We present Generative Relightable Avatars (GRA), a person-specific method for photorealistic free-view rendering and environment-map relighting of full-body humans. We postulate that modeling fine-grained appearance details is inherently a one-to-many problem that can benefit from a generative formulation.
arXiv:2609.12850v1 Announce Type: new
Abstract: Accurate head modeling requires a stable yet expressive geometric representation. Existing Gaussian-based head avatars commonly rely on parametric temp...
By Lei Shi, Sen Peng, Zhiyang Deng, Zhonggui Chen, Xiaohu Guo, Baorong Yang, Xiao Dong
arXiv:2608. 19900v1 Announce Type: new Abstract: For full-body avatars, modeling surface dynamics is crucial for overcoming the uncanny valley and achieving perceptual realism.
By Guoxing Sun, Heming Zhu, Linjie Lyu, Pascal Fua, Christian Theobalt, Marc Habermann
For full-body avatars, modeling surface dynamics is crucial for overcoming the uncanny valley and achieving perceptual realism. Person-agnostic methods recover static 3D avatars from monocular images, videos, or text prompts, but their skeleton-driven animations lack realistic surface dynamics such as clothing wrinkles.
arXiv:2609.38343v1 Announce Type: new
Abstract: We present SInGA, a novel method for learning Semantic Inpainting for animatable Gaussian head Avatars from a single image. Existing avatar approaches...
By Pilseo Park, Fizza Rubab, Yiying Tong
arXiv:2606. 30347v1 Announce Type: cross Abstract: We present FFAvatar, a Transformer-based 3D Gaussian framework for fast construction of high-quality and animatable 4D head avatars from one or more reference portrait images.
By Jianjiang Yao, Ke Xian, Renxiang Dai, Robert Caiming Qiu
AGORA is a new framework that extends 3D Gaussian Splatting with a generative adversarial network to produce high‑fidelity, animatable 3D head avatars. It introduces a lightweight FLAME‑conditioned deformation branch that predicts per‑Gaussian residuals for identity‑preserving, fine‑grained expression control, and a dual‑discriminator training scheme that enforces expression fidelity. The system achieves real‑time inference at 250 FPS on a single GPU and, for the first time, CPU‑only animatable 3DGS avatar synthesis at ~9 FPS.
By Ramazan Fazylov, Sergey Zagoruyko, Aleksandr Parkin, Stamatis Lefkimmiatis, Ivan Laptev
arXiv:2607. 16287v1 Announce Type: cross Abstract: Neural Radiance Fields (NeRF) have enabled photorealistic novel-view synthesis of 3D scenes and, in the facial domain, have been extended to reconstruct and animate 3D face models from a small number of images.
By Minh Tran
arXiv:2502. 07531v5 Announce Type: replace-cross Abstract: Controllable image-to-video (I2V) generation transforms a reference image into a coherent video guided by user-specified control signals.
By Sixiao Zheng, Zimian Peng, Yanpeng Zhou, Yi Zhu, Hang Xu, Xiangru Huang, Yanwei Fu
arXiv:2606. 29379v1 Announce Type: cross Abstract: Gaussian splatting (GS) has garnered significant attention in VR/AR and digital content creation due to its explicit parameterization and efficient rendering capabilities.
By Jiaxin Li, Tong Wu, Yi Wei, Tailin Wu, Li Zhang
Projector-camera (ProCams) systems achieve active scene perception and controllable appearance manipulation via structured illumination, serving as a core infrastructure for spatial augmented reality, projection mapping, and surface reflectance acquisition. Existing inverse-rendering methods for ProCams deliver high-fidelity results but rely on time-consuming per-scene optimization, while mainstream feed-forward 3D reconstruction models produce baked appearance that cannot adapt to spatially varying projector illumination.
arXiv:2608.31033v1 Announce Type: new
Abstract: Lightstage facial capture produces production-quality digital humans, but it is resource and labor-intensive. Multi-camera setups, hours of computation...
By Rukhshanda Hussain, No\'e Artru, Emeline Got, Luiz Gustavo Hafemann, Alexandre Messier, Brandon Dearlove, Rafael M. O. Cruz, Abdallah Dib, Eric Granger