HMC) images is possible in an offline setting, the performance of generic realtime models are significantly degraded. Online registration is also challenging due to oblique camera views and differences in modality. In this work, we first show that the domain gap between the avatar and headset-camera images is one of the primary sources of difficulty, where a transformer-based architecture achieves high accuracy on domain-consistent data, but degrades when the domain-gap is re-introduced. Building on this finding, we develop a system design that decouples the problem into two parts: 1) an iterative refinement module that takes in-domain inputs, and 2) a generic avatar-guided image-to-image style transfer module that is conditioned on current estimation of expression and head pose. These two modules reinforce each other, as image style transfer becomes easier when close-to-ground-truth examples are shown, and better domain-gap removal helps registration. Our system produces high-quality results efficiently, obviating the need for costly offline registration to generate personalized labels. We validate the accuracy and efficiency of our approach through extensive experiments on a commodity headset, demonstrating significant improvements over direct regression methods as well as offline registration.
EMOPortraits: Emotion-enhanced Multimodal One-shot Head Avatars
Head avatars animated by visual signals have gained popularity, particularly in cross-driving synthesis where the driver differs from the animated character, a challenging but highly practical approach. The recently presented MegaPortraits model has demonstrated state-of-the-art results in this domain. We conduct a deep examination and evaluation of this model, with a particular focus on its latent space for facial expression descriptors, and uncover several limitations with its ability to express intense face motions. To address these limitations, we propose substantial changes in both training pipeline and model architecture, to introduce our EMOPortraits model, where we: Enhance the model's capability to faithfully support intense, asymmetric face expressions, setting a new state-of-the-art result in the emotion transfer task, surpassing previous methods in both metrics and quality. Incorporate speech-driven mode to our model, achieving top-tier performance in audio-driven facial animation, making it possible to drive source identity through diverse modalities, including visual signal, audio, or a blend of both. We propose a novel multi-view video dataset featuring a wide range of intense and asymmetric facial expressions, filling the gap with absence of such data in existing datasets.
Tri^{2}-plane: Thinking Head Avatar via Feature Pyramid
Recent years have witnessed considerable achievements in facial avatar reconstruction with neural volume rendering. Despite notable advancements, the reconstruction of complex and dynamic head movements from monocular videos still suffers from capturing and restoring fine-grained details. In this work, we propose a novel approach, named Tri^2-plane, for monocular photo-realistic volumetric head avatar reconstructions. Distinct from the existing works that rely on a single tri-plane deformation field for dynamic facial modeling, the proposed Tri^2-plane leverages the principle of feature pyramids and three top-to-down lateral connections tri-planes for details improvement. It samples and renders facial details at multiple scales, transitioning from the entire face to specific local regions and then to even more refined sub-regions. Moreover, we incorporate a camera-based geometry-aware sliding window method as an augmentation in training, which improves the robustness beyond the canonical space, with a particular improvement in cross-identity generation capabilities. Experimental outcomes indicate that the Tri^2-plane not only surpasses existing methodologies but also achieves superior performance across quantitative and qualitative assessments. The project website is: https://songluchuan.github.io/Tri2Plane.github.io/.
VOODOO 3D: Volumetric Portrait Disentanglement for One-Shot 3D Head Reenactment
We present a 3D-aware one-shot head reenactment method based on a fully volumetric neural disentanglement framework for source appearance and driver expressions. Our method is real-time and produces high-fidelity and view-consistent output, suitable for 3D teleconferencing systems based on holographic displays. Existing cutting-edge 3D-aware reenactment methods often use neural radiance fields or 3D meshes to produce view-consistent appearance encoding, but, at the same time, they rely on linear face models, such as 3DMM, to achieve its disentanglement with facial expressions. As a result, their reenactment results often exhibit identity leakage from the driver or have unnatural expressions. To address these problems, we propose a neural self-supervised disentanglement approach that lifts both the source image and driver video frame into a shared 3D volumetric representation based on tri-planes. This representation can then be freely manipulated with expression tri-planes extracted from the driving images and rendered from an arbitrary view using neural radiance fields. We achieve this disentanglement via self-supervised learning on a large in-the-wild video dataset. We further introduce a highly effective fine-tuning approach to improve the generalizability of the 3D lifting using the same real-world data. We demonstrate state-of-the-art performance on a wide range of datasets, and also showcase high-quality 3D-aware head reenactment on highly challenging and diverse subjects, including non-frontal head poses and complex expressions for both source and driver.
GaussianAvatars: Photorealistic Head Avatars with Rigged 3D Gaussians
We introduce GaussianAvatars, a new method to create photorealistic head avatars that are fully controllable in terms of expression, pose, and viewpoint. The core idea is a dynamic 3D representation based on 3D Gaussian splats that are rigged to a parametric morphable face model. This combination facilitates photorealistic rendering while allowing for precise animation control via the underlying parametric model, e.g., through expression transfer from a driving sequence or by manually changing the morphable model parameters. We parameterize each splat by a local coordinate frame of a triangle and optimize for explicit displacement offset to obtain a more accurate geometric representation. During avatar reconstruction, we jointly optimize for the morphable model parameters and Gaussian splat parameters in an end-to-end fashion. We demonstrate the animation capabilities of our photorealistic avatar in several challenging scenarios. For instance, we show reenactments from a driving video, where our method outperforms existing works by a significant margin.
GPAvatar: Generalizable and Precise Head Avatar from Image(s)
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 faithfully recreate the head avatar and precisely control expressions and postures. Existing methods, categorized into 2D-based warping, mesh-based, and neural rendering approaches, present challenges in maintaining multi-view consistency, incorporating non-facial information, and generalizing to new identities. In this paper, we propose a framework named GPAvatar that reconstructs 3D head avatars from one or several images in a single forward pass. The key idea of this work is to introduce a dynamic point-based expression field driven by a point cloud to precisely and effectively capture expressions. Furthermore, we use a Multi Tri-planes Attention (MTA) fusion module in the tri-planes canonical field to leverage information from multiple input images. The proposed method achieves faithful identity reconstruction, precise expression control, and multi-view consistency, demonstrating promising results for free-viewpoint rendering and novel view synthesis.
Relightable Gaussian Codec Avatars
The fidelity of relighting is bounded by both geometry and appearance representations. For geometry, both mesh and volumetric approaches have difficulty modeling intricate structures like 3D hair geometry. For appearance, existing relighting models are limited in fidelity and often too slow to render in real-time with high-resolution continuous environments. In this work, we present Relightable Gaussian Codec Avatars, a method to build high-fidelity relightable head avatars that can be animated to generate novel expressions. Our geometry model based on 3D Gaussians can capture 3D-consistent sub-millimeter details such as hair strands and pores on dynamic face sequences. To support diverse materials of human heads such as the eyes, skin, and hair in a unified manner, we present a novel relightable appearance model based on learnable radiance transfer. Together with global illumination-aware spherical harmonics for the diffuse components, we achieve real-time relighting with spatially all-frequency reflections using spherical Gaussians. This appearance model can be efficiently relit under both point light and continuous illumination. We further improve the fidelity of eye reflections and enable explicit gaze control by introducing relightable explicit eye models. Our method outperforms existing approaches without compromising real-time performance. We also demonstrate real-time relighting of avatars on a tethered consumer VR headset, showcasing the efficiency and fidelity of our avatars.
Headset: Human emotion awareness under partial occlusions multimodal dataset
The volumetric representation of human interactions is one of the fundamental domains in the development of immersive media productions and telecommunication applications. Particularly in the context of the rapid advancement of Extended Reality (XR) applications, this volumetric data has proven to be an essential technology for future XR elaboration. In this work, we present a new multimodal database to help advance the development of immersive technologies. Our proposed database provides ethically compliant and diverse volumetric data, in particular 27 participants displaying posed facial expressions and subtle body movements while speaking, plus 11 participants wearing head-mounted displays (HMDs). The recording system consists of a volumetric capture (VoCap) studio, including 31 synchronized modules with 62 RGB cameras and 31 depth cameras. In addition to textured meshes, point clouds, and multi-view RGB-D data, we use one Lytro Illum camera for providing light field (LF) data simultaneously. Finally, we also provide an evaluation of our dataset employment with regard to the tasks of facial expression classification, HMDs removal, and point cloud reconstruction. The dataset can be helpful in the evaluation and performance testing of various XR algorithms, including but not limited to facial expression recognition and reconstruction, facial reenactment, and volumetric video. HEADSET and its all associated raw data and license agreement will be publicly available for research purposes.
Towards Fast, Accurate and Stable 3D Dense Face Alignment
Existing methods of 3D dense face alignment mainly concentrate on accuracy, thus limiting the scope of their practical applications. In this paper, we propose a novel regression framework named 3DDFA-V2 which makes a balance among speed, accuracy and stability. Firstly, on the basis of a lightweight backbone, we propose a meta-joint optimization strategy to dynamically regress a small set of 3DMM parameters, which greatly enhances speed and accuracy simultaneously. To further improve the stability on videos, we present a virtual synthesis method to transform one still image to a short-video which incorporates in-plane and out-of-plane face moving. On the premise of high accuracy and stability, 3DDFA-V2 runs at over 50fps on a single CPU core and outperforms other state-of-the-art heavy models simultaneously. Experiments on several challenging datasets validate the efficiency of our method. Pre-trained models and code are available at https://github.com/cleardusk/3DDFA_V2.
MobilePortrait: Real-Time One-Shot Neural Head Avatars on Mobile Devices
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 designed to run on mobile devices. This paper presents MobilePortrait, a lightweight one-shot neural head avatars method that reduces learning complexity by integrating external knowledge into both the motion modeling and image synthesis, enabling real-time inference on mobile devices. Specifically, we introduce a mixed representation of explicit and implicit keypoints for precise motion modeling and precomputed visual features for enhanced foreground and background synthesis. With these two key designs and using simple U-Nets as backbones, our method achieves state-of-the-art performance with less than one-tenth the computational demand. It has been validated to reach speeds of over 100 FPS on mobile devices and support both video and audio-driven inputs.
Learning to Stabilize Faces
Nowadays, it is possible to scan faces and automatically register them with high quality. However, the resulting face meshes often need further processing: we need to stabilize them to remove unwanted head movement. Stabilization is important for tasks like game development or movie making which require facial expressions to be cleanly separated from rigid head motion. Since manual stabilization is labor-intensive, there have been attempts to automate it. However, previous methods remain impractical: they either still require some manual input, produce imprecise alignments, rely on dubious heuristics and slow optimization, or assume a temporally ordered input. Instead, we present a new learning-based approach that is simple and fully automatic. We treat stabilization as a regression problem: given two face meshes, our network directly predicts the rigid transform between them that brings their skulls into alignment. We generate synthetic training data using a 3D Morphable Model (3DMM), exploiting the fact that 3DMM parameters separate skull motion from facial skin motion. Through extensive experiments we show that our approach outperforms the state-of-the-art both quantitatively and qualitatively on the tasks of stabilizing discrete sets of facial expressions as well as dynamic facial performances. Furthermore, we provide an ablation study detailing the design choices and best practices to help others adopt our approach for their own uses. Supplementary videos can be found on the project webpage syntec-research.github.io/FaceStab.
AvatarBooth: High-Quality and Customizable 3D Human Avatar Generation
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 creation of personalized avatars from casually captured face or body images, while still supporting text-based model generation and editing. Our key contribution is the precise avatar generation control by using dual fine-tuned diffusion models separately for the human face and body. This enables us to capture intricate details of facial appearance, clothing, and accessories, resulting in highly realistic avatar generations. Furthermore, we introduce pose-consistent constraint to the optimization process to enhance the multi-view consistency of synthesized head images from the diffusion model and thus eliminate interference from uncontrolled human poses. In addition, we present a multi-resolution rendering strategy that facilitates coarse-to-fine supervision of 3D avatar generation, thereby enhancing the performance of the proposed system. The resulting avatar model can be further edited using additional text descriptions and driven by motion sequences. Experiments show that AvatarBooth outperforms previous text-to-3D methods in terms of rendering and geometric quality from either text prompts or specific images. Please check our project website at https://zeng-yifei.github.io/avatarbooth_page/.
Robust Dual Gaussian Splatting for Immersive Human-centric Volumetric Videos
Volumetric video represents a transformative advancement in visual media, enabling users to freely navigate immersive virtual experiences and narrowing the gap between digital and real worlds. However, the need for extensive manual intervention to stabilize mesh sequences and the generation of excessively large assets in existing workflows impedes broader adoption. In this paper, we present a novel Gaussian-based approach, dubbed DualGS, for real-time and high-fidelity playback of complex human performance with excellent compression ratios. Our key idea in DualGS is to separately represent motion and appearance using the corresponding skin and joint Gaussians. Such an explicit disentanglement can significantly reduce motion redundancy and enhance temporal coherence. We begin by initializing the DualGS and anchoring skin Gaussians to joint Gaussians at the first frame. Subsequently, we employ a coarse-to-fine training strategy for frame-by-frame human performance modeling. It includes a coarse alignment phase for overall motion prediction as well as a fine-grained optimization for robust tracking and high-fidelity rendering. To integrate volumetric video seamlessly into VR environments, we efficiently compress motion using entropy encoding and appearance using codec compression coupled with a persistent codebook. Our approach achieves a compression ratio of up to 120 times, only requiring approximately 350KB of storage per frame. We demonstrate the efficacy of our representation through photo-realistic, free-view experiences on VR headsets, enabling users to immersively watch musicians in performance and feel the rhythm of the notes at the performers' fingertips.
AvatarVerse: High-quality & Stable 3D Avatar Creation from Text and Pose
Creating expressive, diverse and high-quality 3D avatars from highly customized text descriptions and pose guidance is a challenging task, due to the intricacy of modeling and texturing in 3D that ensure details and various styles (realistic, fictional, etc). We present AvatarVerse, a stable pipeline for generating expressive high-quality 3D avatars from nothing but text descriptions and pose guidance. In specific, we introduce a 2D diffusion model conditioned on DensePose signal to establish 3D pose control of avatars through 2D images, which enhances view consistency from partially observed scenarios. It addresses the infamous Janus Problem and significantly stablizes the generation process. Moreover, we propose a progressive high-resolution 3D synthesis strategy, which obtains substantial improvement over the quality of the created 3D avatars. To this end, the proposed AvatarVerse pipeline achieves zero-shot 3D modeling of 3D avatars that are not only more expressive, but also in higher quality and fidelity than previous works. Rigorous qualitative evaluations and user studies showcase AvatarVerse's superiority in synthesizing high-fidelity 3D avatars, leading to a new standard in high-quality and stable 3D avatar creation. Our project page is: https://avatarverse3d.github.io
FAGhead: Fully Animate Gaussian Head from Monocular Videos
High-fidelity reconstruction of 3D human avatars has a wild application in visual reality. In this paper, we introduce FAGhead, a method that enables fully controllable human portraits from monocular videos. We explicit the traditional 3D morphable meshes (3DMM) and optimize the neutral 3D Gaussians to reconstruct with complex expressions. Furthermore, we employ a novel Point-based Learnable Representation Field (PLRF) with learnable Gaussian point positions to enhance reconstruction performance. Meanwhile, to effectively manage the edges of avatars, we introduced the alpha rendering to supervise the alpha value of each pixel. Extensive experimental results on the open-source datasets and our capturing datasets demonstrate that our approach is able to generate high-fidelity 3D head avatars and fully control the expression and pose of the virtual avatars, which is outperforming than existing works.
HeadArtist: Text-conditioned 3D Head Generation with Self Score Distillation
This work presents HeadArtist for 3D head generation from text descriptions. With a landmark-guided ControlNet serving as the generative prior, we come up with an efficient pipeline that optimizes a parameterized 3D head model under the supervision of the prior distillation itself. We call such a process self score distillation (SSD). In detail, given a sampled camera pose, we first render an image and its corresponding landmarks from the head model, and add some particular level of noise onto the image. The noisy image, landmarks, and text condition are then fed into the frozen ControlNet twice for noise prediction. Two different classifier-free guidance (CFG) weights are applied during these two predictions, and the prediction difference offers a direction on how the rendered image can better match the text of interest. Experimental results suggest that our approach delivers high-quality 3D head sculptures with adequate geometry and photorealistic appearance, significantly outperforming state-ofthe-art methods. We also show that the same pipeline well supports editing the generated heads, including both geometry deformation and appearance change.
FlashAvatar: High-fidelity Head Avatar with Efficient Gaussian Embedding
We propose FlashAvatar, a novel and lightweight 3D animatable avatar representation that could reconstruct a digital avatar from a short monocular video sequence in minutes and render high-fidelity photo-realistic images at 300FPS on a consumer-grade GPU. To achieve this, we maintain a uniform 3D Gaussian field embedded in the surface of a parametric face model and learn extra spatial offset to model non-surface regions and subtle facial details. While full use of geometric priors can capture high-frequency facial details and preserve exaggerated expressions, proper initialization can help reduce the number of Gaussians, thus enabling super-fast rendering speed. Extensive experimental results demonstrate that FlashAvatar outperforms existing works regarding visual quality and personalized details and is almost an order of magnitude faster in rendering speed. Project page: https://ustc3dv.github.io/FlashAvatar/
GenCA: A Text-conditioned Generative Model for Realistic and Drivable Codec Avatars
Photo-realistic and controllable 3D avatars are crucial for various applications such as virtual and mixed reality (VR/MR), telepresence, gaming, and film production. Traditional methods for avatar creation often involve time-consuming scanning and reconstruction processes for each avatar, which limits their scalability. Furthermore, these methods do not offer the flexibility to sample new identities or modify existing ones. On the other hand, by learning a strong prior from data, generative models provide a promising alternative to traditional reconstruction methods, easing the time constraints for both data capture and processing. Additionally, generative methods enable downstream applications beyond reconstruction, such as editing and stylization. Nonetheless, the research on generative 3D avatars is still in its infancy, and therefore current methods still have limitations such as creating static avatars, lacking photo-realism, having incomplete facial details, or having limited drivability. To address this, we propose a text-conditioned generative model that can generate photo-realistic facial avatars of diverse identities, with more complete details like hair, eyes and mouth interior, and which can be driven through a powerful non-parametric latent expression space. Specifically, we integrate the generative and editing capabilities of latent diffusion models with a strong prior model for avatar expression driving. Our model can generate and control high-fidelity avatars, even those out-of-distribution. We also highlight its potential for downstream applications, including avatar editing and single-shot avatar reconstruction.
Arc2Avatar: Generating Expressive 3D Avatars from a Single Image via ID Guidance
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.
Depth-Aware Generative Adversarial Network for Talking Head Video Generation
Talking head video generation aims to produce a synthetic human face video that contains the identity and pose information respectively from a given source image and a driving video.Existing works for this task heavily rely on 2D representations (e.g. appearance and motion) learned from the input images. However, dense 3D facial geometry (e.g. pixel-wise depth) is extremely important for this task as it is particularly beneficial for us to essentially generate accurate 3D face structures and distinguish noisy information from the possibly cluttered background. Nevertheless, dense 3D geometry annotations are prohibitively costly for videos and are typically not available for this video generation task. In this paper, we first introduce a self-supervised geometry learning method to automatically recover the dense 3D geometry (i.e.depth) from the face videos without the requirement of any expensive 3D annotation data. Based on the learned dense depth maps, we further propose to leverage them to estimate sparse facial keypoints that capture the critical movement of the human head. In a more dense way, the depth is also utilized to learn 3D-aware cross-modal (i.e. appearance and depth) attention to guide the generation of motion fields for warping source image representations. All these contributions compose a novel depth-aware generative adversarial network (DaGAN) for talking head generation. Extensive experiments conducted demonstrate that our proposed method can generate highly realistic faces, and achieve significant results on the unseen human faces.
FNeVR: Neural Volume Rendering for Face Animation
Face animation, one of the hottest topics in computer vision, has achieved a promising performance with the help of generative models. However, it remains a critical challenge to generate identity preserving and photo-realistic images due to the sophisticated motion deformation and complex facial detail modeling. To address these problems, we propose a Face Neural Volume Rendering (FNeVR) network to fully explore the potential of 2D motion warping and 3D volume rendering in a unified framework. In FNeVR, we design a 3D Face Volume Rendering (FVR) module to enhance the facial details for image rendering. Specifically, we first extract 3D information with a well-designed architecture, and then introduce an orthogonal adaptive ray-sampling module for efficient rendering. We also design a lightweight pose editor, enabling FNeVR to edit the facial pose in a simple yet effective way. Extensive experiments show that our FNeVR obtains the best overall quality and performance on widely used talking-head benchmarks.
PanoHead: Geometry-Aware 3D Full-Head Synthesis in 360^{circ}
Synthesis and reconstruction of 3D human head has gained increasing interests in computer vision and computer graphics recently. Existing state-of-the-art 3D generative adversarial networks (GANs) for 3D human head synthesis are either limited to near-frontal views or hard to preserve 3D consistency in large view angles. We propose PanoHead, the first 3D-aware generative model that enables high-quality view-consistent image synthesis of full heads in 360^circ with diverse appearance and detailed geometry using only in-the-wild unstructured images for training. At its core, we lift up the representation power of recent 3D GANs and bridge the data alignment gap when training from in-the-wild images with widely distributed views. Specifically, we propose a novel two-stage self-adaptive image alignment for robust 3D GAN training. We further introduce a tri-grid neural volume representation that effectively addresses front-face and back-head feature entanglement rooted in the widely-adopted tri-plane formulation. Our method instills prior knowledge of 2D image segmentation in adversarial learning of 3D neural scene structures, enabling compositable head synthesis in diverse backgrounds. Benefiting from these designs, our method significantly outperforms previous 3D GANs, generating high-quality 3D heads with accurate geometry and diverse appearances, even with long wavy and afro hairstyles, renderable from arbitrary poses. Furthermore, we show that our system can reconstruct full 3D heads from single input images for personalized realistic 3D avatars.
MagicMirror: Fast and High-Quality Avatar Generation with a Constrained Search Space
We introduce a novel framework for 3D human avatar generation and personalization, leveraging text prompts to enhance user engagement and customization. Central to our approach are key innovations aimed at overcoming the challenges in photo-realistic avatar synthesis. Firstly, we utilize a conditional Neural Radiance Fields (NeRF) model, trained on a large-scale unannotated multi-view dataset, to create a versatile initial solution space that accelerates and diversifies avatar generation. Secondly, we develop a geometric prior, leveraging the capabilities of Text-to-Image Diffusion Models, to ensure superior view invariance and enable direct optimization of avatar geometry. These foundational ideas are complemented by our optimization pipeline built on Variational Score Distillation (VSD), which mitigates texture loss and over-saturation issues. As supported by our extensive experiments, these strategies collectively enable the creation of custom avatars with unparalleled visual quality and better adherence to input text prompts. You can find more results and videos in our website: https://syntec-research.github.io/MagicMirror
DiffusionAvatars: Deferred Diffusion for High-fidelity 3D Head Avatars
DiffusionAvatars synthesizes a high-fidelity 3D head avatar of a person, offering intuitive control over both pose and expression. We propose a diffusion-based neural renderer that leverages generic 2D priors to produce compelling images of faces. For coarse guidance of the expression and head pose, we render a neural parametric head model (NPHM) from the target viewpoint, which acts as a proxy geometry of the person. Additionally, to enhance the modeling of intricate facial expressions, we condition DiffusionAvatars directly on the expression codes obtained from NPHM via cross-attention. Finally, to synthesize consistent surface details across different viewpoints and expressions, we rig learnable spatial features to the head's surface via TriPlane lookup in NPHM's canonical space. We train DiffusionAvatars on RGB videos and corresponding tracked NPHM meshes of a person and test the obtained avatars in both self-reenactment and animation scenarios. Our experiments demonstrate that DiffusionAvatars generates temporally consistent and visually appealing videos for novel poses and expressions of a person, outperforming existing approaches.
Instant Multi-View Head Capture through Learnable Registration
Existing methods for capturing datasets of 3D heads in dense semantic correspondence are slow, and commonly address the problem in two separate steps; multi-view stereo (MVS) reconstruction followed by non-rigid registration. To simplify this process, we introduce TEMPEH (Towards Estimation of 3D Meshes from Performances of Expressive Heads) to directly infer 3D heads in dense correspondence from calibrated multi-view images. Registering datasets of 3D scans typically requires manual parameter tuning to find the right balance between accurately fitting the scans surfaces and being robust to scanning noise and outliers. Instead, we propose to jointly register a 3D head dataset while training TEMPEH. Specifically, during training we minimize a geometric loss commonly used for surface registration, effectively leveraging TEMPEH as a regularizer. Our multi-view head inference builds on a volumetric feature representation that samples and fuses features from each view using camera calibration information. To account for partial occlusions and a large capture volume that enables head movements, we use view- and surface-aware feature fusion, and a spatial transformer-based head localization module, respectively. We use raw MVS scans as supervision during training, but, once trained, TEMPEH directly predicts 3D heads in dense correspondence without requiring scans. Predicting one head takes about 0.3 seconds with a median reconstruction error of 0.26 mm, 64% lower than the current state-of-the-art. This enables the efficient capture of large datasets containing multiple people and diverse facial motions. Code, model, and data are publicly available at https://tempeh.is.tue.mpg.de.
HeadGaS: Real-Time Animatable Head Avatars via 3D Gaussian Splatting
3D head animation has seen major quality and runtime improvements over the last few years, particularly empowered by the advances in differentiable rendering and neural radiance fields. Real-time rendering is a highly desirable goal for real-world applications. We propose HeadGaS, a model that uses 3D Gaussian Splats (3DGS) for 3D head reconstruction and animation. In this paper we introduce a hybrid model that extends the explicit 3DGS representation with a base of learnable latent features, which can be linearly blended with low-dimensional parameters from parametric head models to obtain expression-dependent color and opacity values. We demonstrate that HeadGaS delivers state-of-the-art results in real-time inference frame rates, surpassing baselines by up to 2dB, while accelerating rendering speed by over x10.
Instant 3D Human Avatar Generation using Image Diffusion Models
We present AvatarPopUp, a method for fast, high quality 3D human avatar generation from different input modalities, such as images and text prompts and with control over the generated pose and shape. The common theme is the use of diffusion-based image generation networks that are specialized for each particular task, followed by a 3D lifting network. We purposefully decouple the generation from the 3D modeling which allow us to leverage powerful image synthesis priors, trained on billions of text-image pairs. We fine-tune latent diffusion networks with additional image conditioning to solve tasks such as image generation and back-view prediction, and to support qualitatively different multiple 3D hypotheses. Our partial fine-tuning approach allows to adapt the networks for each task without inducing catastrophic forgetting. In our experiments, we demonstrate that our method produces accurate, high-quality 3D avatars with diverse appearance that respect the multimodal text, image, and body control signals. Our approach can produce a 3D model in as few as 2 seconds, a four orders of magnitude speedup w.r.t. the vast majority of existing methods, most of which solve only a subset of our tasks, and with fewer controls, thus enabling applications that require the controlled 3D generation of human avatars at scale. The project website can be found at https://www.nikoskolot.com/avatarpopup/.
HAvatar: High-fidelity Head Avatar via Facial Model Conditioned Neural Radiance Field
The problem of modeling an animatable 3D human head avatar under light-weight setups is of significant importance but has not been well solved. Existing 3D representations either perform well in the realism of portrait images synthesis or the accuracy of expression control, but not both. To address the problem, we introduce a novel hybrid explicit-implicit 3D representation, Facial Model Conditioned Neural Radiance Field, which integrates the expressiveness of NeRF and the prior information from the parametric template. At the core of our representation, a synthetic-renderings-based condition method is proposed to fuse the prior information from the parametric model into the implicit field without constraining its topological flexibility. Besides, based on the hybrid representation, we properly overcome the inconsistent shape issue presented in existing methods and improve the animation stability. Moreover, by adopting an overall GAN-based architecture using an image-to-image translation network, we achieve high-resolution, realistic and view-consistent synthesis of dynamic head appearance. Experiments demonstrate that our method can achieve state-of-the-art performance for 3D head avatar animation compared with previous methods.
Volumetric Capture of Humans with a Single RGBD Camera via Semi-Parametric Learning
Volumetric (4D) performance capture is fundamental for AR/VR content generation. Whereas previous work in 4D performance capture has shown impressive results in studio settings, the technology is still far from being accessible to a typical consumer who, at best, might own a single RGBD sensor. Thus, in this work, we propose a method to synthesize free viewpoint renderings using a single RGBD camera. The key insight is to leverage previously seen "calibration" images of a given user to extrapolate what should be rendered in a novel viewpoint from the data available in the sensor. Given these past observations from multiple viewpoints, and the current RGBD image from a fixed view, we propose an end-to-end framework that fuses both these data sources to generate novel renderings of the performer. We demonstrate that the method can produce high fidelity images, and handle extreme changes in subject pose and camera viewpoints. We also show that the system generalizes to performers not seen in the training data. We run exhaustive experiments demonstrating the effectiveness of the proposed semi-parametric model (i.e. calibration images available to the neural network) compared to other state of the art machine learned solutions. Further, we compare the method with more traditional pipelines that employ multi-view capture. We show that our framework is able to achieve compelling results, with substantially less infrastructure than previously required.
SadTalker: Learning Realistic 3D Motion Coefficients for Stylized Audio-Driven Single Image Talking Face Animation
Generating talking head videos through a face image and a piece of speech audio still contains many challenges. ie, unnatural head movement, distorted expression, and identity modification. We argue that these issues are mainly because of learning from the coupled 2D motion fields. On the other hand, explicitly using 3D information also suffers problems of stiff expression and incoherent video. We present SadTalker, which generates 3D motion coefficients (head pose, expression) of the 3DMM from audio and implicitly modulates a novel 3D-aware face render for talking head generation. To learn the realistic motion coefficients, we explicitly model the connections between audio and different types of motion coefficients individually. Precisely, we present ExpNet to learn the accurate facial expression from audio by distilling both coefficients and 3D-rendered faces. As for the head pose, we design PoseVAE via a conditional VAE to synthesize head motion in different styles. Finally, the generated 3D motion coefficients are mapped to the unsupervised 3D keypoints space of the proposed face render, and synthesize the final video. We conducted extensive experiments to demonstrate the superiority of our method in terms of motion and video quality.
HeadGAP: Few-shot 3D Head Avatar via Generalizable Gaussian Priors
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 knowledge is essential. Therefore, we propose a framework comprising prior learning and avatar creation phases. The prior learning phase leverages 3D head priors derived from a large-scale multi-view dynamic dataset, and the avatar creation phase applies these priors for few-shot personalization. Our approach effectively captures these priors by utilizing a Gaussian Splatting-based auto-decoder network with part-based dynamic modeling. Our method employs identity-shared encoding with personalized latent codes for individual identities to learn the attributes of Gaussian primitives. During the avatar creation phase, we achieve fast head avatar personalization by leveraging inversion and fine-tuning strategies. Extensive experiments demonstrate that our model effectively exploits head priors and successfully generalizes them to few-shot personalization, achieving photo-realistic rendering quality, multi-view consistency, and stable animation.
HyperReenact: One-Shot Reenactment via Jointly Learning to Refine and Retarget Faces
In this paper, we present our method for neural face reenactment, called HyperReenact, that aims to generate realistic talking head images of a source identity, driven by a target facial pose. Existing state-of-the-art face reenactment methods train controllable generative models that learn to synthesize realistic facial images, yet producing reenacted faces that are prone to significant visual artifacts, especially under the challenging condition of extreme head pose changes, or requiring expensive few-shot fine-tuning to better preserve the source identity characteristics. We propose to address these limitations by leveraging the photorealistic generation ability and the disentangled properties of a pretrained StyleGAN2 generator, by first inverting the real images into its latent space and then using a hypernetwork to perform: (i) refinement of the source identity characteristics and (ii) facial pose re-targeting, eliminating this way the dependence on external editing methods that typically produce artifacts. Our method operates under the one-shot setting (i.e., using a single source frame) and allows for cross-subject reenactment, without requiring any subject-specific fine-tuning. We compare our method both quantitatively and qualitatively against several state-of-the-art techniques on the standard benchmarks of VoxCeleb1 and VoxCeleb2, demonstrating the superiority of our approach in producing artifact-free images, exhibiting remarkable robustness even under extreme head pose changes. We make the code and the pretrained models publicly available at: https://github.com/StelaBou/HyperReenact .
FaceTalk: Audio-Driven Motion Diffusion for Neural Parametric Head Models
We introduce FaceTalk, a novel generative approach designed for synthesizing high-fidelity 3D motion sequences of talking human heads from input audio signal. To capture the expressive, detailed nature of human heads, including hair, ears, and finer-scale eye movements, we propose to couple speech signal with the latent space of neural parametric head models to create high-fidelity, temporally coherent motion sequences. We propose a new latent diffusion model for this task, operating in the expression space of neural parametric head models, to synthesize audio-driven realistic head sequences. In the absence of a dataset with corresponding NPHM expressions to audio, we optimize for these correspondences to produce a dataset of temporally-optimized NPHM expressions fit to audio-video recordings of people talking. To the best of our knowledge, this is the first work to propose a generative approach for realistic and high-quality motion synthesis of volumetric human heads, representing a significant advancement in the field of audio-driven 3D animation. Notably, our approach stands out in its ability to generate plausible motion sequences that can produce high-fidelity head animation coupled with the NPHM shape space. Our experimental results substantiate the effectiveness of FaceTalk, consistently achieving superior and visually natural motion, encompassing diverse facial expressions and styles, outperforming existing methods by 75% in perceptual user study evaluation.
Drivable 3D Gaussian Avatars
We present Drivable 3D Gaussian Avatars (D3GA), the first 3D controllable model for human bodies rendered with Gaussian splats. Current photorealistic drivable avatars require either accurate 3D registrations during training, dense input images during testing, or both. The ones based on neural radiance fields also tend to be prohibitively slow for telepresence applications. This work uses the recently presented 3D Gaussian Splatting (3DGS) technique to render realistic humans at real-time framerates, using dense calibrated multi-view videos as input. To deform those primitives, we depart from the commonly used point deformation method of linear blend skinning (LBS) and use a classic volumetric deformation method: cage deformations. Given their smaller size, we drive these deformations with joint angles and keypoints, which are more suitable for communication applications. Our experiments on nine subjects with varied body shapes, clothes, and motions obtain higher-quality results than state-of-the-art methods when using the same training and test data.
ZeroAvatar: Zero-shot 3D Avatar Generation from a Single Image
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.
iHuman: Instant Animatable Digital Humans From Monocular Videos
Personalized 3D avatars require an animatable representation of digital humans. Doing so instantly from monocular videos offers scalability to broad class of users and wide-scale applications. In this paper, we present a fast, simple, yet effective method for creating animatable 3D digital humans from monocular videos. Our method utilizes the efficiency of Gaussian splatting to model both 3D geometry and appearance. However, we observed that naively optimizing Gaussian splats results in inaccurate geometry, thereby leading to poor animations. This work achieves and illustrates the need of accurate 3D mesh-type modelling of the human body for animatable digitization through Gaussian splats. This is achieved by developing a novel pipeline that benefits from three key aspects: (a) implicit modelling of surface's displacements and the color's spherical harmonics; (b) binding of 3D Gaussians to the respective triangular faces of the body template; (c) a novel technique to render normals followed by their auxiliary supervision. Our exhaustive experiments on three different benchmark datasets demonstrates the state-of-the-art results of our method, in limited time settings. In fact, our method is faster by an order of magnitude (in terms of training time) than its closest competitor. At the same time, we achieve superior rendering and 3D reconstruction performance under the change of poses.
High-Fidelity 3D Head Avatars Reconstruction through Spatially-Varying Expression Conditioned Neural Radiance Field
One crucial aspect of 3D head avatar reconstruction lies in the details of facial expressions. Although recent NeRF-based photo-realistic 3D head avatar methods achieve high-quality avatar rendering, they still encounter challenges retaining intricate facial expression details because they overlook the potential of specific expression variations at different spatial positions when conditioning the radiance field. Motivated by this observation, we introduce a novel Spatially-Varying Expression (SVE) conditioning. The SVE can be obtained by a simple MLP-based generation network, encompassing both spatial positional features and global expression information. Benefiting from rich and diverse information of the SVE at different positions, the proposed SVE-conditioned neural radiance field can deal with intricate facial expressions and achieve realistic rendering and geometry details of high-fidelity 3D head avatars. Additionally, to further elevate the geometric and rendering quality, we introduce a new coarse-to-fine training strategy, including a geometry initialization strategy at the coarse stage and an adaptive importance sampling strategy at the fine stage. Extensive experiments indicate that our method outperforms other state-of-the-art (SOTA) methods in rendering and geometry quality on mobile phone-collected and public datasets.
3D Gaussian Blendshapes for Head Avatar Animation
We introduce 3D Gaussian blendshapes for modeling photorealistic head avatars. Taking a monocular video as input, we learn a base head model of neutral expression, along with a group of expression blendshapes, each of which corresponds to a basis expression in classical parametric face models. Both the neutral model and expression blendshapes are represented as 3D Gaussians, which contain a few properties to depict the avatar appearance. The avatar model of an arbitrary expression can be effectively generated by combining the neutral model and expression blendshapes through linear blending of Gaussians with the expression coefficients. High-fidelity head avatar animations can be synthesized in real time using Gaussian splatting. Compared to state-of-the-art methods, our Gaussian blendshape representation better captures high-frequency details exhibited in input video, and achieves superior rendering performance.
A Hierarchical Representation Network for Accurate and Detailed Face Reconstruction from In-The-Wild Images
Limited by the nature of the low-dimensional representational capacity of 3DMM, most of the 3DMM-based face reconstruction (FR) methods fail to recover high-frequency facial details, such as wrinkles, dimples, etc. Some attempt to solve the problem by introducing detail maps or non-linear operations, however, the results are still not vivid. To this end, we in this paper present a novel hierarchical representation network (HRN) to achieve accurate and detailed face reconstruction from a single image. Specifically, we implement the geometry disentanglement and introduce the hierarchical representation to fulfill detailed face modeling. Meanwhile, 3D priors of facial details are incorporated to enhance the accuracy and authenticity of the reconstruction results. We also propose a de-retouching module to achieve better decoupling of the geometry and appearance. It is noteworthy that our framework can be extended to a multi-view fashion by considering detail consistency of different views. Extensive experiments on two single-view and two multi-view FR benchmarks demonstrate that our method outperforms the existing methods in both reconstruction accuracy and visual effects. Finally, we introduce a high-quality 3D face dataset FaceHD-100 to boost the research of high-fidelity face reconstruction. The project homepage is at https://younglbw.github.io/HRN-homepage/.
ScanTalk: 3D Talking Heads from Unregistered Scans
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 correspondence is established, and the number and order of points remains consistent across all identities the model can animate. In this work, we present ScanTalk, a novel framework capable of animating 3D faces in arbitrary topologies including scanned data. Our approach relies on the DiffusionNet architecture to overcome the fixed topology constraint, offering promising avenues for more flexible and realistic 3D animations. By leveraging the power of DiffusionNet, ScanTalk not only adapts to diverse facial structures but also maintains fidelity when dealing with scanned data, thereby enhancing the authenticity and versatility of generated 3D talking heads. Through comprehensive comparisons with state-of-the-art methods, we validate the efficacy of our approach, demonstrating its capacity to generate realistic talking heads comparable to existing techniques. While our primary objective is to develop a generic method free from topological constraints, all state-of-the-art methodologies are bound by such limitations. Code for reproducing our results, and the pre-trained model will be made available.
PuzzleAvatar: Assembling 3D Avatars from Personal Albums
Generating personalized 3D avatars is crucial for AR/VR. However, recent text-to-3D methods that generate avatars for celebrities or fictional characters, struggle with everyday people. Methods for faithful reconstruction typically require full-body images in controlled settings. What if a user could just upload their personal "OOTD" (Outfit Of The Day) photo collection and get a faithful avatar in return? The challenge is that such casual photo collections contain diverse poses, challenging viewpoints, cropped views, and occlusion (albeit with a consistent outfit, accessories and hairstyle). We address this novel "Album2Human" task by developing PuzzleAvatar, a novel model that generates a faithful 3D avatar (in a canonical pose) from a personal OOTD album, while bypassing the challenging estimation of body and camera pose. To this end, we fine-tune a foundational vision-language model (VLM) on such photos, encoding the appearance, identity, garments, hairstyles, and accessories of a person into (separate) learned tokens and instilling these cues into the VLM. In effect, we exploit the learned tokens as "puzzle pieces" from which we assemble a faithful, personalized 3D avatar. Importantly, we can customize avatars by simply inter-changing tokens. As a benchmark for this new task, we collect a new dataset, called PuzzleIOI, with 41 subjects in a total of nearly 1K OOTD configurations, in challenging partial photos with paired ground-truth 3D bodies. Evaluation shows that PuzzleAvatar not only has high reconstruction accuracy, outperforming TeCH and MVDreamBooth, but also a unique scalability to album photos, and strong robustness. Our model and data will be public.
LLMI3D: Empowering LLM with 3D Perception from a Single 2D Image
Recent advancements in autonomous driving, augmented reality, robotics, and embodied intelligence have necessitated 3D perception algorithms. However, current 3D perception methods, particularly small models, struggle with processing logical reasoning, question-answering, and handling open scenario categories. On the other hand, generative multimodal large language models (MLLMs) excel in general capacity but underperform in 3D tasks, due to weak spatial and local object perception, poor text-based geometric numerical output, and inability to handle camera focal variations. To address these challenges, we propose the following solutions: Spatial-Enhanced Local Feature Mining for better spatial feature extraction, 3D Query Token-Derived Info Decoding for precise geometric regression, and Geometry Projection-Based 3D Reasoning for handling camera focal length variations. We employ parameter-efficient fine-tuning for a pre-trained MLLM and develop LLMI3D, a powerful 3D perception MLLM. Additionally, we have constructed the IG3D dataset, which provides fine-grained descriptions and question-answer annotations. Extensive experiments demonstrate that our LLMI3D achieves state-of-the-art performance, significantly outperforming existing methods.
Chupa: Carving 3D Clothed Humans from Skinned Shape Priors using 2D Diffusion Probabilistic Models
We propose a 3D generation pipeline that uses diffusion models to generate realistic human digital avatars. Due to the wide variety of human identities, poses, and stochastic details, the generation of 3D human meshes has been a challenging problem. To address this, we decompose the problem into 2D normal map generation and normal map-based 3D reconstruction. Specifically, we first simultaneously generate realistic normal maps for the front and backside of a clothed human, dubbed dual normal maps, using a pose-conditional diffusion model. For 3D reconstruction, we ``carve'' the prior SMPL-X mesh to a detailed 3D mesh according to the normal maps through mesh optimization. To further enhance the high-frequency details, we present a diffusion resampling scheme on both body and facial regions, thus encouraging the generation of realistic digital avatars. We also seamlessly incorporate a recent text-to-image diffusion model to support text-based human identity control. Our method, namely, Chupa, is capable of generating realistic 3D clothed humans with better perceptual quality and identity variety.
ASM: Adaptive Skinning Model for High-Quality 3D Face Modeling
The research fields of parametric face models and 3D face reconstruction have been extensively studied. However, a critical question remains unanswered: how to tailor the face model for specific reconstruction settings. We argue that reconstruction with multi-view uncalibrated images demands a new model with stronger capacity. Our study shifts attention from data-dependent 3D Morphable Models (3DMM) to an understudied human-designed skinning model. We propose Adaptive Skinning Model (ASM), which redefines the skinning model with more compact and fully tunable parameters. With extensive experiments, we demonstrate that ASM achieves significantly improved capacity than 3DMM, with the additional advantage of model size and easy implementation for new topology. We achieve state-of-the-art performance with ASM for multi-view reconstruction on the Florence MICC Coop benchmark. Our quantitative analysis demonstrates the importance of a high-capacity model for fully exploiting abundant information from multi-view input in reconstruction. Furthermore, our model with physical-semantic parameters can be directly utilized for real-world applications, such as in-game avatar creation. As a result, our work opens up new research directions for the parametric face models and facilitates future research on multi-view reconstruction.
RodinHD: High-Fidelity 3D Avatar Generation with Diffusion Models
We present RodinHD, which can generate high-fidelity 3D avatars from a portrait image. Existing methods fail to capture intricate details such as hairstyles which we tackle in this paper. We first identify an overlooked problem of catastrophic forgetting that arises when fitting triplanes sequentially on many avatars, caused by the MLP decoder sharing scheme. To overcome this issue, we raise a novel data scheduling strategy and a weight consolidation regularization term, which improves the decoder's capability of rendering sharper details. Additionally, we optimize the guiding effect of the portrait image by computing a finer-grained hierarchical representation that captures rich 2D texture cues, and injecting them to the 3D diffusion model at multiple layers via cross-attention. When trained on 46K avatars with a noise schedule optimized for triplanes, the resulting model can generate 3D avatars with notably better details than previous methods and can generalize to in-the-wild portrait input.
DreamWaltz: Make a Scene with Complex 3D Animatable Avatars
We present DreamWaltz, a novel framework for generating and animating complex 3D avatars given text guidance and parametric human body prior. While recent methods have shown encouraging results for text-to-3D generation of common objects, creating high-quality and animatable 3D avatars remains challenging. To create high-quality 3D avatars, DreamWaltz proposes 3D-consistent occlusion-aware Score Distillation Sampling (SDS) to optimize implicit neural representations with canonical poses. It provides view-aligned supervision via 3D-aware skeleton conditioning which enables complex avatar generation without artifacts and multiple faces. For animation, our method learns an animatable 3D avatar representation from abundant image priors of diffusion model conditioned on various poses, which could animate complex non-rigged avatars given arbitrary poses without retraining. Extensive evaluations demonstrate that DreamWaltz is an effective and robust approach for creating 3D avatars that can take on complex shapes and appearances as well as novel poses for animation. The proposed framework further enables the creation of complex scenes with diverse compositions, including avatar-avatar, avatar-object and avatar-scene interactions. See https://dreamwaltz3d.github.io/ for more vivid 3D avatar and animation results.
Mixture of Volumetric Primitives for Efficient Neural Rendering
Real-time rendering and animation of humans is a core function in games, movies, and telepresence applications. Existing methods have a number of drawbacks we aim to address with our work. Triangle meshes have difficulty modeling thin structures like hair, volumetric representations like Neural Volumes are too low-resolution given a reasonable memory budget, and high-resolution implicit representations like Neural Radiance Fields are too slow for use in real-time applications. We present Mixture of Volumetric Primitives (MVP), a representation for rendering dynamic 3D content that combines the completeness of volumetric representations with the efficiency of primitive-based rendering, e.g., point-based or mesh-based methods. Our approach achieves this by leveraging spatially shared computation with a deconvolutional architecture and by minimizing computation in empty regions of space with volumetric primitives that can move to cover only occupied regions. Our parameterization supports the integration of correspondence and tracking constraints, while being robust to areas where classical tracking fails, such as around thin or translucent structures and areas with large topological variability. MVP is a hybrid that generalizes both volumetric and primitive-based representations. Through a series of extensive experiments we demonstrate that it inherits the strengths of each, while avoiding many of their limitations. We also compare our approach to several state-of-the-art methods and demonstrate that MVP produces superior results in terms of quality and runtime performance.
Deformable Model-Driven Neural Rendering for High-Fidelity 3D Reconstruction of Human Heads Under Low-View Settings
Reconstructing 3D human heads in low-view settings presents technical challenges, mainly due to the pronounced risk of overfitting with limited views and high-frequency signals. To address this, we propose geometry decomposition and adopt a two-stage, coarse-to-fine training strategy, allowing for progressively capturing high-frequency geometric details. We represent 3D human heads using the zero level-set of a combined signed distance field, comprising a smooth template, a non-rigid deformation, and a high-frequency displacement field. The template captures features that are independent of both identity and expression and is co-trained with the deformation network across multiple individuals with sparse and randomly selected views. The displacement field, capturing individual-specific details, undergoes separate training for each person. Our network training does not require 3D supervision or object masks. Experimental results demonstrate the effectiveness and robustness of our geometry decomposition and two-stage training strategy. Our method outperforms existing neural rendering approaches in terms of reconstruction accuracy and novel view synthesis under low-view settings. Moreover, the pre-trained template serves a good initialization for our model when encountering unseen individuals.
HMD-NeMo: Online 3D Avatar Motion Generation From Sparse Observations
Generating both plausible and accurate full body avatar motion is the key to the quality of immersive experiences in mixed reality scenarios. Head-Mounted Devices (HMDs) typically only provide a few input signals, such as head and hands 6-DoF. Recently, different approaches achieved impressive performance in generating full body motion given only head and hands signal. However, to the best of our knowledge, all existing approaches rely on full hand visibility. While this is the case when, e.g., using motion controllers, a considerable proportion of mixed reality experiences do not involve motion controllers and instead rely on egocentric hand tracking. This introduces the challenge of partial hand visibility owing to the restricted field of view of the HMD. In this paper, we propose the first unified approach, HMD-NeMo, that addresses plausible and accurate full body motion generation even when the hands may be only partially visible. HMD-NeMo is a lightweight neural network that predicts the full body motion in an online and real-time fashion. At the heart of HMD-NeMo is the spatio-temporal encoder with novel temporally adaptable mask tokens that encourage plausible motion in the absence of hand observations. We perform extensive analysis of the impact of different components in HMD-NeMo and introduce a new state-of-the-art on AMASS dataset through our evaluation.
RigNeRF: Fully Controllable Neural 3D Portraits
Volumetric neural rendering methods, such as neural radiance fields (NeRFs), have enabled photo-realistic novel view synthesis. However, in their standard form, NeRFs do not support the editing of objects, such as a human head, within a scene. In this work, we propose RigNeRF, a system that goes beyond just novel view synthesis and enables full control of head pose and facial expressions learned from a single portrait video. We model changes in head pose and facial expressions using a deformation field that is guided by a 3D morphable face model (3DMM). The 3DMM effectively acts as a prior for RigNeRF that learns to predict only residuals to the 3DMM deformations and allows us to render novel (rigid) poses and (non-rigid) expressions that were not present in the input sequence. Using only a smartphone-captured short video of a subject for training, we demonstrate the effectiveness of our method on free view synthesis of a portrait scene with explicit head pose and expression controls. The project page can be found here: http://shahrukhathar.github.io/2022/06/06/RigNeRF.html
URAvatar: Universal Relightable Gaussian Codec Avatars
We present a new approach to creating photorealistic and relightable head avatars from a phone scan with unknown illumination. The reconstructed avatars can be animated and relit in real time with the global illumination of diverse environments. Unlike existing approaches that estimate parametric reflectance parameters via inverse rendering, our approach directly models learnable radiance transfer that incorporates global light transport in an efficient manner for real-time rendering. However, learning such a complex light transport that can generalize across identities is non-trivial. A phone scan in a single environment lacks sufficient information to infer how the head would appear in general environments. To address this, we build a universal relightable avatar model represented by 3D Gaussians. We train on hundreds of high-quality multi-view human scans with controllable point lights. High-resolution geometric guidance further enhances the reconstruction accuracy and generalization. Once trained, we finetune the pretrained model on a phone scan using inverse rendering to obtain a personalized relightable avatar. Our experiments establish the efficacy of our design, outperforming existing approaches while retaining real-time rendering capability.
DreamHuman: Animatable 3D Avatars from Text
We present DreamHuman, a method to generate realistic animatable 3D human avatar models solely from textual descriptions. Recent text-to-3D methods have made considerable strides in generation, but are still lacking in important aspects. Control and often spatial resolution remain limited, existing methods produce fixed rather than animated 3D human models, and anthropometric consistency for complex structures like people remains a challenge. DreamHuman connects large text-to-image synthesis models, neural radiance fields, and statistical human body models in a novel modeling and optimization framework. This makes it possible to generate dynamic 3D human avatars with high-quality textures and learned, instance-specific, surface deformations. We demonstrate that our method is capable to generate a wide variety of animatable, realistic 3D human models from text. Our 3D models have diverse appearance, clothing, skin tones and body shapes, and significantly outperform both generic text-to-3D approaches and previous text-based 3D avatar generators in visual fidelity. For more results and animations please check our website at https://dream-human.github.io.
UltrAvatar: A Realistic Animatable 3D Avatar Diffusion Model with Authenticity Guided Textures
Recent advances in 3D avatar generation have gained significant attentions. These breakthroughs aim to produce more realistic animatable avatars, narrowing the gap between virtual and real-world experiences. Most of existing works employ Score Distillation Sampling (SDS) loss, combined with a differentiable renderer and text condition, to guide a diffusion model in generating 3D avatars. However, SDS often generates oversmoothed results with few facial details, thereby lacking the diversity compared with ancestral sampling. On the other hand, other works generate 3D avatar from a single image, where the challenges of unwanted lighting effects, perspective views, and inferior image quality make them difficult to reliably reconstruct the 3D face meshes with the aligned complete textures. In this paper, we propose a novel 3D avatar generation approach termed UltrAvatar with enhanced fidelity of geometry, and superior quality of physically based rendering (PBR) textures without unwanted lighting. To this end, the proposed approach presents a diffuse color extraction model and an authenticity guided texture diffusion model. The former removes the unwanted lighting effects to reveal true diffuse colors so that the generated avatars can be rendered under various lighting conditions. The latter follows two gradient-based guidances for generating PBR textures to render diverse face-identity features and details better aligning with 3D mesh geometry. We demonstrate the effectiveness and robustness of the proposed method, outperforming the state-of-the-art methods by a large margin in the experiments.
Realistic Full-Body Tracking from Sparse Observations via Joint-Level Modeling
To bridge the physical and virtual worlds for rapidly developed VR/AR applications, the ability to realistically drive 3D full-body avatars is of great significance. Although real-time body tracking with only the head-mounted displays (HMDs) and hand controllers is heavily under-constrained, a carefully designed end-to-end neural network is of great potential to solve the problem by learning from large-scale motion data. To this end, we propose a two-stage framework that can obtain accurate and smooth full-body motions with the three tracking signals of head and hands only. Our framework explicitly models the joint-level features in the first stage and utilizes them as spatiotemporal tokens for alternating spatial and temporal transformer blocks to capture joint-level correlations in the second stage. Furthermore, we design a set of loss terms to constrain the task of a high degree of freedom, such that we can exploit the potential of our joint-level modeling. With extensive experiments on the AMASS motion dataset and real-captured data, we validate the effectiveness of our designs and show our proposed method can achieve more accurate and smooth motion compared to existing approaches.
3D Face Reconstruction with the Geometric Guidance of Facial Part Segmentation
3D Morphable Models (3DMMs) provide promising 3D face reconstructions in various applications. However, existing methods struggle to reconstruct faces with extreme expressions due to deficiencies in supervisory signals, such as sparse or inaccurate landmarks. Segmentation information contains effective geometric contexts for face reconstruction. Certain attempts intuitively depend on differentiable renderers to compare the rendered silhouettes of reconstruction with segmentation, which is prone to issues like local optima and gradient instability. In this paper, we fully utilize the facial part segmentation geometry by introducing Part Re-projection Distance Loss (PRDL). Specifically, PRDL transforms facial part segmentation into 2D points and re-projects the reconstruction onto the image plane. Subsequently, by introducing grid anchors and computing different statistical distances from these anchors to the point sets, PRDL establishes geometry descriptors to optimize the distribution of the point sets for face reconstruction. PRDL exhibits a clear gradient compared to the renderer-based methods and presents state-of-the-art reconstruction performance in extensive quantitative and qualitative experiments. Our project is available at https://github.com/wang-zidu/3DDFA-V3 .
Preface: A Data-driven Volumetric Prior for Few-shot Ultra High-resolution Face Synthesis
NeRFs have enabled highly realistic synthesis of human faces including complex appearance and reflectance effects of hair and skin. These methods typically require a large number of multi-view input images, making the process hardware intensive and cumbersome, limiting applicability to unconstrained settings. We propose a novel volumetric human face prior that enables the synthesis of ultra high-resolution novel views of subjects that are not part of the prior's training distribution. This prior model consists of an identity-conditioned NeRF, trained on a dataset of low-resolution multi-view images of diverse humans with known camera calibration. A simple sparse landmark-based 3D alignment of the training dataset allows our model to learn a smooth latent space of geometry and appearance despite a limited number of training identities. A high-quality volumetric representation of a novel subject can be obtained by model fitting to 2 or 3 camera views of arbitrary resolution. Importantly, our method requires as few as two views of casually captured images as input at inference time.
CAP4D: Creating Animatable 4D Portrait Avatars with Morphable Multi-View Diffusion Models
Reconstructing photorealistic and dynamic portrait avatars from images is essential to many applications including advertising, visual effects, and virtual reality. Depending on the application, avatar reconstruction involves different capture setups and constraints - for example, visual effects studios use camera arrays to capture hundreds of reference images, while content creators may seek to animate a single portrait image downloaded from the internet. As such, there is a large and heterogeneous ecosystem of methods for avatar reconstruction. Techniques based on multi-view stereo or neural rendering achieve the highest quality results, but require hundreds of reference images. Recent generative models produce convincing avatars from a single reference image, but visual fidelity yet lags behind multi-view techniques. Here, we present CAP4D: an approach that uses a morphable multi-view diffusion model to reconstruct photoreal 4D (dynamic 3D) portrait avatars from any number of reference images (i.e., one to 100) and animate and render them in real time. Our approach demonstrates state-of-the-art performance for single-, few-, and multi-image 4D portrait avatar reconstruction, and takes steps to bridge the gap in visual fidelity between single-image and multi-view reconstruction techniques.
Efficient Meshy Neural Fields for Animatable Human Avatars
Efficiently digitizing high-fidelity animatable human avatars from videos is a challenging and active research topic. Recent volume rendering-based neural representations open a new way for human digitization with their friendly usability and photo-realistic reconstruction quality. However, they are inefficient for long optimization times and slow inference speed; their implicit nature results in entangled geometry, materials, and dynamics of humans, which are hard to edit afterward. Such drawbacks prevent their direct applicability to downstream applications, especially the prominent rasterization-based graphic ones. We present EMA, a method that Efficiently learns Meshy neural fields to reconstruct animatable human Avatars. It jointly optimizes explicit triangular canonical mesh, spatial-varying material, and motion dynamics, via inverse rendering in an end-to-end fashion. Each above component is derived from separate neural fields, relaxing the requirement of a template, or rigging. The mesh representation is highly compatible with the efficient rasterization-based renderer, thus our method only takes about an hour of training and can render in real-time. Moreover, only minutes of optimization is enough for plausible reconstruction results. The disentanglement of meshes enables direct downstream applications. Extensive experiments illustrate the very competitive performance and significant speed boost against previous methods. We also showcase applications including novel pose synthesis, material editing, and relighting. The project page: https://xk-huang.github.io/ema/.
RMAvatar: Photorealistic Human Avatar Reconstruction from Monocular Video Based on Rectified Mesh-embedded Gaussians
We introduce RMAvatar, a novel human avatar representation with Gaussian splatting embedded on mesh to learn clothed avatar from a monocular video. We utilize the explicit mesh geometry to represent motion and shape of a virtual human and implicit appearance rendering with Gaussian Splatting. Our method consists of two main modules: Gaussian initialization module and Gaussian rectification module. We embed Gaussians into triangular faces and control their motion through the mesh, which ensures low-frequency motion and surface deformation of the avatar. Due to the limitations of LBS formula, the human skeleton is hard to control complex non-rigid transformations. We then design a pose-related Gaussian rectification module to learn fine-detailed non-rigid deformations, further improving the realism and expressiveness of the avatar. We conduct extensive experiments on public datasets, RMAvatar shows state-of-the-art performance on both rendering quality and quantitative evaluations. Please see our project page at https://rm-avatar.github.io.
NOFA: NeRF-based One-shot Facial Avatar Reconstruction
3D facial avatar reconstruction has been a significant research topic in computer graphics and computer vision, where photo-realistic rendering and flexible controls over poses and expressions are necessary for many related applications. Recently, its performance has been greatly improved with the development of neural radiance fields (NeRF). However, most existing NeRF-based facial avatars focus on subject-specific reconstruction and reenactment, requiring multi-shot images containing different views of the specific subject for training, and the learned model cannot generalize to new identities, limiting its further applications. In this work, we propose a one-shot 3D facial avatar reconstruction framework that only requires a single source image to reconstruct a high-fidelity 3D facial avatar. For the challenges of lacking generalization ability and missing multi-view information, we leverage the generative prior of 3D GAN and develop an efficient encoder-decoder network to reconstruct the canonical neural volume of the source image, and further propose a compensation network to complement facial details. To enable fine-grained control over facial dynamics, we propose a deformation field to warp the canonical volume into driven expressions. Through extensive experimental comparisons, we achieve superior synthesis results compared to several state-of-the-art methods.
Text-Guided Generation and Editing of Compositional 3D Avatars
Our goal is to create a realistic 3D facial avatar with hair and accessories using only a text description. While this challenge has attracted significant recent interest, existing methods either lack realism, produce unrealistic shapes, or do not support editing, such as modifications to the hairstyle. We argue that existing methods are limited because they employ a monolithic modeling approach, using a single representation for the head, face, hair, and accessories. Our observation is that the hair and face, for example, have very different structural qualities that benefit from different representations. Building on this insight, we generate avatars with a compositional model, in which the head, face, and upper body are represented with traditional 3D meshes, and the hair, clothing, and accessories with neural radiance fields (NeRF). The model-based mesh representation provides a strong geometric prior for the face region, improving realism while enabling editing of the person's appearance. By using NeRFs to represent the remaining components, our method is able to model and synthesize parts with complex geometry and appearance, such as curly hair and fluffy scarves. Our novel system synthesizes these high-quality compositional avatars from text descriptions. The experimental results demonstrate that our method, Text-guided generation and Editing of Compositional Avatars (TECA), produces avatars that are more realistic than those of recent methods while being editable because of their compositional nature. For example, our TECA enables the seamless transfer of compositional features like hairstyles, scarves, and other accessories between avatars. This capability supports applications such as virtual try-on.
FATE: Full-head Gaussian Avatar with Textural Editing from Monocular Video
Reconstructing high-fidelity, animatable 3D head avatars from effortlessly captured monocular videos is a pivotal yet formidable challenge. Although significant progress has been made in rendering performance and manipulation capabilities, notable challenges remain, including incomplete reconstruction and inefficient Gaussian representation. To address these challenges, we introduce FATE, a novel method for reconstructing an editable full-head avatar from a single monocular video. FATE integrates a sampling-based densification strategy to ensure optimal positional distribution of points, improving rendering efficiency. A neural baking technique is introduced to convert discrete Gaussian representations into continuous attribute maps, facilitating intuitive appearance editing. Furthermore, we propose a universal completion framework to recover non-frontal appearance, culminating in a 360^circ-renderable 3D head avatar. FATE outperforms previous approaches in both qualitative and quantitative evaluations, achieving state-of-the-art performance. To the best of our knowledge, FATE is the first animatable and 360^circ full-head monocular reconstruction method for a 3D head avatar. The code will be publicly released upon publication.
HUGSIM: A Real-Time, Photo-Realistic and Closed-Loop Simulator for Autonomous Driving
In the past few decades, autonomous driving algorithms have made significant progress in perception, planning, and control. However, evaluating individual components does not fully reflect the performance of entire systems, highlighting the need for more holistic assessment methods. This motivates the development of HUGSIM, a closed-loop, photo-realistic, and real-time simulator for evaluating autonomous driving algorithms. We achieve this by lifting captured 2D RGB images into the 3D space via 3D Gaussian Splatting, improving the rendering quality for closed-loop scenarios, and building the closed-loop environment. In terms of rendering, We tackle challenges of novel view synthesis in closed-loop scenarios, including viewpoint extrapolation and 360-degree vehicle rendering. Beyond novel view synthesis, HUGSIM further enables the full closed simulation loop, dynamically updating the ego and actor states and observations based on control commands. Moreover, HUGSIM offers a comprehensive benchmark across more than 70 sequences from KITTI-360, Waymo, nuScenes, and PandaSet, along with over 400 varying scenarios, providing a fair and realistic evaluation platform for existing autonomous driving algorithms. HUGSIM not only serves as an intuitive evaluation benchmark but also unlocks the potential for fine-tuning autonomous driving algorithms in a photorealistic closed-loop setting.
DreamFace: Progressive Generation of Animatable 3D Faces under Text Guidance
Emerging Metaverse applications demand accessible, accurate, and easy-to-use tools for 3D digital human creations in order to depict different cultures and societies as if in the physical world. Recent large-scale vision-language advances pave the way to for novices to conveniently customize 3D content. However, the generated CG-friendly assets still cannot represent the desired facial traits for human characteristics. In this paper, we present DreamFace, a progressive scheme to generate personalized 3D faces under text guidance. It enables layman users to naturally customize 3D facial assets that are compatible with CG pipelines, with desired shapes, textures, and fine-grained animation capabilities. From a text input to describe the facial traits, we first introduce a coarse-to-fine scheme to generate the neutral facial geometry with a unified topology. We employ a selection strategy in the CLIP embedding space, and subsequently optimize both the details displacements and normals using Score Distillation Sampling from generic Latent Diffusion Model. Then, for neutral appearance generation, we introduce a dual-path mechanism, which combines the generic LDM with a novel texture LDM to ensure both the diversity and textural specification in the UV space. We also employ a two-stage optimization to perform SDS in both the latent and image spaces to significantly provides compact priors for fine-grained synthesis. Our generated neutral assets naturally support blendshapes-based facial animations. We further improve the animation ability with personalized deformation characteristics by learning the universal expression prior using the cross-identity hypernetwork. Notably, DreamFace can generate of realistic 3D facial assets with physically-based rendering quality and rich animation ability from video footage, even for fashion icons or exotic characters in cartoons and fiction movies.
Deformable 3D Gaussian Splatting for Animatable Human Avatars
Recent advances in neural radiance fields enable novel view synthesis of photo-realistic images in dynamic settings, which can be applied to scenarios with human animation. Commonly used implicit backbones to establish accurate models, however, require many input views and additional annotations such as human masks, UV maps and depth maps. In this work, we propose ParDy-Human (Parameterized Dynamic Human Avatar), a fully explicit approach to construct a digital avatar from as little as a single monocular sequence. ParDy-Human introduces parameter-driven dynamics into 3D Gaussian Splatting where 3D Gaussians are deformed by a human pose model to animate the avatar. Our method is composed of two parts: A first module that deforms canonical 3D Gaussians according to SMPL vertices and a consecutive module that further takes their designed joint encodings and predicts per Gaussian deformations to deal with dynamics beyond SMPL vertex deformations. Images are then synthesized by a rasterizer. ParDy-Human constitutes an explicit model for realistic dynamic human avatars which requires significantly fewer training views and images. Our avatars learning is free of additional annotations such as masks and can be trained with variable backgrounds while inferring full-resolution images efficiently even on consumer hardware. We provide experimental evidence to show that ParDy-Human outperforms state-of-the-art methods on ZJU-MoCap and THUman4.0 datasets both quantitatively and visually.
Realistic One-shot Mesh-based Head Avatars
We present a system for realistic one-shot mesh-based human head avatars creation, ROME for short. Using a single photograph, our model estimates a person-specific head mesh and the associated neural texture, which encodes both local photometric and geometric details. The resulting avatars are rigged and can be rendered using a neural network, which is trained alongside the mesh and texture estimators on a dataset of in-the-wild videos. In the experiments, we observe that our system performs competitively both in terms of head geometry recovery and the quality of renders, especially for the cross-person reenactment. See results https://samsunglabs.github.io/rome/
Learning to Generate Conditional Tri-plane for 3D-aware Expression Controllable Portrait Animation
In this paper, we present Export3D, a one-shot 3D-aware portrait animation method that is able to control the facial expression and camera view of a given portrait image. To achieve this, we introduce a tri-plane generator with an effective expression conditioning method, which directly generates a tri-plane of 3D prior by transferring the expression parameter of 3DMM into the source image. The tri-plane is then decoded into the image of different view through a differentiable volume rendering. Existing portrait animation methods heavily rely on image warping to transfer the expression in the motion space, challenging on disentanglement of appearance and expression. In contrast, we propose a contrastive pre-training framework for appearance-free expression parameter, eliminating undesirable appearance swap when transferring a cross-identity expression. Extensive experiments show that our pre-training framework can learn the appearance-free expression representation hidden in 3DMM, and our model can generate 3D-aware expression controllable portrait images without appearance swap in the cross-identity manner.
LDM3D-VR: Latent Diffusion Model for 3D VR
Latent diffusion models have proven to be state-of-the-art in the creation and manipulation of visual outputs. However, as far as we know, the generation of depth maps jointly with RGB is still limited. We introduce LDM3D-VR, a suite of diffusion models targeting virtual reality development that includes LDM3D-pano and LDM3D-SR. These models enable the generation of panoramic RGBD based on textual prompts and the upscaling of low-resolution inputs to high-resolution RGBD, respectively. Our models are fine-tuned from existing pretrained models on datasets containing panoramic/high-resolution RGB images, depth maps and captions. Both models are evaluated in comparison to existing related methods.
Interactive Rendering of Relightable and Animatable Gaussian Avatars
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.
CHASE: 3D-Consistent Human Avatars with Sparse Inputs via Gaussian Splatting and Contrastive Learning
Recent advancements in human avatar synthesis have utilized radiance fields to reconstruct photo-realistic animatable human avatars. However, both NeRFs-based and 3DGS-based methods struggle with maintaining 3D consistency and exhibit suboptimal detail reconstruction, especially with sparse inputs. To address this challenge, we propose CHASE, which introduces supervision from intrinsic 3D consistency across poses and 3D geometry contrastive learning, achieving performance comparable with sparse inputs to that with full inputs. Following previous work, we first integrate a skeleton-driven rigid deformation and a non-rigid cloth dynamics deformation to coordinate the movements of individual Gaussians during animation, reconstructing basic avatar with coarse 3D consistency. To improve 3D consistency under sparse inputs, we design Dynamic Avatar Adjustment(DAA) to adjust deformed Gaussians based on a selected similar pose/image from the dataset. Minimizing the difference between the image rendered by adjusted Gaussians and the image with the similar pose serves as an additional form of supervision for avatar. Furthermore, we propose a 3D geometry contrastive learning strategy to maintain the 3D global consistency of generated avatars. Though CHASE is designed for sparse inputs, it surprisingly outperforms current SOTA methods in both full and sparse settings on the ZJU-MoCap and H36M datasets, demonstrating that our CHASE successfully maintains avatar's 3D consistency, hence improving rendering quality.
DreamScene360: Unconstrained Text-to-3D Scene Generation with Panoramic Gaussian Splatting
The increasing demand for virtual reality applications has highlighted the significance of crafting immersive 3D assets. We present a text-to-3D 360^{circ} scene generation pipeline that facilitates the creation of comprehensive 360^{circ} scenes for in-the-wild environments in a matter of minutes. Our approach utilizes the generative power of a 2D diffusion model and prompt self-refinement to create a high-quality and globally coherent panoramic image. This image acts as a preliminary "flat" (2D) scene representation. Subsequently, it is lifted into 3D Gaussians, employing splatting techniques to enable real-time exploration. To produce consistent 3D geometry, our pipeline constructs a spatially coherent structure by aligning the 2D monocular depth into a globally optimized point cloud. This point cloud serves as the initial state for the centroids of 3D Gaussians. In order to address invisible issues inherent in single-view inputs, we impose semantic and geometric constraints on both synthesized and input camera views as regularizations. These guide the optimization of Gaussians, aiding in the reconstruction of unseen regions. In summary, our method offers a globally consistent 3D scene within a 360^{circ} perspective, providing an enhanced immersive experience over existing techniques. Project website at: http://dreamscene360.github.io/
SketchMetaFace: A Learning-based Sketching Interface for High-fidelity 3D Character Face Modeling
Modeling 3D avatars benefits various application scenarios such as AR/VR, gaming, and filming. Character faces contribute significant diversity and vividity as a vital component of avatars. However, building 3D character face models usually requires a heavy workload with commercial tools, even for experienced artists. Various existing sketch-based tools fail to support amateurs in modeling diverse facial shapes and rich geometric details. In this paper, we present SketchMetaFace - a sketching system targeting amateur users to model high-fidelity 3D faces in minutes. We carefully design both the user interface and the underlying algorithm. First, curvature-aware strokes are adopted to better support the controllability of carving facial details. Second, considering the key problem of mapping a 2D sketch map to a 3D model, we develop a novel learning-based method termed "Implicit and Depth Guided Mesh Modeling" (IDGMM). It fuses the advantages of mesh, implicit, and depth representations to achieve high-quality results with high efficiency. In addition, to further support usability, we present a coarse-to-fine 2D sketching interface design and a data-driven stroke suggestion tool. User studies demonstrate the superiority of our system over existing modeling tools in terms of the ease to use and visual quality of results. Experimental analyses also show that IDGMM reaches a better trade-off between accuracy and efficiency. SketchMetaFace are available at https://zhongjinluo.github.io/SketchMetaFace/.
MaTe3D: Mask-guided Text-based 3D-aware Portrait Editing
Recently, 3D-aware face editing has witnessed remarkable progress. Although current approaches successfully perform mask-guided or text-based editing, these properties have not been combined into a single method. To address this limitation, we propose MaTe3D: mask-guided text-based 3D-aware portrait editing. First, we propose a new SDF-based 3D generator. To better perform masked-based editing (mainly happening in local areas), we propose SDF and density consistency losses, aiming to effectively model both the global and local representations jointly. Second, we introduce an inference-optimized method. We introduce two techniques based on the SDS (Score Distillation Sampling), including a blending SDS and a conditional SDS. The former aims to overcome the mismatch problem between geometry and appearance, ultimately harming fidelity. The conditional SDS contributes to further producing satisfactory and stable results. Additionally, we create CatMask-HQ dataset, a large-scale high-resolution cat face annotations. We perform experiments on both the FFHQ and CatMask-HQ datasets to demonstrate the effectiveness of the proposed method. Our method generates faithfully a edited 3D-aware face image given a modified mask and a text prompt. Our code and models will be publicly released.
En3D: An Enhanced Generative Model for Sculpting 3D Humans from 2D Synthetic Data
We present En3D, an enhanced generative scheme for sculpting high-quality 3D human avatars. Unlike previous works that rely on scarce 3D datasets or limited 2D collections with imbalanced viewing angles and imprecise pose priors, our approach aims to develop a zero-shot 3D generative scheme capable of producing visually realistic, geometrically accurate and content-wise diverse 3D humans without relying on pre-existing 3D or 2D assets. To address this challenge, we introduce a meticulously crafted workflow that implements accurate physical modeling to learn the enhanced 3D generative model from synthetic 2D data. During inference, we integrate optimization modules to bridge the gap between realistic appearances and coarse 3D shapes. Specifically, En3D comprises three modules: a 3D generator that accurately models generalizable 3D humans with realistic appearance from synthesized balanced, diverse, and structured human images; a geometry sculptor that enhances shape quality using multi-view normal constraints for intricate human anatomy; and a texturing module that disentangles explicit texture maps with fidelity and editability, leveraging semantical UV partitioning and a differentiable rasterizer. Experimental results show that our approach significantly outperforms prior works in terms of image quality, geometry accuracy and content diversity. We also showcase the applicability of our generated avatars for animation and editing, as well as the scalability of our approach for content-style free adaptation.
DreamBooth3D: Subject-Driven Text-to-3D Generation
We present DreamBooth3D, an approach to personalize text-to-3D generative models from as few as 3-6 casually captured images of a subject. Our approach combines recent advances in personalizing text-to-image models (DreamBooth) with text-to-3D generation (DreamFusion). We find that naively combining these methods fails to yield satisfactory subject-specific 3D assets due to personalized text-to-image models overfitting to the input viewpoints of the subject. We overcome this through a 3-stage optimization strategy where we jointly leverage the 3D consistency of neural radiance fields together with the personalization capability of text-to-image models. Our method can produce high-quality, subject-specific 3D assets with text-driven modifications such as novel poses, colors and attributes that are not seen in any of the input images of the subject.
MVDream: Multi-view Diffusion for 3D Generation
We propose MVDream, a multi-view diffusion model that is able to generate geometrically consistent multi-view images from a given text prompt. By leveraging image diffusion models pre-trained on large-scale web datasets and a multi-view dataset rendered from 3D assets, the resulting multi-view diffusion model can achieve both the generalizability of 2D diffusion and the consistency of 3D data. Such a model can thus be applied as a multi-view prior for 3D generation via Score Distillation Sampling, where it greatly improves the stability of existing 2D-lifting methods by solving the 3D consistency problem. Finally, we show that the multi-view diffusion model can also be fine-tuned under a few shot setting for personalized 3D generation, i.e. DreamBooth3D application, where the consistency can be maintained after learning the subject identity.
PAV: Personalized Head Avatar from Unstructured Video Collection
We propose PAV, Personalized Head Avatar for the synthesis of human faces under arbitrary viewpoints and facial expressions. PAV introduces a method that learns a dynamic deformable neural radiance field (NeRF), in particular from a collection of monocular talking face videos of the same character under various appearance and shape changes. Unlike existing head NeRF methods that are limited to modeling such input videos on a per-appearance basis, our method allows for learning multi-appearance NeRFs, introducing appearance embedding for each input video via learnable latent neural features attached to the underlying geometry. Furthermore, the proposed appearance-conditioned density formulation facilitates the shape variation of the character, such as facial hair and soft tissues, in the radiance field prediction. To the best of our knowledge, our approach is the first dynamic deformable NeRF framework to model appearance and shape variations in a single unified network for multi-appearances of the same subject. We demonstrate experimentally that PAV outperforms the baseline method in terms of visual rendering quality in our quantitative and qualitative studies on various subjects.
Learning One-Shot 4D Head Avatar Synthesis using Synthetic Data
Existing one-shot 4D head synthesis methods usually learn from monocular videos with the aid of 3DMM reconstruction, yet the latter is evenly challenging which restricts them from reasonable 4D head synthesis. We present a method to learn one-shot 4D head synthesis via large-scale synthetic data. The key is to first learn a part-wise 4D generative model from monocular images via adversarial learning, to synthesize multi-view images of diverse identities and full motions as training data; then leverage a transformer-based animatable triplane reconstructor to learn 4D head reconstruction using the synthetic data. A novel learning strategy is enforced to enhance the generalizability to real images by disentangling the learning process of 3D reconstruction and reenactment. Experiments demonstrate our superiority over the prior art.
SplattingAvatar: Realistic Real-Time Human Avatars with Mesh-Embedded Gaussian Splatting
We present SplattingAvatar, a hybrid 3D representation of photorealistic human avatars with Gaussian Splatting embedded on a triangle mesh, which renders over 300 FPS on a modern GPU and 30 FPS on a mobile device. We disentangle the motion and appearance of a virtual human with explicit mesh geometry and implicit appearance modeling with Gaussian Splatting. The Gaussians are defined by barycentric coordinates and displacement on a triangle mesh as Phong surfaces. We extend lifted optimization to simultaneously optimize the parameters of the Gaussians while walking on the triangle mesh. SplattingAvatar is a hybrid representation of virtual humans where the mesh represents low-frequency motion and surface deformation, while the Gaussians take over the high-frequency geometry and detailed appearance. Unlike existing deformation methods that rely on an MLP-based linear blend skinning (LBS) field for motion, we control the rotation and translation of the Gaussians directly by mesh, which empowers its compatibility with various animation techniques, e.g., skeletal animation, blend shapes, and mesh editing. Trainable from monocular videos for both full-body and head avatars, SplattingAvatar shows state-of-the-art rendering quality across multiple datasets.
Text2Control3D: Controllable 3D Avatar Generation in Neural Radiance Fields using Geometry-Guided Text-to-Image Diffusion Model
Recent advances in diffusion models such as ControlNet have enabled geometrically controllable, high-fidelity text-to-image generation. However, none of them addresses the question of adding such controllability to text-to-3D generation. In response, we propose Text2Control3D, a controllable text-to-3D avatar generation method whose facial expression is controllable given a monocular video casually captured with hand-held camera. Our main strategy is to construct the 3D avatar in Neural Radiance Fields (NeRF) optimized with a set of controlled viewpoint-aware images that we generate from ControlNet, whose condition input is the depth map extracted from the input video. When generating the viewpoint-aware images, we utilize cross-reference attention to inject well-controlled, referential facial expression and appearance via cross attention. We also conduct low-pass filtering of Gaussian latent of the diffusion model in order to ameliorate the viewpoint-agnostic texture problem we observed from our empirical analysis, where the viewpoint-aware images contain identical textures on identical pixel positions that are incomprehensible in 3D. Finally, to train NeRF with the images that are viewpoint-aware yet are not strictly consistent in geometry, our approach considers per-image geometric variation as a view of deformation from a shared 3D canonical space. Consequently, we construct the 3D avatar in a canonical space of deformable NeRF by learning a set of per-image deformation via deformation field table. We demonstrate the empirical results and discuss the effectiveness of our method.
AvatarReX: Real-time Expressive Full-body Avatars
We present AvatarReX, a new method for learning NeRF-based full-body avatars from video data. The learnt avatar not only provides expressive control of the body, hands and the face together, but also supports real-time animation and rendering. To this end, we propose a compositional avatar representation, where the body, hands and the face are separately modeled in a way that the structural prior from parametric mesh templates is properly utilized without compromising representation flexibility. Furthermore, we disentangle the geometry and appearance for each part. With these technical designs, we propose a dedicated deferred rendering pipeline, which can be executed in real-time framerate to synthesize high-quality free-view images. The disentanglement of geometry and appearance also allows us to design a two-pass training strategy that combines volume rendering and surface rendering for network training. In this way, patch-level supervision can be applied to force the network to learn sharp appearance details on the basis of geometry estimation. Overall, our method enables automatic construction of expressive full-body avatars with real-time rendering capability, and can generate photo-realistic images with dynamic details for novel body motions and facial expressions.
ID-to-3D: Expressive ID-guided 3D Heads via Score Distillation Sampling
We propose ID-to-3D, a method to generate identity- and text-guided 3D human heads with disentangled expressions, starting from even a single casually captured in-the-wild image of a subject. The foundation of our approach is anchored in compositionality, alongside the use of task-specific 2D diffusion models as priors for optimization. First, we extend a foundational model with a lightweight expression-aware and ID-aware architecture, and create 2D priors for geometry and texture generation, via fine-tuning only 0.2% of its available training parameters. Then, we jointly leverage a neural parametric representation for the expressions of each subject and a multi-stage generation of highly detailed geometry and albedo texture. This combination of strong face identity embeddings and our neural representation enables accurate reconstruction of not only facial features but also accessories and hair and can be meshed to provide render-ready assets for gaming and telepresence. Our results achieve an unprecedented level of identity-consistent and high-quality texture and geometry generation, generalizing to a ``world'' of unseen 3D identities, without relying on large 3D captured datasets of human assets.
Make-Your-3D: Fast and Consistent Subject-Driven 3D Content Generation
Recent years have witnessed the strong power of 3D generation models, which offer a new level of creative flexibility by allowing users to guide the 3D content generation process through a single image or natural language. However, it remains challenging for existing 3D generation methods to create subject-driven 3D content across diverse prompts. In this paper, we introduce a novel 3D customization method, dubbed Make-Your-3D that can personalize high-fidelity and consistent 3D content from only a single image of a subject with text description within 5 minutes. Our key insight is to harmonize the distributions of a multi-view diffusion model and an identity-specific 2D generative model, aligning them with the distribution of the desired 3D subject. Specifically, we design a co-evolution framework to reduce the variance of distributions, where each model undergoes a process of learning from the other through identity-aware optimization and subject-prior optimization, respectively. Extensive experiments demonstrate that our method can produce high-quality, consistent, and subject-specific 3D content with text-driven modifications that are unseen in subject image.
Synthetic Prior for Few-Shot Drivable Head Avatar Inversion
We present SynShot, a novel method for the few-shot inversion of a drivable head avatar based on a synthetic prior. We tackle two major challenges. First, training a controllable 3D generative network requires a large number of diverse sequences, for which pairs of images and high-quality tracked meshes are not always available. Second, state-of-the-art monocular avatar models struggle to generalize to new views and expressions, lacking a strong prior and often overfitting to a specific viewpoint distribution. Inspired by machine learning models trained solely on synthetic data, we propose a method that learns a prior model from a large dataset of synthetic heads with diverse identities, expressions, and viewpoints. With few input images, SynShot fine-tunes the pretrained synthetic prior to bridge the domain gap, modeling a photorealistic head avatar that generalizes to novel expressions and viewpoints. We model the head avatar using 3D Gaussian splatting and a convolutional encoder-decoder that outputs Gaussian parameters in UV texture space. To account for the different modeling complexities over parts of the head (e.g., skin vs hair), we embed the prior with explicit control for upsampling the number of per-part primitives. Compared to state-of-the-art monocular methods that require thousands of real training images, SynShot significantly improves novel view and expression synthesis.
Bringing Objects to Life: 4D generation from 3D objects
Recent advancements in generative modeling now enable the creation of 4D content (moving 3D objects) controlled with text prompts. 4D generation has large potential in applications like virtual worlds, media, and gaming, but existing methods provide limited control over the appearance and geometry of generated content. In this work, we introduce a method for animating user-provided 3D objects by conditioning on textual prompts to guide 4D generation, enabling custom animations while maintaining the identity of the original object. We first convert a 3D mesh into a ``static" 4D Neural Radiance Field (NeRF) that preserves the visual attributes of the input object. Then, we animate the object using an Image-to-Video diffusion model driven by text. To improve motion realism, we introduce an incremental viewpoint selection protocol for sampling perspectives to promote lifelike movement and a masked Score Distillation Sampling (SDS) loss, which leverages attention maps to focus optimization on relevant regions. We evaluate our model in terms of temporal coherence, prompt adherence, and visual fidelity and find that our method outperforms baselines that are based on other approaches, achieving up to threefold improvements in identity preservation measured using LPIPS scores, and effectively balancing visual quality with dynamic content.
AMG: Avatar Motion Guided Video Generation
Human video generation task has gained significant attention with the advancement of deep generative models. Generating realistic videos with human movements is challenging in nature, due to the intricacies of human body topology and sensitivity to visual artifacts. The extensively studied 2D media generation methods take advantage of massive human media datasets, but struggle with 3D-aware control; whereas 3D avatar-based approaches, while offering more freedom in control, lack photorealism and cannot be harmonized seamlessly with background scene. We propose AMG, a method that combines the 2D photorealism and 3D controllability by conditioning video diffusion models on controlled rendering of 3D avatars. We additionally introduce a novel data processing pipeline that reconstructs and renders human avatar movements from dynamic camera videos. AMG is the first method that enables multi-person diffusion video generation with precise control over camera positions, human motions, and background style. We also demonstrate through extensive evaluation that it outperforms existing human video generation methods conditioned on pose sequences or driving videos in terms of realism and adaptability.
Real3D-Portrait: One-shot Realistic 3D Talking Portrait Synthesis
One-shot 3D talking portrait generation aims to reconstruct a 3D avatar from an unseen image, and then animate it with a reference video or audio to generate a talking portrait video. The existing methods fail to simultaneously achieve the goals of accurate 3D avatar reconstruction and stable talking face animation. Besides, while the existing works mainly focus on synthesizing the head part, it is also vital to generate natural torso and background segments to obtain a realistic talking portrait video. To address these limitations, we present Real3D-Potrait, a framework that (1) improves the one-shot 3D reconstruction power with a large image-to-plane model that distills 3D prior knowledge from a 3D face generative model; (2) facilitates accurate motion-conditioned animation with an efficient motion adapter; (3) synthesizes realistic video with natural torso movement and switchable background using a head-torso-background super-resolution model; and (4) supports one-shot audio-driven talking face generation with a generalizable audio-to-motion model. Extensive experiments show that Real3D-Portrait generalizes well to unseen identities and generates more realistic talking portrait videos compared to previous methods. Video samples and source code are available at https://real3dportrait.github.io .
DRiVE: Diffusion-based Rigging Empowers Generation of Versatile and Expressive Characters
Recent advances in generative models have enabled high-quality 3D character reconstruction from multi-modal. However, animating these generated characters remains a challenging task, especially for complex elements like garments and hair, due to the lack of large-scale datasets and effective rigging methods. To address this gap, we curate AnimeRig, a large-scale dataset with detailed skeleton and skinning annotations. Building upon this, we propose DRiVE, a novel framework for generating and rigging 3D human characters with intricate structures. Unlike existing methods, DRiVE utilizes a 3D Gaussian representation, facilitating efficient animation and high-quality rendering. We further introduce GSDiff, a 3D Gaussian-based diffusion module that predicts joint positions as spatial distributions, overcoming the limitations of regression-based approaches. Extensive experiments demonstrate that DRiVE achieves precise rigging results, enabling realistic dynamics for clothing and hair, and surpassing previous methods in both quality and versatility. The code and dataset will be made public for academic use upon acceptance.
DreamWaltz-G: Expressive 3D Gaussian Avatars from Skeleton-Guided 2D Diffusion
Leveraging pretrained 2D diffusion models and score distillation sampling (SDS), recent methods have shown promising results for text-to-3D avatar generation. However, generating high-quality 3D avatars capable of expressive animation remains challenging. In this work, we present DreamWaltz-G, a novel learning framework for animatable 3D avatar generation from text. The core of this framework lies in Skeleton-guided Score Distillation and Hybrid 3D Gaussian Avatar representation. Specifically, the proposed skeleton-guided score distillation integrates skeleton controls from 3D human templates into 2D diffusion models, enhancing the consistency of SDS supervision in terms of view and human pose. This facilitates the generation of high-quality avatars, mitigating issues such as multiple faces, extra limbs, and blurring. The proposed hybrid 3D Gaussian avatar representation builds on the efficient 3D Gaussians, combining neural implicit fields and parameterized 3D meshes to enable real-time rendering, stable SDS optimization, and expressive animation. Extensive experiments demonstrate that DreamWaltz-G is highly effective in generating and animating 3D avatars, outperforming existing methods in both visual quality and animation expressiveness. Our framework further supports diverse applications, including human video reenactment and multi-subject scene composition.
Guide3D: Create 3D Avatars from Text and Image Guidance
Recently, text-to-image generation has exhibited remarkable advancements, with the ability to produce visually impressive results. In contrast, text-to-3D generation has not yet reached a comparable level of quality. Existing methods primarily rely on text-guided score distillation sampling (SDS), and they encounter difficulties in transferring 2D attributes of the generated images to 3D content. In this work, we aim to develop an effective 3D generative model capable of synthesizing high-resolution textured meshes by leveraging both textual and image information. To this end, we introduce Guide3D, a zero-shot text-and-image-guided generative model for 3D avatar generation based on diffusion models. Our model involves (1) generating sparse-view images of a text-consistent character using diffusion models, and (2) jointly optimizing multi-resolution differentiable marching tetrahedral grids with pixel-aligned image features. We further propose a similarity-aware feature fusion strategy for efficiently integrating features from different views. Moreover, we introduce two novel training objectives as an alternative to calculating SDS, significantly enhancing the optimization process. We thoroughly evaluate the performance and components of our framework, which outperforms the current state-of-the-art in producing topologically and structurally correct geometry and high-resolution textures. Guide3D enables the direct transfer of 2D-generated images to the 3D space. Our code will be made publicly available.
Single-Shot Implicit Morphable Faces with Consistent Texture Parameterization
There is a growing demand for the accessible creation of high-quality 3D avatars that are animatable and customizable. Although 3D morphable models provide intuitive control for editing and animation, and robustness for single-view face reconstruction, they cannot easily capture geometric and appearance details. Methods based on neural implicit representations, such as signed distance functions (SDF) or neural radiance fields, approach photo-realism, but are difficult to animate and do not generalize well to unseen data. To tackle this problem, we propose a novel method for constructing implicit 3D morphable face models that are both generalizable and intuitive for editing. Trained from a collection of high-quality 3D scans, our face model is parameterized by geometry, expression, and texture latent codes with a learned SDF and explicit UV texture parameterization. Once trained, we can reconstruct an avatar from a single in-the-wild image by leveraging the learned prior to project the image into the latent space of our model. Our implicit morphable face models can be used to render an avatar from novel views, animate facial expressions by modifying expression codes, and edit textures by directly painting on the learned UV-texture maps. We demonstrate quantitatively and qualitatively that our method improves upon photo-realism, geometry, and expression accuracy compared to state-of-the-art methods.
Hash3D: Training-free Acceleration for 3D Generation
The evolution of 3D generative modeling has been notably propelled by the adoption of 2D diffusion models. Despite this progress, the cumbersome optimization process per se presents a critical hurdle to efficiency. In this paper, we introduce Hash3D, a universal acceleration for 3D generation without model training. Central to Hash3D is the insight that feature-map redundancy is prevalent in images rendered from camera positions and diffusion time-steps in close proximity. By effectively hashing and reusing these feature maps across neighboring timesteps and camera angles, Hash3D substantially prevents redundant calculations, thus accelerating the diffusion model's inference in 3D generation tasks. We achieve this through an adaptive grid-based hashing. Surprisingly, this feature-sharing mechanism not only speed up the generation but also enhances the smoothness and view consistency of the synthesized 3D objects. Our experiments covering 5 text-to-3D and 3 image-to-3D models, demonstrate Hash3D's versatility to speed up optimization, enhancing efficiency by 1.3 to 4 times. Additionally, Hash3D's integration with 3D Gaussian splatting largely speeds up 3D model creation, reducing text-to-3D processing to about 10 minutes and image-to-3D conversion to roughly 30 seconds. The project page is at https://adamdad.github.io/hash3D/.
3DPortraitGAN: Learning One-Quarter Headshot 3D GANs from a Single-View Portrait Dataset with Diverse Body Poses
3D-aware face generators are typically trained on 2D real-life face image datasets that primarily consist of near-frontal face data, and as such, they are unable to construct one-quarter headshot 3D portraits with complete head, neck, and shoulder geometry. Two reasons account for this issue: First, existing facial recognition methods struggle with extracting facial data captured from large camera angles or back views. Second, it is challenging to learn a distribution of 3D portraits covering the one-quarter headshot region from single-view data due to significant geometric deformation caused by diverse body poses. To this end, we first create the dataset 360{\deg}-Portrait-HQ (360{\deg}PHQ for short) which consists of high-quality single-view real portraits annotated with a variety of camera parameters (the yaw angles span the entire 360{\deg} range) and body poses. We then propose 3DPortraitGAN, the first 3D-aware one-quarter headshot portrait generator that learns a canonical 3D avatar distribution from the 360{\deg}PHQ dataset with body pose self-learning. Our model can generate view-consistent portrait images from all camera angles with a canonical one-quarter headshot 3D representation. Our experiments show that the proposed framework can accurately predict portrait body poses and generate view-consistent, realistic portrait images with complete geometry from all camera angles.
Topo4D: Topology-Preserving Gaussian Splatting for High-Fidelity 4D Head Capture
4D head capture aims to generate dynamic topological meshes and corresponding texture maps from videos, which is widely utilized in movies and games for its ability to simulate facial muscle movements and recover dynamic textures in pore-squeezing. The industry often adopts the method involving multi-view stereo and non-rigid alignment. However, this approach is prone to errors and heavily reliant on time-consuming manual processing by artists. To simplify this process, we propose Topo4D, a novel framework for automatic geometry and texture generation, which optimizes densely aligned 4D heads and 8K texture maps directly from calibrated multi-view time-series images. Specifically, we first represent the time-series faces as a set of dynamic 3D Gaussians with fixed topology in which the Gaussian centers are bound to the mesh vertices. Afterward, we perform alternative geometry and texture optimization frame-by-frame for high-quality geometry and texture learning while maintaining temporal topology stability. Finally, we can extract dynamic facial meshes in regular wiring arrangement and high-fidelity textures with pore-level details from the learned Gaussians. Extensive experiments show that our method achieves superior results than the current SOTA face reconstruction methods both in the quality of meshes and textures. Project page: https://xuanchenli.github.io/Topo4D/.
EchoMimic: Lifelike Audio-Driven Portrait Animations through Editable Landmark Conditions
The area of portrait image animation, propelled by audio input, has witnessed notable progress in the generation of lifelike and dynamic portraits. Conventional methods are limited to utilizing either audios or facial key points to drive images into videos, while they can yield satisfactory results, certain issues exist. For instance, methods driven solely by audios can be unstable at times due to the relatively weaker audio signal, while methods driven exclusively by facial key points, although more stable in driving, can result in unnatural outcomes due to the excessive control of key point information. In addressing the previously mentioned challenges, in this paper, we introduce a novel approach which we named EchoMimic. EchoMimic is concurrently trained using both audios and facial landmarks. Through the implementation of a novel training strategy, EchoMimic is capable of generating portrait videos not only by audios and facial landmarks individually, but also by a combination of both audios and selected facial landmarks. EchoMimic has been comprehensively compared with alternative algorithms across various public datasets and our collected dataset, showcasing superior performance in both quantitative and qualitative evaluations. Additional visualization and access to the source code can be located on the EchoMimic project page.
ConsistentAvatar: Learning to Diffuse Fully Consistent Talking Head Avatar with Temporal Guidance
Diffusion models have shown impressive potential on talking head generation. While plausible appearance and talking effect are achieved, these methods still suffer from temporal, 3D or expression inconsistency due to the error accumulation and inherent limitation of single-image generation ability. In this paper, we propose ConsistentAvatar, a novel framework for fully consistent and high-fidelity talking avatar generation. Instead of directly employing multi-modal conditions to the diffusion process, our method learns to first model the temporal representation for stability between adjacent frames. Specifically, we propose a Temporally-Sensitive Detail (TSD) map containing high-frequency feature and contours that vary significantly along the time axis. Using a temporal consistent diffusion module, we learn to align TSD of the initial result to that of the video frame ground truth. The final avatar is generated by a fully consistent diffusion module, conditioned on the aligned TSD, rough head normal, and emotion prompt embedding. We find that the aligned TSD, which represents the temporal patterns, constrains the diffusion process to generate temporally stable talking head. Further, its reliable guidance complements the inaccuracy of other conditions, suppressing the accumulated error while improving the consistency on various aspects. Extensive experiments demonstrate that ConsistentAvatar outperforms the state-of-the-art methods on the generated appearance, 3D, expression and temporal consistency. Project page: https://njust-yang.github.io/ConsistentAvatar.github.io/
Coin3D: Controllable and Interactive 3D Assets Generation with Proxy-Guided Conditioning
As humans, we aspire to create media content that is both freely willed and readily controlled. Thanks to the prominent development of generative techniques, we now can easily utilize 2D diffusion methods to synthesize images controlled by raw sketch or designated human poses, and even progressively edit/regenerate local regions with masked inpainting. However, similar workflows in 3D modeling tasks are still unavailable due to the lack of controllability and efficiency in 3D generation. In this paper, we present a novel controllable and interactive 3D assets modeling framework, named Coin3D. Coin3D allows users to control the 3D generation using a coarse geometry proxy assembled from basic shapes, and introduces an interactive generation workflow to support seamless local part editing while delivering responsive 3D object previewing within a few seconds. To this end, we develop several techniques, including the 3D adapter that applies volumetric coarse shape control to the diffusion model, proxy-bounded editing strategy for precise part editing, progressive volume cache to support responsive preview, and volume-SDS to ensure consistent mesh reconstruction. Extensive experiments of interactive generation and editing on diverse shape proxies demonstrate that our method achieves superior controllability and flexibility in the 3D assets generation task.
FaceLift: Single Image to 3D Head with View Generation and GS-LRM
We present FaceLift, a feed-forward approach for rapid, high-quality, 360-degree head reconstruction from a single image. Our pipeline begins by employing a multi-view latent diffusion model that generates consistent side and back views of the head from a single facial input. These generated views then serve as input to a GS-LRM reconstructor, which produces a comprehensive 3D representation using Gaussian splats. To train our system, we develop a dataset of multi-view renderings using synthetic 3D human head as-sets. The diffusion-based multi-view generator is trained exclusively on synthetic head images, while the GS-LRM reconstructor undergoes initial training on Objaverse followed by fine-tuning on synthetic head data. FaceLift excels at preserving identity and maintaining view consistency across views. Despite being trained solely on synthetic data, FaceLift demonstrates remarkable generalization to real-world images. Through extensive qualitative and quantitative evaluations, we show that FaceLift outperforms state-of-the-art methods in 3D head reconstruction, highlighting its practical applicability and robust performance on real-world images. In addition to single image reconstruction, FaceLift supports video inputs for 4D novel view synthesis and seamlessly integrates with 2D reanimation techniques to enable 3D facial animation. Project page: https://weijielyu.github.io/FaceLift.
GeneFace: Generalized and High-Fidelity Audio-Driven 3D Talking Face Synthesis
Generating photo-realistic video portrait with arbitrary speech audio is a crucial problem in film-making and virtual reality. Recently, several works explore the usage of neural radiance field in this task to improve 3D realness and image fidelity. However, the generalizability of previous NeRF-based methods to out-of-domain audio is limited by the small scale of training data. In this work, we propose GeneFace, a generalized and high-fidelity NeRF-based talking face generation method, which can generate natural results corresponding to various out-of-domain audio. Specifically, we learn a variaitional motion generator on a large lip-reading corpus, and introduce a domain adaptative post-net to calibrate the result. Moreover, we learn a NeRF-based renderer conditioned on the predicted facial motion. A head-aware torso-NeRF is proposed to eliminate the head-torso separation problem. Extensive experiments show that our method achieves more generalized and high-fidelity talking face generation compared to previous methods.
VGGHeads: A Large-Scale Synthetic Dataset for 3D Human Heads
Human head detection, keypoint estimation, and 3D head model fitting are important tasks with many applications. However, traditional real-world datasets often suffer from bias, privacy, and ethical concerns, and they have been recorded in laboratory environments, which makes it difficult for trained models to generalize. Here, we introduce VGGHeads -- a large scale synthetic dataset generated with diffusion models for human head detection and 3D mesh estimation. Our dataset comprises over 1 million high-resolution images, each annotated with detailed 3D head meshes, facial landmarks, and bounding boxes. Using this dataset we introduce a new model architecture capable of simultaneous heads detection and head meshes reconstruction from a single image in a single step. Through extensive experimental evaluations, we demonstrate that models trained on our synthetic data achieve strong performance on real images. Furthermore, the versatility of our dataset makes it applicable across a broad spectrum of tasks, offering a general and comprehensive representation of human heads. Additionally, we provide detailed information about the synthetic data generation pipeline, enabling it to be re-used for other tasks and domains.
FitMe: Deep Photorealistic 3D Morphable Model Avatars
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 multi-modal style-based generator, that captures facial appearance in terms of diffuse and specular reflectance, and a PCA-based shape model. We employ a fast differentiable rendering process that can be used in an optimization pipeline, while also achieving photorealistic facial shading. Our optimization process accurately captures both the facial reflectance and shape in high-detail, by exploiting the expressivity of the style-based latent representation and of our shape model. FitMe achieves state-of-the-art reflectance acquisition and identity preservation on single "in-the-wild" facial images, while it produces impressive scan-like results, when given multiple unconstrained facial images pertaining to the same identity. In contrast with recent implicit avatar reconstructions, FitMe requires only one minute and produces relightable mesh and texture-based avatars, that can be used by end-user applications.
Rodin: A Generative Model for Sculpting 3D Digital Avatars Using Diffusion
This paper presents a 3D generative model that uses diffusion models to automatically generate 3D digital avatars represented as neural radiance fields. A significant challenge in generating such avatars is that the memory and processing costs in 3D are prohibitive for producing the rich details required for high-quality avatars. To tackle this problem we propose the roll-out diffusion network (Rodin), which represents a neural radiance field as multiple 2D feature maps and rolls out these maps into a single 2D feature plane within which we perform 3D-aware diffusion. The Rodin model brings the much-needed computational efficiency while preserving the integrity of diffusion in 3D by using 3D-aware convolution that attends to projected features in the 2D feature plane according to their original relationship in 3D. We also use latent conditioning to orchestrate the feature generation for global coherence, leading to high-fidelity avatars and enabling their semantic editing based on text prompts. Finally, we use hierarchical synthesis to further enhance details. The 3D avatars generated by our model compare favorably with those produced by existing generative techniques. We can generate highly detailed avatars with realistic hairstyles and facial hair like beards. We also demonstrate 3D avatar generation from image or text as well as text-guided editability.
VectorTalker: SVG Talking Face Generation with Progressive Vectorisation
High-fidelity and efficient audio-driven talking head generation has been a key research topic in computer graphics and computer vision. In this work, we study vector image based audio-driven talking head generation. Compared with directly animating the raster image that most widely used in existing works, vector image enjoys its excellent scalability being used for many applications. There are two main challenges for vector image based talking head generation: the high-quality vector image reconstruction w.r.t. the source portrait image and the vivid animation w.r.t. the audio signal. To address these, we propose a novel scalable vector graphic reconstruction and animation method, dubbed VectorTalker. Specifically, for the highfidelity reconstruction, VectorTalker hierarchically reconstructs the vector image in a coarse-to-fine manner. For the vivid audio-driven facial animation, we propose to use facial landmarks as intermediate motion representation and propose an efficient landmark-driven vector image deformation module. Our approach can handle various styles of portrait images within a unified framework, including Japanese manga, cartoon, and photorealistic images. We conduct extensive quantitative and qualitative evaluations and the experimental results demonstrate the superiority of VectorTalker in both vector graphic reconstruction and audio-driven animation.
3D-Adapter: Geometry-Consistent Multi-View Diffusion for High-Quality 3D Generation
Multi-view image diffusion models have significantly advanced open-domain 3D object generation. However, most existing models rely on 2D network architectures that lack inherent 3D biases, resulting in compromised geometric consistency. To address this challenge, we introduce 3D-Adapter, a plug-in module designed to infuse 3D geometry awareness into pretrained image diffusion models. Central to our approach is the idea of 3D feedback augmentation: for each denoising step in the sampling loop, 3D-Adapter decodes intermediate multi-view features into a coherent 3D representation, then re-encodes the rendered RGBD views to augment the pretrained base model through feature addition. We study two variants of 3D-Adapter: a fast feed-forward version based on Gaussian splatting and a versatile training-free version utilizing neural fields and meshes. Our extensive experiments demonstrate that 3D-Adapter not only greatly enhances the geometry quality of text-to-multi-view models such as Instant3D and Zero123++, but also enables high-quality 3D generation using the plain text-to-image Stable Diffusion. Furthermore, we showcase the broad application potential of 3D-Adapter by presenting high quality results in text-to-3D, image-to-3D, text-to-texture, and text-to-avatar tasks.
AniPortraitGAN: Animatable 3D Portrait Generation from 2D Image Collections
Previous animatable 3D-aware GANs for human generation have primarily focused on either the human head or full body. However, head-only videos are relatively uncommon in real life, and full body generation typically does not deal with facial expression control and still has challenges in generating high-quality results. Towards applicable video avatars, we present an animatable 3D-aware GAN that generates portrait images with controllable facial expression, head pose, and shoulder movements. It is a generative model trained on unstructured 2D image collections without using 3D or video data. For the new task, we base our method on the generative radiance manifold representation and equip it with learnable facial and head-shoulder deformations. A dual-camera rendering and adversarial learning scheme is proposed to improve the quality of the generated faces, which is critical for portrait images. A pose deformation processing network is developed to generate plausible deformations for challenging regions such as long hair. Experiments show that our method, trained on unstructured 2D images, can generate diverse and high-quality 3D portraits with desired control over different properties.
PEGASUS: Personalized Generative 3D Avatars with Composable Attributes
We present PEGASUS, a method for constructing a personalized generative 3D face avatar from monocular video sources. Our generative 3D avatar enables disentangled controls to selectively alter the facial attributes (e.g., hair or nose) while preserving the identity. Our approach consists of two stages: synthetic database generation and constructing a personalized generative avatar. We generate a synthetic video collection of the target identity with varying facial attributes, where the videos are synthesized by borrowing the attributes from monocular videos of diverse identities. Then, we build a person-specific generative 3D avatar that can modify its attributes continuously while preserving its identity. Through extensive experiments, we demonstrate that our method of generating a synthetic database and creating a 3D generative avatar is the most effective in preserving identity while achieving high realism. Subsequently, we introduce a zero-shot approach to achieve the same goal of generative modeling more efficiently by leveraging a previously constructed personalized generative model.
Identity Preserving 3D Head Stylization with Multiview Score Distillation
3D head stylization transforms realistic facial features into artistic representations, enhancing user engagement across gaming and virtual reality applications. While 3D-aware generators have made significant advancements, many 3D stylization methods primarily provide near-frontal views and struggle to preserve the unique identities of original subjects, often resulting in outputs that lack diversity and individuality. This paper addresses these challenges by leveraging the PanoHead model, synthesizing images from a comprehensive 360-degree perspective. We propose a novel framework that employs negative log-likelihood distillation (LD) to enhance identity preservation and improve stylization quality. By integrating multi-view grid score and mirror gradients within the 3D GAN architecture and introducing a score rank weighing technique, our approach achieves substantial qualitative and quantitative improvements. Our findings not only advance the state of 3D head stylization but also provide valuable insights into effective distillation processes between diffusion models and GANs, focusing on the critical issue of identity preservation. Please visit the https://three-bee.github.io/head_stylization for more visuals.
DiffPoseTalk: Speech-Driven Stylistic 3D Facial Animation and Head Pose Generation via Diffusion Models
The generation of stylistic 3D facial animations driven by speech poses a significant challenge as it requires learning a many-to-many mapping between speech, style, and the corresponding natural facial motion. However, existing methods either employ a deterministic model for speech-to-motion mapping or encode the style using a one-hot encoding scheme. Notably, the one-hot encoding approach fails to capture the complexity of the style and thus limits generalization ability. In this paper, we propose DiffPoseTalk, a generative framework based on the diffusion model combined with a style encoder that extracts style embeddings from short reference videos. During inference, we employ classifier-free guidance to guide the generation process based on the speech and style. We extend this to include the generation of head poses, thereby enhancing user perception. Additionally, we address the shortage of scanned 3D talking face data by training our model on reconstructed 3DMM parameters from a high-quality, in-the-wild audio-visual dataset. Our extensive experiments and user study demonstrate that our approach outperforms state-of-the-art methods. The code and dataset will be made publicly available.
Morphable Diffusion: 3D-Consistent Diffusion for Single-image Avatar Creation
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 multiview-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.
EmoTalk3D: High-Fidelity Free-View Synthesis of Emotional 3D Talking Head
We present a novel approach for synthesizing 3D talking heads with controllable emotion, featuring enhanced lip synchronization and rendering quality. Despite significant progress in the field, prior methods still suffer from multi-view consistency and a lack of emotional expressiveness. To address these issues, we collect EmoTalk3D dataset with calibrated multi-view videos, emotional annotations, and per-frame 3D geometry. By training on the EmoTalk3D dataset, we propose a `Speech-to-Geometry-to-Appearance' mapping framework that first predicts faithful 3D geometry sequence from the audio features, then the appearance of a 3D talking head represented by 4D Gaussians is synthesized from the predicted geometry. The appearance is further disentangled into canonical and dynamic Gaussians, learned from multi-view videos, and fused to render free-view talking head animation. Moreover, our model enables controllable emotion in the generated talking heads and can be rendered in wide-range views. Our method exhibits improved rendering quality and stability in lip motion generation while capturing dynamic facial details such as wrinkles and subtle expressions. Experiments demonstrate the effectiveness of our approach in generating high-fidelity and emotion-controllable 3D talking heads. The code and EmoTalk3D dataset are released at https://nju-3dv.github.io/projects/EmoTalk3D.
Zolly: Zoom Focal Length Correctly for Perspective-Distorted Human Mesh Reconstruction
As it is hard to calibrate single-view RGB images in the wild, existing 3D human mesh reconstruction (3DHMR) methods either use a constant large focal length or estimate one based on the background environment context, which can not tackle the problem of the torso, limb, hand or face distortion caused by perspective camera projection when the camera is close to the human body. The naive focal length assumptions can harm this task with the incorrectly formulated projection matrices. To solve this, we propose Zolly, the first 3DHMR method focusing on perspective-distorted images. Our approach begins with analysing the reason for perspective distortion, which we find is mainly caused by the relative location of the human body to the camera center. We propose a new camera model and a novel 2D representation, termed distortion image, which describes the 2D dense distortion scale of the human body. We then estimate the distance from distortion scale features rather than environment context features. Afterwards, we integrate the distortion feature with image features to reconstruct the body mesh. To formulate the correct projection matrix and locate the human body position, we simultaneously use perspective and weak-perspective projection loss. Since existing datasets could not handle this task, we propose the first synthetic dataset PDHuman and extend two real-world datasets tailored for this task, all containing perspective-distorted human images. Extensive experiments show that Zolly outperforms existing state-of-the-art methods on both perspective-distorted datasets and the standard benchmark (3DPW).
VividTalk: One-Shot Audio-Driven Talking Head Generation Based on 3D Hybrid Prior
Audio-driven talking head generation has drawn much attention in recent years, and many efforts have been made in lip-sync, expressive facial expressions, natural head pose generation, and high video quality. However, no model has yet led or tied on all these metrics due to the one-to-many mapping between audio and motion. In this paper, we propose VividTalk, a two-stage generic framework that supports generating high-visual quality talking head videos with all the above properties. Specifically, in the first stage, we map the audio to mesh by learning two motions, including non-rigid expression motion and rigid head motion. For expression motion, both blendshape and vertex are adopted as the intermediate representation to maximize the representation ability of the model. For natural head motion, a novel learnable head pose codebook with a two-phase training mechanism is proposed. In the second stage, we proposed a dual branch motion-vae and a generator to transform the meshes into dense motion and synthesize high-quality video frame-by-frame. Extensive experiments show that the proposed VividTalk can generate high-visual quality talking head videos with lip-sync and realistic enhanced by a large margin, and outperforms previous state-of-the-art works in objective and subjective comparisons.