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Jun 15

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 ).

  • 5 authors
·
Jan 23, 2024

Zero-1-to-A: Zero-Shot One Image to Animatable Head Avatars Using Video Diffusion

Animatable head avatar generation typically requires extensive data for training. To reduce the data requirements, a natural solution is to leverage existing data-free static avatar generation methods, such as pre-trained diffusion models with score distillation sampling (SDS), which align avatars with pseudo ground-truth outputs from the diffusion model. However, directly distilling 4D avatars from video diffusion often leads to over-smooth results due to spatial and temporal inconsistencies in the generated video. To address this issue, we propose Zero-1-to-A, a robust method that synthesizes a spatial and temporal consistency dataset for 4D avatar reconstruction using the video diffusion model. Specifically, Zero-1-to-A iteratively constructs video datasets and optimizes animatable avatars in a progressive manner, ensuring that avatar quality increases smoothly and consistently throughout the learning process. This progressive learning involves two stages: (1) Spatial Consistency Learning fixes expressions and learns from front-to-side views, and (2) Temporal Consistency Learning fixes views and learns from relaxed to exaggerated expressions, generating 4D avatars in a simple-to-complex manner. Extensive experiments demonstrate that Zero-1-to-A improves fidelity, animation quality, and rendering speed compared to existing diffusion-based methods, providing a solution for lifelike avatar creation. Code is publicly available at: https://github.com/ZhenglinZhou/Zero-1-to-A.

  • 4 authors
·
Mar 20, 2025 2

Avat3r: Large Animatable Gaussian Reconstruction Model for High-fidelity 3D Head Avatars

Traditionally, creating photo-realistic 3D head avatars requires a studio-level multi-view capture setup and expensive optimization during test-time, limiting the use of digital human doubles to the VFX industry or offline renderings. To address this shortcoming, we present Avat3r, which regresses a high-quality and animatable 3D head avatar from just a few input images, vastly reducing compute requirements during inference. More specifically, we make Large Reconstruction Models animatable and learn a powerful prior over 3D human heads from a large multi-view video dataset. For better 3D head reconstructions, we employ position maps from DUSt3R and generalized feature maps from the human foundation model Sapiens. To animate the 3D head, our key discovery is that simple cross-attention to an expression code is already sufficient. Finally, we increase robustness by feeding input images with different expressions to our model during training, enabling the reconstruction of 3D head avatars from inconsistent inputs, e.g., an imperfect phone capture with accidental movement, or frames from a monocular video. We compare Avat3r with current state-of-the-art methods for few-input and single-input scenarios, and find that our method has a competitive advantage in both tasks. Finally, we demonstrate the wide applicability of our proposed model, creating 3D head avatars from images of different sources, smartphone captures, single images, and even out-of-domain inputs like antique busts. Project website: https://tobias-kirschstein.github.io/avat3r/

  • 5 authors
·
Feb 27, 2025

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.

  • 8 authors
·
Jun 5, 2023

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.

  • 7 authors
·
Apr 29, 2024

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/.

  • 6 authors
·
Jun 16, 2023 1

Multi-view Consistent 3D Gaussian Head Avatars 'without' Multi-view Generation

High-fidelity 3D Gaussian head avatar generation is critical for applications such as AR/VR, telepresence, and digital humans. Existing methods depend on multi-view datasets, 3D captures, or intermediate 2D view synthesis. In contrast, we learn both conditional and unconditional 3D head models from randomly sampled 2D images alone, without using multi-view data, 3D supervision, or intermediate view generation. We introduce MVCHead, a single-shot state space model that enforces multi-view consistency (MVC) directly in the 3D representation while regressing 3D Gaussians under these constraints. At its core, we propose a Hierarchical State Space (HiSS) block that progressively refines Gaussians from coarse to fine, while capturing long-range dependencies. Within each HiSS block, we modify Mamba's standard unidirectional scan with the proposed Hierarchical Bi-directional State Scan (HiBiSS) that aligns recurrence with the axes along which multi-view inconsistencies are strongest. Finally, we design an SE(3) Multi-view Critic that judges whether a set of self-renders arises from a single underlying 3D configuration, rewarding cross-view pixel alignment without observing real multi-view pairs. MVCHead achieves state-of-the-art perceptual quality, surpasses prior methods in both texture and geometric consistency, and maintains comparable shape consistency. To demonstrate scalability, we release FaceGS-10K, the first large-scale dataset of ready-to-use 3D Gaussian head assets for training and evaluation of 3D head models. Project Page and code: https://humansensinglab.github.io/MVCHead/

Text-based Animatable 3D Avatars with Morphable Model Alignment

The generation of high-quality, animatable 3D head avatars from text has enormous potential in content creation applications such as games, movies, and embodied virtual assistants. Current text-to-3D generation methods typically combine parametric head models with 2D diffusion models using score distillation sampling to produce 3D-consistent results. However, they struggle to synthesize realistic details and suffer from misalignments between the appearance and the driving parametric model, resulting in unnatural animation results. We discovered that these limitations stem from ambiguities in the 2D diffusion predictions during 3D avatar distillation, specifically: i) the avatar's appearance and geometry is underconstrained by the text input, and ii) the semantic alignment between the predictions and the parametric head model is insufficient because the diffusion model alone cannot incorporate information from the parametric model. In this work, we propose a novel framework, AnimPortrait3D, for text-based realistic animatable 3DGS avatar generation with morphable model alignment, and introduce two key strategies to address these challenges. First, we tackle appearance and geometry ambiguities by utilizing prior information from a pretrained text-to-3D model to initialize a 3D avatar with robust appearance, geometry, and rigging relationships to the morphable model. Second, we refine the initial 3D avatar for dynamic expressions using a ControlNet that is conditioned on semantic and normal maps of the morphable model to ensure accurate alignment. As a result, our method outperforms existing approaches in terms of synthesis quality, alignment, and animation fidelity. Our experiments show that the proposed method advances the state of the art in text-based, animatable 3D head avatar generation.

  • 4 authors
·
Apr 21, 2025

OMEGA-Avatar: One-shot Modeling of 360° Gaussian Avatars

Creating high-fidelity, animatable 3D avatars from a single image remains a formidable challenge. We identified three desirable attributes of avatar generation: 1) the method should be feed-forward, 2) model a 360° full-head, and 3) should be animation-ready. However, current work addresses only two of the three points simultaneously. To address these limitations, we propose OMEGA-Avatar, the first feed-forward framework that simultaneously generates a generalizable, 360°-complete, and animatable 3D Gaussian head from a single image. Starting from a feed-forward and animatable framework, we address the 360° full-head avatar generation problem with two novel components. First, to overcome poor hair modeling in full-head avatar generation, we introduce a semantic-aware mesh deformation module that integrates multi-view normals to optimize a FLAME head with hair while preserving its topology structure. Second, to enable effective feed-forward decoding of full-head features, we propose a multi-view feature splatting module that constructs a shared canonical UV representation from features across multiple views through differentiable bilinear splatting, hierarchical UV mapping, and visibility-aware fusion. This approach preserves both global structural coherence and local high-frequency details across all viewpoints, ensuring 360° consistency without per-instance optimization. Extensive experiments demonstrate that OMEGA-Avatar achieves state-of-the-art performance, significantly outperforming existing baselines in 360° full-head completeness while robustly preserving identity across different viewpoints.

  • 6 authors
·
Feb 12

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.

  • 6 authors
·
Mar 23, 2023

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.

  • 5 authors
·
May 29, 2024

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.

  • 12 authors
·
Aug 24, 2024 3

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.

  • 6 authors
·
Sep 13, 2023 1

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/.

  • 9 authors
·
Jun 24, 2024

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.

  • 6 authors
·
Jul 10, 2023

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.

  • 10 authors
·
Apr 1, 2023

F3G-Avatar : Face Focused Full-body Gaussian Avatar

Existing full-body Gaussian avatar methods primarily optimize global reconstruction quality and often fail to preserve fine-grained facial geometry and expression details. This challenge arises from limited facial representational capacity that causes difficulties in modeling high-frequency pose-dependent deformations. To address this, we propose F3G-Avatar, a full-body, face-aware avatar synthesis method that reconstructs animatable human representations from multi-view RGB video and regressed pose/shape parameters. Starting from a clothed Momentum Human Rig (MHR) template, front/back positional maps are rendered and decoded into 3D Gaussians through a two-branch architecture: a body branch that captures pose-dependent non-rigid deformations and a face-focused deformation branch that refines head geometry and appearance. The predicted Gaussians are fused, posed with linear blend skinning (LBS), and rendered with differentiable Gaussian splatting. Training combines reconstruction and perceptual objectives with a face-specific adversarial loss to enhance realism in close-up views. Experiments demonstrate strong rendering quality, with face-view performance reaching PSNR/SSIM/LPIPS of 26.243/0.964/0.084 on the AvatarReX dataset. Ablations further highlight contributions of the MHR template and the face-focused deformation. F3G-Avatar provides a practical, high-quality pipeline for realistic, animatable full-body avatar synthesis.

  • 5 authors
·
Apr 9

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.

  • 5 authors
·
May 23, 2024

SyncTalk: The Devil is in the Synchronization for Talking Head Synthesis

Achieving high synchronization in the synthesis of realistic, speech-driven talking head videos presents a significant challenge. Traditional Generative Adversarial Networks (GAN) struggle to maintain consistent facial identity, while Neural Radiance Fields (NeRF) methods, although they can address this issue, often produce mismatched lip movements, inadequate facial expressions, and unstable head poses. A lifelike talking head requires synchronized coordination of subject identity, lip movements, facial expressions, and head poses. The absence of these synchronizations is a fundamental flaw, leading to unrealistic and artificial outcomes. To address the critical issue of synchronization, identified as the "devil" in creating realistic talking heads, we introduce SyncTalk. This NeRF-based method effectively maintains subject identity, enhancing synchronization and realism in talking head synthesis. SyncTalk employs a Face-Sync Controller to align lip movements with speech and innovatively uses a 3D facial blendshape model to capture accurate facial expressions. Our Head-Sync Stabilizer optimizes head poses, achieving more natural head movements. The Portrait-Sync Generator restores hair details and blends the generated head with the torso for a seamless visual experience. Extensive experiments and user studies demonstrate that SyncTalk outperforms state-of-the-art methods in synchronization and realism. We recommend watching the supplementary video: https://ziqiaopeng.github.io/synctalk

  • 9 authors
·
Nov 29, 2023

SEEAvatar: Photorealistic Text-to-3D Avatar Generation with Constrained Geometry and Appearance

Powered by large-scale text-to-image generation models, text-to-3D avatar generation has made promising progress. However, most methods fail to produce photorealistic results, limited by imprecise geometry and low-quality appearance. Towards more practical avatar generation, we present SEEAvatar, a method for generating photorealistic 3D avatars from text with SElf-Evolving constraints for decoupled geometry and appearance. For geometry, we propose to constrain the optimized avatar in a decent global shape with a template avatar. The template avatar is initialized with human prior and can be updated by the optimized avatar periodically as an evolving template, which enables more flexible shape generation. Besides, the geometry is also constrained by the static human prior in local parts like face and hands to maintain the delicate structures. For appearance generation, we use diffusion model enhanced by prompt engineering to guide a physically based rendering pipeline to generate realistic textures. The lightness constraint is applied on the albedo texture to suppress incorrect lighting effect. Experiments show that our method outperforms previous methods on both global and local geometry and appearance quality by a large margin. Since our method can produce high-quality meshes and textures, such assets can be directly applied in classic graphics pipeline for realistic rendering under any lighting condition. Project page at: https://seeavatar3d.github.io.

  • 3 authors
·
Dec 13, 2023 1

SmartAvatar: Text- and Image-Guided Human Avatar Generation with VLM AI Agents

SmartAvatar is a vision-language-agent-driven framework for generating fully rigged, animation-ready 3D human avatars from a single photo or textual prompt. While diffusion-based methods have made progress in general 3D object generation, they continue to struggle with precise control over human identity, body shape, and animation readiness. In contrast, SmartAvatar leverages the commonsense reasoning capabilities of large vision-language models (VLMs) in combination with off-the-shelf parametric human generators to deliver high-quality, customizable avatars. A key innovation is an autonomous verification loop, where the agent renders draft avatars, evaluates facial similarity, anatomical plausibility, and prompt alignment, and iteratively adjusts generation parameters for convergence. This interactive, AI-guided refinement process promotes fine-grained control over both facial and body features, enabling users to iteratively refine their avatars via natural-language conversations. Unlike diffusion models that rely on static pre-trained datasets and offer limited flexibility, SmartAvatar brings users into the modeling loop and ensures continuous improvement through an LLM-driven procedural generation and verification system. The generated avatars are fully rigged and support pose manipulation with consistent identity and appearance, making them suitable for downstream animation and interactive applications. Quantitative benchmarks and user studies demonstrate that SmartAvatar outperforms recent text- and image-driven avatar generation systems in terms of reconstructed mesh quality, identity fidelity, attribute accuracy, and animation readiness, making it a versatile tool for realistic, customizable avatar creation on consumer-grade hardware.

  • 6 authors
·
Jun 4, 2025

SCULPTOR: Skeleton-Consistent Face Creation Using a Learned Parametric Generator

Recent years have seen growing interest in 3D human faces modelling due to its wide applications in digital human, character generation and animation. Existing approaches overwhelmingly emphasized on modeling the exterior shapes, textures and skin properties of faces, ignoring the inherent correlation between inner skeletal structures and appearance. In this paper, we present SCULPTOR, 3D face creations with Skeleton Consistency Using a Learned Parametric facial generaTOR, aiming to facilitate easy creation of both anatomically correct and visually convincing face models via a hybrid parametric-physical representation. At the core of SCULPTOR is LUCY, the first large-scale shape-skeleton face dataset in collaboration with plastic surgeons. Named after the fossils of one of the oldest known human ancestors, our LUCY dataset contains high-quality Computed Tomography (CT) scans of the complete human head before and after orthognathic surgeries, critical for evaluating surgery results. LUCY consists of 144 scans of 72 subjects (31 male and 41 female) where each subject has two CT scans taken pre- and post-orthognathic operations. Based on our LUCY dataset, we learn a novel skeleton consistent parametric facial generator, SCULPTOR, which can create the unique and nuanced facial features that help define a character and at the same time maintain physiological soundness. Our SCULPTOR jointly models the skull, face geometry and face appearance under a unified data-driven framework, by separating the depiction of a 3D face into shape blend shape, pose blend shape and facial expression blend shape. SCULPTOR preserves both anatomic correctness and visual realism in facial generation tasks compared with existing methods. Finally, we showcase the robustness and effectiveness of SCULPTOR in various fancy applications unseen before.

  • 11 authors
·
Sep 14, 2022

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.

  • 5 authors
·
Jul 27, 2023

FRESA:Feedforward Reconstruction of Personalized Skinned Avatars from Few Images

We present a novel method for reconstructing personalized 3D human avatars with realistic animation from only a few images. Due to the large variations in body shapes, poses, and cloth types, existing methods mostly require hours of per-subject optimization during inference, which limits their practical applications. In contrast, we learn a universal prior from over a thousand clothed humans to achieve instant feedforward generation and zero-shot generalization. Specifically, instead of rigging the avatar with shared skinning weights, we jointly infer personalized avatar shape, skinning weights, and pose-dependent deformations, which effectively improves overall geometric fidelity and reduces deformation artifacts. Moreover, to normalize pose variations and resolve coupled ambiguity between canonical shapes and skinning weights, we design a 3D canonicalization process to produce pixel-aligned initial conditions, which helps to reconstruct fine-grained geometric details. We then propose a multi-frame feature aggregation to robustly reduce artifacts introduced in canonicalization and fuse a plausible avatar preserving person-specific identities. Finally, we train the model in an end-to-end framework on a large-scale capture dataset, which contains diverse human subjects paired with high-quality 3D scans. Extensive experiments show that our method generates more authentic reconstruction and animation than state-of-the-arts, and can be directly generalized to inputs from casually taken phone photos. Project page and code is available at https://github.com/rongakowang/FRESA.

  • 13 authors
·
Mar 24, 2025 2

ViSA: 3D-Aware Video Shading for Real-Time Upper-Body Avatar Creation

Generating high-fidelity upper-body 3D avatars from one-shot input image remains a significant challenge. Current 3D avatar generation methods, which rely on large reconstruction models, are fast and capable of producing stable body structures, but they often suffer from artifacts such as blurry textures and stiff, unnatural motion. In contrast, generative video models show promising performance by synthesizing photorealistic and dynamic results, but they frequently struggle with unstable behavior, including body structural errors and identity drift. To address these limitations, we propose a novel approach that combines the strengths of both paradigms. Our framework employs a 3D reconstruction model to provide robust structural and appearance priors, which in turn guides a real-time autoregressive video diffusion model for rendering. This process enables the model to synthesize high-frequency, photorealistic details and fluid dynamics in real time, effectively reducing texture blur and motion stiffness while preventing the structural inconsistencies common in video generation methods. By uniting the geometric stability of 3D reconstruction with the generative capabilities of video models, our method produces high-fidelity digital avatars with realistic appearance and dynamic, temporally coherent motion. Experiments demonstrate that our approach significantly reduces artifacts and achieves substantial improvements in visual quality over leading methods, providing a robust and efficient solution for real-time applications such as gaming and virtual reality. Project page: https://lhyfst.github.io/visa

  • 12 authors
·
Dec 8, 2025

HairCUP: Hair Compositional Universal Prior for 3D Gaussian Avatars

We present a universal prior model for 3D head avatars with explicit hair compositionality. Existing approaches to build generalizable priors for 3D head avatars often adopt a holistic modeling approach, treating the face and hair as an inseparable entity. This overlooks the inherent compositionality of the human head, making it difficult for the model to naturally disentangle face and hair representations, especially when the dataset is limited. Furthermore, such holistic models struggle to support applications like 3D face and hairstyle swapping in a flexible and controllable manner. To address these challenges, we introduce a prior model that explicitly accounts for the compositionality of face and hair, learning their latent spaces separately. A key enabler of this approach is our synthetic hairless data creation pipeline, which removes hair from studio-captured datasets using estimated hairless geometry and texture derived from a diffusion prior. By leveraging a paired dataset of hair and hairless captures, we train disentangled prior models for face and hair, incorporating compositionality as an inductive bias to facilitate effective separation. Our model's inherent compositionality enables seamless transfer of face and hair components between avatars while preserving identity. Additionally, we demonstrate that our model can be fine-tuned in a few-shot manner using monocular captures to create high-fidelity, hair-compositional 3D head avatars for unseen subjects. These capabilities highlight the practical applicability of our approach in real-world scenarios, paving the way for flexible and expressive 3D avatar generation.

  • 7 authors
·
Jul 25, 2025

TexAvatars : Hybrid Texel-3D Representations for Stable Rigging of Photorealistic Gaussian Head Avatars

Constructing drivable and photorealistic 3D head avatars has become a central task in AR/XR, enabling immersive and expressive user experiences. With the emergence of high-fidelity and efficient representations such as 3D Gaussians, recent works have pushed toward ultra-detailed head avatars. Existing approaches typically fall into two categories: rule-based analytic rigging or neural network-based deformation fields. While effective in constrained settings, both approaches often fail to generalize to unseen expressions and poses, particularly in extreme reenactment scenarios. Other methods constrain Gaussians to the global texel space of 3DMMs to reduce rendering complexity. However, these texel-based avatars tend to underutilize the underlying mesh structure. They apply minimal analytic deformation and rely heavily on neural regressors and heuristic regularization in UV space, which weakens geometric consistency and limits extrapolation to complex, out-of-distribution deformations. To address these limitations, we introduce TexAvatars, a hybrid avatar representation that combines the explicit geometric grounding of analytic rigging with the spatial continuity of texel space. Our approach predicts local geometric attributes in UV space via CNNs, but drives 3D deformation through mesh-aware Jacobians, enabling smooth and semantically meaningful transitions across triangle boundaries. This hybrid design separates semantic modeling from geometric control, resulting in improved generalization, interpretability, and stability. Furthermore, TexAvatars captures fine-grained expression effects, including muscle-induced wrinkles, glabellar lines, and realistic mouth cavity geometry, with high fidelity. Our method achieves state-of-the-art performance under extreme pose and expression variations, demonstrating strong generalization in challenging head reenactment settings.

  • 4 authors
·
Dec 24, 2025

Dream3DAvatar: Text-Controlled 3D Avatar Reconstruction from a Single Image

With the rapid advancement of 3D representation techniques and generative models, substantial progress has been made in reconstructing full-body 3D avatars from a single image. However, this task remains fundamentally ill-posedness due to the limited information available from monocular input, making it difficult to control the geometry and texture of occluded regions during generation. To address these challenges, we redesign the reconstruction pipeline and propose Dream3DAvatar, an efficient and text-controllable two-stage framework for 3D avatar generation. In the first stage, we develop a lightweight, adapter-enhanced multi-view generation model. Specifically, we introduce the Pose-Adapter to inject SMPL-X renderings and skeletal information into SDXL, enforcing geometric and pose consistency across views. To preserve facial identity, we incorporate ID-Adapter-G, which injects high-resolution facial features into the generation process. Additionally, we leverage BLIP2 to generate high-quality textual descriptions of the multi-view images, enhancing text-driven controllability in occluded regions. In the second stage, we design a feedforward Transformer model equipped with a multi-view feature fusion module to reconstruct high-fidelity 3D Gaussian Splat representations (3DGS) from the generated images. Furthermore, we introduce ID-Adapter-R, which utilizes a gating mechanism to effectively fuse facial features into the reconstruction process, improving high-frequency detail recovery. Extensive experiments demonstrate that our method can generate realistic, animation-ready 3D avatars without any post-processing and consistently outperforms existing baselines across multiple evaluation metrics.

  • 6 authors
·
Sep 16, 2025

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.

  • 5 authors
·
Jan 19, 2024 1

FaceChain: A Playground for Human-centric Artificial Intelligence Generated Content

Recent advancement in personalized image generation have unveiled the intriguing capability of pre-trained text-to-image models on learning identity information from a collection of portrait images. However, existing solutions are vulnerable in producing truthful details, and usually suffer from several defects such as (i) The generated face exhibit its own unique characteristics, \ie facial shape and facial feature positioning may not resemble key characteristics of the input, and (ii) The synthesized face may contain warped, blurred or corrupted regions. In this paper, we present FaceChain, a personalized portrait generation framework that combines a series of customized image-generation model and a rich set of face-related perceptual understanding models (\eg, face detection, deep face embedding extraction, and facial attribute recognition), to tackle aforementioned challenges and to generate truthful personalized portraits, with only a handful of portrait images as input. Concretely, we inject several SOTA face models into the generation procedure, achieving a more efficient label-tagging, data-processing, and model post-processing compared to previous solutions, such as DreamBooth ~ruiz2023dreambooth , InstantBooth ~shi2023instantbooth , or other LoRA-only approaches ~hu2021lora . Besides, based on FaceChain, we further develop several applications to build a broader playground for better showing its value, including virtual try on and 2D talking head. We hope it can grow to serve the burgeoning needs from the communities. Note that this is an ongoing work that will be consistently refined and improved upon. FaceChain is open-sourced under Apache-2.0 license at https://github.com/modelscope/facechain.

  • 20 authors
·
Aug 27, 2023

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.

  • 4 authors
·
Dec 23, 2024 2

SyncTalk++: High-Fidelity and Efficient Synchronized Talking Heads Synthesis Using Gaussian Splatting

Achieving high synchronization in the synthesis of realistic, speech-driven talking head videos presents a significant challenge. A lifelike talking head requires synchronized coordination of subject identity, lip movements, facial expressions, and head poses. The absence of these synchronizations is a fundamental flaw, leading to unrealistic results. To address the critical issue of synchronization, identified as the ''devil'' in creating realistic talking heads, we introduce SyncTalk++, which features a Dynamic Portrait Renderer with Gaussian Splatting to ensure consistent subject identity preservation and a Face-Sync Controller that aligns lip movements with speech while innovatively using a 3D facial blendshape model to reconstruct accurate facial expressions. To ensure natural head movements, we propose a Head-Sync Stabilizer, which optimizes head poses for greater stability. Additionally, SyncTalk++ enhances robustness to out-of-distribution (OOD) audio by incorporating an Expression Generator and a Torso Restorer, which generate speech-matched facial expressions and seamless torso regions. Our approach maintains consistency and continuity in visual details across frames and significantly improves rendering speed and quality, achieving up to 101 frames per second. Extensive experiments and user studies demonstrate that SyncTalk++ outperforms state-of-the-art methods in synchronization and realism. We recommend watching the supplementary video: https://ziqiaopeng.github.io/synctalk++.

  • 10 authors
·
Jun 17, 2025

Motion Avatar: Generate Human and Animal Avatars with Arbitrary Motion

In recent years, there has been significant interest in creating 3D avatars and motions, driven by their diverse applications in areas like film-making, video games, AR/VR, and human-robot interaction. However, current efforts primarily concentrate on either generating the 3D avatar mesh alone or producing motion sequences, with integrating these two aspects proving to be a persistent challenge. Additionally, while avatar and motion generation predominantly target humans, extending these techniques to animals remains a significant challenge due to inadequate training data and methods. To bridge these gaps, our paper presents three key contributions. Firstly, we proposed a novel agent-based approach named Motion Avatar, which allows for the automatic generation of high-quality customizable human and animal avatars with motions through text queries. The method significantly advanced the progress in dynamic 3D character generation. Secondly, we introduced a LLM planner that coordinates both motion and avatar generation, which transforms a discriminative planning into a customizable Q&A fashion. Lastly, we presented an animal motion dataset named Zoo-300K, comprising approximately 300,000 text-motion pairs across 65 animal categories and its building pipeline ZooGen, which serves as a valuable resource for the community. See project website https://steve-zeyu-zhang.github.io/MotionAvatar/

  • 10 authors
·
May 18, 2024

SwiftAvatar: Efficient Auto-Creation of Parameterized Stylized Character on Arbitrary Avatar Engines

The creation of a parameterized stylized character involves careful selection of numerous parameters, also known as the "avatar vectors" that can be interpreted by the avatar engine. Existing unsupervised avatar vector estimation methods that auto-create avatars for users, however, often fail to work because of the domain gap between realistic faces and stylized avatar images. To this end, we propose SwiftAvatar, a novel avatar auto-creation framework that is evidently superior to previous works. SwiftAvatar introduces dual-domain generators to create pairs of realistic faces and avatar images using shared latent codes. The latent codes can then be bridged with the avatar vectors as pairs, by performing GAN inversion on the avatar images rendered from the engine using avatar vectors. Through this way, we are able to synthesize paired data in high-quality as many as possible, consisting of avatar vectors and their corresponding realistic faces. We also propose semantic augmentation to improve the diversity of synthesis. Finally, a light-weight avatar vector estimator is trained on the synthetic pairs to implement efficient auto-creation. Our experiments demonstrate the effectiveness and efficiency of SwiftAvatar on two different avatar engines. The superiority and advantageous flexibility of SwiftAvatar are also verified in both subjective and objective evaluations.

  • 10 authors
·
Jan 19, 2023

Avatar V: Scaling Video-Reference Avatar Video Generation

Generating avatar videos that are not merely visually similar to a target individual but behaviorally recognizable, faithfully reproducing their talking rhythm, gestural tendencies, and expression dynamics, remains an open challenge. Existing methods predominantly condition on single static images, which provide insufficient identity information and cannot capture dynamic motion traits, while standard pixel-level objectives underserve the perceptually critical facial regions that determine avatar fidelity. We present Avatar V, a production-scale framework that addresses these limitations through video-reference-conditioned identity modeling. Rather than compressing identity into fixed-size embeddings, the model conditions directly on the full token sequence of a reference video, learning to reproduce both static identity attributes (facial geometry, skin texture) and dynamic behavioral patterns (talking rhythm, micro-expressions) through attention over the reference context. We introduce Sparse Reference Attention, an asymmetric mechanism achieving linear-complexity conditioning on arbitrarily long references; a motion representation stream enabling closed-loop talking style transfer; and an identity-aware super-resolution refiner inheriting the full reference conditioning. These are supported by a data engine curating 100M+ training clips from 50M raw videos, and a five-stage training pipeline with flow matching pre-training, personality fine-tuning, two-phase distillation (>10x acceleration), and RLHF alignment, deployed across thousands of GPUs. Avatar V generates 1080p videos of unlimited duration, achieving state-of-the-art identity preservation, lip synchronization, and generation quality on our cross-scene benchmark, consistently outperforming leading systems including Seedance 2.0, Kling O3 Pro, Veo 3.1, and OmniHuman 1.5 in both automated metrics and human evaluation.

heygenn HeyGen
·
Jun 10

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 .

  • 5 authors
·
Jul 20, 2023

StoryMaker: Towards Holistic Consistent Characters in Text-to-image Generation

Tuning-free personalized image generation methods have achieved significant success in maintaining facial consistency, i.e., identities, even with multiple characters. However, the lack of holistic consistency in scenes with multiple characters hampers these methods' ability to create a cohesive narrative. In this paper, we introduce StoryMaker, a personalization solution that preserves not only facial consistency but also clothing, hairstyles, and body consistency, thus facilitating the creation of a story through a series of images. StoryMaker incorporates conditions based on face identities and cropped character images, which include clothing, hairstyles, and bodies. Specifically, we integrate the facial identity information with the cropped character images using the Positional-aware Perceiver Resampler (PPR) to obtain distinct character features. To prevent intermingling of multiple characters and the background, we separately constrain the cross-attention impact regions of different characters and the background using MSE loss with segmentation masks. Additionally, we train the generation network conditioned on poses to promote decoupling from poses. A LoRA is also employed to enhance fidelity and quality. Experiments underscore the effectiveness of our approach. StoryMaker supports numerous applications and is compatible with other societal plug-ins. Our source codes and model weights are available at https://github.com/RedAIGC/StoryMaker.

  • 5 authors
·
Sep 19, 2024 2

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.

  • 6 authors
·
Jan 2, 2024 9