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SubscribeHigh-Quality 3D Head Reconstruction from Any Single Portrait Image
In this work, we introduce a novel high-fidelity 3D head reconstruction method from a single portrait image, regardless of perspective, expression, or accessories. Despite significant efforts in adapting 2D generative models for novel view synthesis and 3D optimization, most methods struggle to produce high-quality 3D portraits. The lack of crucial information, such as identity, expression, hair, and accessories, limits these approaches in generating realistic 3D head models. To address these challenges, we construct a new high-quality dataset containing 227 sequences of digital human portraits captured from 96 different perspectives, totalling 21,792 frames, featuring diverse expressions and accessories. To further improve performance, we integrate identity and expression information into the multi-view diffusion process to enhance facial consistency across views. Specifically, we apply identity- and expression-aware guidance and supervision to extract accurate facial representations, which guide the model and enforce objective functions to ensure high identity and expression consistency during generation. Finally, we generate an orbital video around the portrait consisting of 96 multi-view frames, which can be used for 3D portrait model reconstruction. Our method demonstrates robust performance across challenging scenarios, including side-face angles and complex accessories
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.
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.
Learning Neural Parametric Head Models
We propose a novel 3D morphable model for complete human heads based on hybrid neural fields. At the core of our model lies a neural parametric representation that disentangles identity and expressions in disjoint latent spaces. To this end, we capture a person's identity in a canonical space as a signed distance field (SDF), and model facial expressions with a neural deformation field. In addition, our representation achieves high-fidelity local detail by introducing an ensemble of local fields centered around facial anchor points. To facilitate generalization, we train our model on a newly-captured dataset of over 5200 head scans from 255 different identities using a custom high-end 3D scanning setup. Our dataset significantly exceeds comparable existing datasets, both with respect to quality and completeness of geometry, averaging around 3.5M mesh faces per scan. Finally, we demonstrate that our approach outperforms state-of-the-art methods in terms of fitting error and reconstruction quality.
Head360: Learning a Parametric 3D Full-Head for Free-View Synthesis in 360°
Creating a 360{\deg} parametric model of a human head is a very challenging task. While recent advancements have demonstrated the efficacy of leveraging synthetic data for building such parametric head models, their performance remains inadequate in crucial areas such as expression-driven animation, hairstyle editing, and text-based modifications. In this paper, we build a dataset of artist-designed high-fidelity human heads and propose to create a novel parametric 360{\deg} renderable parametric head model from it. Our scheme decouples the facial motion/shape and facial appearance, which are represented by a classic parametric 3D mesh model and an attached neural texture, respectively. We further propose a training method for decompositing hairstyle and facial appearance, allowing free-swapping of the hairstyle. A novel inversion fitting method is presented based on single image input with high generalization and fidelity. To the best of our knowledge, our model is the first parametric 3D full-head that achieves 360{\deg} free-view synthesis, image-based fitting, appearance editing, and animation within a single model. Experiments show that facial motions and appearances are well disentangled in the parametric space, leading to SOTA performance in rendering and animating quality. The code and SynHead100 dataset are released at https://nju-3dv.github.io/projects/Head360.
FaceVerse: a Fine-grained and Detail-controllable 3D Face Morphable Model from a Hybrid Dataset
We present FaceVerse, a fine-grained 3D Neural Face Model, which is built from hybrid East Asian face datasets containing 60K fused RGB-D images and 2K high-fidelity 3D head scan models. A novel coarse-to-fine structure is proposed to take better advantage of our hybrid dataset. In the coarse module, we generate a base parametric model from large-scale RGB-D images, which is able to predict accurate rough 3D face models in different genders, ages, etc. Then in the fine module, a conditional StyleGAN architecture trained with high-fidelity scan models is introduced to enrich elaborate facial geometric and texture details. Note that different from previous methods, our base and detailed modules are both changeable, which enables an innovative application of adjusting both the basic attributes and the facial details of 3D face models. Furthermore, we propose a single-image fitting framework based on differentiable rendering. Rich experiments show that our method outperforms the state-of-the-art methods.
DualTalk: Dual-Speaker Interaction for 3D Talking Head Conversations
In face-to-face conversations, individuals need to switch between speaking and listening roles seamlessly. Existing 3D talking head generation models focus solely on speaking or listening, neglecting the natural dynamics of interactive conversation, which leads to unnatural interactions and awkward transitions. To address this issue, we propose a new task -- multi-round dual-speaker interaction for 3D talking head generation -- which requires models to handle and generate both speaking and listening behaviors in continuous conversation. To solve this task, we introduce DualTalk, a novel unified framework that integrates the dynamic behaviors of speakers and listeners to simulate realistic and coherent dialogue interactions. This framework not only synthesizes lifelike talking heads when speaking but also generates continuous and vivid non-verbal feedback when listening, effectively capturing the interplay between the roles. We also create a new dataset featuring 50 hours of multi-round conversations with over 1,000 characters, where participants continuously switch between speaking and listening roles. Extensive experiments demonstrate that our method significantly enhances the naturalness and expressiveness of 3D talking heads in dual-speaker conversations. We recommend watching the supplementary video: https://ziqiaopeng.github.io/dualtalk.
Perceptually Accurate 3D Talking Head Generation: New Definitions, Speech-Mesh Representation, and Evaluation Metrics
Recent advancements in speech-driven 3D talking head generation have made significant progress in lip synchronization. However, existing models still struggle to capture the perceptual alignment between varying speech characteristics and corresponding lip movements. In this work, we claim that three criteria -- Temporal Synchronization, Lip Readability, and Expressiveness -- are crucial for achieving perceptually accurate lip movements. Motivated by our hypothesis that a desirable representation space exists to meet these three criteria, we introduce a speech-mesh synchronized representation that captures intricate correspondences between speech signals and 3D face meshes. We found that our learned representation exhibits desirable characteristics, and we plug it into existing models as a perceptual loss to better align lip movements to the given speech. In addition, we utilize this representation as a perceptual metric and introduce two other physically grounded lip synchronization metrics to assess how well the generated 3D talking heads align with these three criteria. Experiments show that training 3D talking head generation models with our perceptual loss significantly improve all three aspects of perceptually accurate lip synchronization. Codes and datasets are available at https://perceptual-3d-talking-head.github.io/.
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.
StrandHead: Text to Strand-Disentangled 3D Head Avatars Using Hair Geometric Priors
While haircut indicates distinct personality, existing avatar generation methods fail to model practical hair due to the general or entangled representation. We propose StrandHead, a novel text to 3D head avatar generation method capable of generating disentangled 3D hair with strand representation. Without using 3D data for supervision, we demonstrate that realistic hair strands can be generated from prompts by distilling 2D generative diffusion models. To this end, we propose a series of reliable priors on shape initialization, geometric primitives, and statistical haircut features, leading to a stable optimization and text-aligned performance. Extensive experiments show that StrandHead achieves the state-of-the-art reality and diversity of generated 3D head and hair. The generated 3D hair can also be easily implemented in the Unreal Engine for physical simulation and other applications. The code will be available at https://xiaokunsun.github.io/StrandHead.github.io.
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.
FLAP: Fully-controllable Audio-driven Portrait Video Generation through 3D head conditioned diffusion model
Diffusion-based video generation techniques have significantly improved zero-shot talking-head avatar generation, enhancing the naturalness of both head motion and facial expressions. However, existing methods suffer from poor controllability, making them less applicable to real-world scenarios such as filmmaking and live streaming for e-commerce. To address this limitation, we propose FLAP, a novel approach that integrates explicit 3D intermediate parameters (head poses and facial expressions) into the diffusion model for end-to-end generation of realistic portrait videos. The proposed architecture allows the model to generate vivid portrait videos from audio while simultaneously incorporating additional control signals, such as head rotation angles and eye-blinking frequency. Furthermore, the decoupling of head pose and facial expression allows for independent control of each, offering precise manipulation of both the avatar's pose and facial expressions. We also demonstrate its flexibility in integrating with existing 3D head generation methods, bridging the gap between 3D model-based approaches and end-to-end diffusion techniques. Extensive experiments show that our method outperforms recent audio-driven portrait video models in both naturalness and controllability.
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.
Think2Sing: Orchestrating Structured Motion Subtitles for Singing-Driven 3D Head Animation
Singing-driven 3D head animation is a challenging yet promising task with applications in virtual avatars, entertainment, and education. Unlike speech, singing involves richer emotional nuance, dynamic prosody, and lyric-based semantics, requiring the synthesis of fine-grained, temporally coherent facial motion. Existing speech-driven approaches often produce oversimplified, emotionally flat, and semantically inconsistent results, which are insufficient for singing animation. To address this, we propose Think2Sing, a diffusion-based framework that leverages pretrained large language models to generate semantically coherent and temporally consistent 3D head animations, conditioned on both lyrics and acoustics. A key innovation is the introduction of motion subtitles, an auxiliary semantic representation derived through a novel Singing Chain-of-Thought reasoning process combined with acoustic-guided retrieval. These subtitles contain precise timestamps and region-specific motion descriptions, serving as interpretable motion priors. We frame the task as a motion intensity prediction problem, enabling finer control over facial regions and improving the modeling of expressive motion. To support this, we create a multimodal singing dataset with synchronized video, acoustic descriptors, and motion subtitles, enabling diverse and expressive motion learning. Extensive experiments show that Think2Sing outperforms state-of-the-art methods in realism, expressiveness, and emotional fidelity, while also offering flexible, user-controllable animation editing.
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/
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.
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.
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.
Towards Seamless Interaction: Causal Turn-Level Modeling of Interactive 3D Conversational Head Dynamics
Human conversation involves continuous exchanges of speech and nonverbal cues such as head nods, gaze shifts, and facial expressions that convey attention and emotion. Modeling these bidirectional dynamics in 3D is essential for building expressive avatars and interactive robots. However, existing frameworks often treat talking and listening as independent processes or rely on non-causal full-sequence modeling, hindering temporal coherence across turns. We present TIMAR (Turn-level Interleaved Masked AutoRegression), a causal framework for 3D conversational head generation that models dialogue as interleaved audio-visual contexts. It fuses multimodal information within each turn and applies turn-level causal attention to accumulate conversational history, while a lightweight diffusion head predicts continuous 3D head dynamics that captures both coordination and expressive variability. Experiments on the DualTalk benchmark show that TIMAR reduces Fréchet Distance and MSE by 15-30% on the test set, and achieves similar gains on out-of-distribution data. The source code will be released in the GitHub repository https://github.com/CoderChen01/towards-seamleass-interaction.
DAD-3DHeads: A Large-scale Dense, Accurate and Diverse Dataset for 3D Head Alignment from a Single Image
We present DAD-3DHeads, a dense and diverse large-scale dataset, and a robust model for 3D Dense Head Alignment in the wild. It contains annotations of over 3.5K landmarks that accurately represent 3D head shape compared to the ground-truth scans. The data-driven model, DAD-3DNet, trained on our dataset, learns shape, expression, and pose parameters, and performs 3D reconstruction of a FLAME mesh. The model also incorporates a landmark prediction branch to take advantage of rich supervision and co-training of multiple related tasks. Experimentally, DAD-3DNet outperforms or is comparable to the state-of-the-art models in (i) 3D Head Pose Estimation on AFLW2000-3D and BIWI, (ii) 3D Face Shape Reconstruction on NoW and Feng, and (iii) 3D Dense Head Alignment and 3D Landmarks Estimation on DAD-3DHeads dataset. Finally, the diversity of DAD-3DHeads in camera angles, facial expressions, and occlusions enables a benchmark to study in-the-wild generalization and robustness to distribution shifts. The dataset webpage is https://p.farm/research/dad-3dheads.
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.
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.
HeadEvolver: Text to Head Avatars via Locally Learnable Mesh Deformation
We present HeadEvolver, a novel framework to generate stylized head avatars from text guidance. HeadEvolver uses locally learnable mesh deformation from a template head mesh, producing high-quality digital assets for detail-preserving editing and animation. To tackle the challenges of lacking fine-grained and semantic-aware local shape control in global deformation through Jacobians, we introduce a trainable parameter as a weighting factor for the Jacobian at each triangle to adaptively change local shapes while maintaining global correspondences and facial features. Moreover, to ensure the coherence of the resulting shape and appearance from different viewpoints, we use pretrained image diffusion models for differentiable rendering with regularization terms to refine the deformation under text guidance. Extensive experiments demonstrate that our method can generate diverse head avatars with an articulated mesh that can be edited seamlessly in 3D graphics software, facilitating downstream applications such as more efficient animation with inherited blend shapes and semantic consistency.
DEGAS: Detailed Expressions on Full-Body Gaussian Avatars
Although neural rendering has made significant advances in creating lifelike, animatable full-body and head avatars, incorporating detailed expressions into full-body avatars remains largely unexplored. We present DEGAS, the first 3D Gaussian Splatting (3DGS)-based modeling method for full-body avatars with rich facial expressions. Trained on multiview videos of a given subject, our method learns a conditional variational autoencoder that takes both the body motion and facial expression as driving signals to generate Gaussian maps in the UV layout. To drive the facial expressions, instead of the commonly used 3D Morphable Models (3DMMs) in 3D head avatars, we propose to adopt the expression latent space trained solely on 2D portrait images, bridging the gap between 2D talking faces and 3D avatars. Leveraging the rendering capability of 3DGS and the rich expressiveness of the expression latent space, the learned avatars can be reenacted to reproduce photorealistic rendering images with subtle and accurate facial expressions. Experiments on an existing dataset and our newly proposed dataset of full-body talking avatars demonstrate the efficacy of our method. We also propose an audio-driven extension of our method with the help of 2D talking faces, opening new possibilities for interactive AI agents.
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.
Reconstructing Personalized Semantic Facial NeRF Models From Monocular Video
We present a novel semantic model for human head defined with neural radiance field. The 3D-consistent head model consist of a set of disentangled and interpretable bases, and can be driven by low-dimensional expression coefficients. Thanks to the powerful representation ability of neural radiance field, the constructed model can represent complex facial attributes including hair, wearings, which can not be represented by traditional mesh blendshape. To construct the personalized semantic facial model, we propose to define the bases as several multi-level voxel fields. With a short monocular RGB video as input, our method can construct the subject's semantic facial NeRF model with only ten to twenty minutes, and can render a photo-realistic human head image in tens of miliseconds with a given expression coefficient and view direction. With this novel representation, we apply it to many tasks like facial retargeting and expression editing. Experimental results demonstrate its strong representation ability and training/inference speed. Demo videos and released code are provided in our project page: https://ustc3dv.github.io/NeRFBlendShape/
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.
Automated head and neck tumor segmentation from 3D PET/CT
Head and neck tumor segmentation challenge (HECKTOR) 2022 offers a platform for researchers to compare their solutions to segmentation of tumors and lymph nodes from 3D CT and PET images. In this work, we describe our solution to HECKTOR 2022 segmentation task. We re-sample all images to a common resolution, crop around head and neck region, and train SegResNet semantic segmentation network from MONAI. We use 5-fold cross validation to select best model checkpoints. The final submission is an ensemble of 15 models from 3 runs. Our solution (team name NVAUTO) achieves the 1st place on the HECKTOR22 challenge leaderboard with an aggregated dice score of 0.78802.
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.
MIS-FM: 3D Medical Image Segmentation using Foundation Models Pretrained on a Large-Scale Unannotated Dataset
Pretraining with large-scale 3D volumes has a potential for improving the segmentation performance on a target medical image dataset where the training images and annotations are limited. Due to the high cost of acquiring pixel-level segmentation annotations on the large-scale pretraining dataset, pretraining with unannotated images is highly desirable. In this work, we propose a novel self-supervised learning strategy named Volume Fusion (VF) for pretraining 3D segmentation models. It fuses several random patches from a foreground sub-volume to a background sub-volume based on a predefined set of discrete fusion coefficients, and forces the model to predict the fusion coefficient of each voxel, which is formulated as a self-supervised segmentation task without manual annotations. Additionally, we propose a novel network architecture based on parallel convolution and transformer blocks that is suitable to be transferred to different downstream segmentation tasks with various scales of organs and lesions. The proposed model was pretrained with 110k unannotated 3D CT volumes, and experiments with different downstream segmentation targets including head and neck organs, thoracic/abdominal organs showed that our pretrained model largely outperformed training from scratch and several state-of-the-art self-supervised training methods and segmentation models. The code and pretrained model are available at https://github.com/openmedlab/MIS-FM.
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 ).
EPFL-Smart-Kitchen-30: Densely annotated cooking dataset with 3D kinematics to challenge video and language models
Understanding behavior requires datasets that capture humans while carrying out complex tasks. The kitchen is an excellent environment for assessing human motor and cognitive function, as many complex actions are naturally exhibited in kitchens from chopping to cleaning. Here, we introduce the EPFL-Smart-Kitchen-30 dataset, collected in a noninvasive motion capture platform inside a kitchen environment. Nine static RGB-D cameras, inertial measurement units (IMUs) and one head-mounted HoloLens~2 headset were used to capture 3D hand, body, and eye movements. The EPFL-Smart-Kitchen-30 dataset is a multi-view action dataset with synchronized exocentric, egocentric, depth, IMUs, eye gaze, body and hand kinematics spanning 29.7 hours of 16 subjects cooking four different recipes. Action sequences were densely annotated with 33.78 action segments per minute. Leveraging this multi-modal dataset, we propose four benchmarks to advance behavior understanding and modeling through 1) a vision-language benchmark, 2) a semantic text-to-motion generation benchmark, 3) a multi-modal action recognition benchmark, 4) a pose-based action segmentation benchmark. We expect the EPFL-Smart-Kitchen-30 dataset to pave the way for better methods as well as insights to understand the nature of ecologically-valid human behavior. Code and data are available at https://github.com/amathislab/EPFL-Smart-Kitchen
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.
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.
3D-MoE: A Mixture-of-Experts Multi-modal LLM for 3D Vision and Pose Diffusion via Rectified Flow
3D vision and spatial reasoning have long been recognized as preferable for accurately perceiving our three-dimensional world, especially when compared with traditional visual reasoning based on 2D images. Due to the difficulties in collecting high-quality 3D data, research in this area has only recently gained momentum. With the advent of powerful large language models (LLMs), multi-modal LLMs for 3D vision have been developed over the past few years. However, most of these models focus primarily on the vision encoder for 3D data. In this paper, we propose converting existing densely activated LLMs into mixture-of-experts (MoE) models, which have proven effective for multi-modal data processing. In addition to leveraging these models' instruction-following capabilities, we further enable embodied task planning by attaching a diffusion head, Pose-DiT, that employs a novel rectified flow diffusion scheduler. Experimental results on 3D question answering and task-planning tasks demonstrate that our 3D-MoE framework achieves improved performance with fewer activated parameters.
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.
EAvatar: Expression-Aware Head Avatar Reconstruction with Generative Geometry Priors
High-fidelity head avatar reconstruction plays a crucial role in AR/VR, gaming, and multimedia content creation. Recent advances in 3D Gaussian Splatting (3DGS) have demonstrated effectiveness in modeling complex geometry with real-time rendering capability and are now widely used in high-fidelity head avatar reconstruction tasks. However, existing 3DGS-based methods still face significant challenges in capturing fine-grained facial expressions and preserving local texture continuity, especially in highly deformable regions. To mitigate these limitations, we propose a novel 3DGS-based framework termed EAvatar for head reconstruction that is both expression-aware and deformation-aware. Our method introduces a sparse expression control mechanism, where a small number of key Gaussians are used to influence the deformation of their neighboring Gaussians, enabling accurate modeling of local deformations and fine-scale texture transitions. Furthermore, we leverage high-quality 3D priors from pretrained generative models to provide a more reliable facial geometry, offering structural guidance that improves convergence stability and shape accuracy during training. Experimental results demonstrate that our method produces more accurate and visually coherent head reconstructions with improved expression controllability and detail fidelity.
GaussianHead: High-fidelity Head Avatars with Learnable Gaussian Derivation
Constructing vivid 3D head avatars for given subjects and realizing a series of animations on them is valuable yet challenging. This paper presents GaussianHead, which models the actional human head with anisotropic 3D Gaussians. In our framework, a motion deformation field and multi-resolution tri-plane are constructed respectively to deal with the head's dynamic geometry and complex texture. Notably, we impose an exclusive derivation scheme on each Gaussian, which generates its multiple doppelgangers through a set of learnable parameters for position transformation. With this design, we can compactly and accurately encode the appearance information of Gaussians, even those fitting the head's particular components with sophisticated structures. In addition, an inherited derivation strategy for newly added Gaussians is adopted to facilitate training acceleration. Extensive experiments show that our method can produce high-fidelity renderings, outperforming state-of-the-art approaches in reconstruction, cross-identity reenactment, and novel view synthesis tasks. Our code is available at: https://github.com/chiehwangs/gaussian-head.
Learned Spatial Representations for Few-shot Talking-Head Synthesis
We propose a novel approach for few-shot talking-head synthesis. While recent works in neural talking heads have produced promising results, they can still produce images that do not preserve the identity of the subject in source images. We posit this is a result of the entangled representation of each subject in a single latent code that models 3D shape information, identity cues, colors, lighting and even background details. In contrast, we propose to factorize the representation of a subject into its spatial and style components. Our method generates a target frame in two steps. First, it predicts a dense spatial layout for the target image. Second, an image generator utilizes the predicted layout for spatial denormalization and synthesizes the target frame. We experimentally show that this disentangled representation leads to a significant improvement over previous methods, both quantitatively and qualitatively.
Fine-Grained Head Pose Estimation Without Keypoints
Estimating the head pose of a person is a crucial problem that has a large amount of applications such as aiding in gaze estimation, modeling attention, fitting 3D models to video and performing face alignment. Traditionally head pose is computed by estimating some keypoints from the target face and solving the 2D to 3D correspondence problem with a mean human head model. We argue that this is a fragile method because it relies entirely on landmark detection performance, the extraneous head model and an ad-hoc fitting step. We present an elegant and robust way to determine pose by training a multi-loss convolutional neural network on 300W-LP, a large synthetically expanded dataset, to predict intrinsic Euler angles (yaw, pitch and roll) directly from image intensities through joint binned pose classification and regression. We present empirical tests on common in-the-wild pose benchmark datasets which show state-of-the-art results. Additionally we test our method on a dataset usually used for pose estimation using depth and start to close the gap with state-of-the-art depth pose methods. We open-source our training and testing code as well as release our pre-trained models.
DepthLM: Metric Depth From Vision Language Models
Vision language models (VLMs) can flexibly address various vision tasks through text interactions. Although successful in semantic understanding, state-of-the-art VLMs including GPT-5 still struggle in understanding 3D from 2D inputs. On the other hand, expert pure vision models achieve super-human accuracy in metric depth estimation, a key 3D understanding task. However, they require task-specific architectures and losses. Such difference motivates us to ask: Can VLMs reach expert-level accuracy without architecture or loss change? We take per-pixel metric depth estimation as the representative task and show that the answer is yes! Surprisingly, comprehensive analysis shows that text-based supervised-finetuning with sparse labels is sufficient for VLMs to unlock strong 3D understanding, no dense prediction head or complex regression/regularization loss is needed. The bottleneck for VLMs lies actually in pixel reference and cross-dataset camera ambiguity, which we address through visual prompting and intrinsic-conditioned augmentation. With much smaller models, our method DepthLM surpasses the accuracy of most advanced VLMs by over 2x, making VLMs for the first time comparable with pure vision models. Interestingly, without explicit enforcement during training, VLMs trained with DepthLM naturally avoids over-smoothing, having much fewer flying points at boundary regions than pure vision models. The simplicity of DepthLM also enables a single VLM to cover various 3D tasks beyond metric depth. Our code and model will be released at the link below.
VMoBA: Mixture-of-Block Attention for Video Diffusion Models
The quadratic complexity of full attention mechanisms poses a significant bottleneck for Video Diffusion Models (VDMs) aiming to generate long-duration, high-resolution videos. While various sparse attention methods have been proposed, many are designed as training-free inference accelerators or do not optimally capture the unique spatio-temporal characteristics inherent in video data when trained natively. This paper introduces Video Mixture of Block Attention (VMoBA), a novel sparse attention mechanism specifically adapted for VDMs. Motivated by an in-depth analysis of attention patterns within pre-trained video transformers, which revealed strong spatio-temporal locality, varying query importance, and head-specific concentration levels, VMoBA enhances the original MoBA framework with three key modifications: (1) a layer-wise recurrent block partition scheme (1D-2D-3D) to dynamically adapt to diverse spatio-temporal attention patterns and improve efficiency; (2) global block selection to prioritize the most salient query-key block interactions across an entire attention head; and (3) threshold-based block selection to dynamically determine the number of attended blocks based on their cumulative similarity. Extensive experiments demonstrate that VMoBA significantly accelerates the training of VDMs on longer sequences, achieving 2.92x FLOPs and 1.48x latency speedup, while attaining comparable or even superior generation quality to full attention. Furthermore, VMoBA exhibits competitive performance in training-free inference, offering 2.40x FLOPs and 1.35x latency speedup for high-res video generation.
From Spatial to Actions: Grounding Vision-Language-Action Model in Spatial Foundation Priors
Existing vision-language-action (VLA) models act in 3D real-world but are typically built on 2D encoders, leaving a spatial reasoning gap that limits generalization and adaptability. Recent 3D integration techniques for VLAs either require specialized sensors and transfer poorly across modalities, or inject weak cues that lack geometry and degrade vision-language alignment. In this work, we introduce FALCON (From Spatial to Action), a novel paradigm that injects rich 3D spatial tokens into the action head. FALCON leverages spatial foundation models to deliver strong geometric priors from RGB alone, and includes an Embodied Spatial Model that can optionally fuse depth, or pose for higher fidelity when available, without retraining or architectural changes. To preserve language reasoning, spatial tokens are consumed by a Spatial-Enhanced Action Head rather than being concatenated into the vision-language backbone. These designs enable FALCON to address limitations in spatial representation, modality transferability, and alignment. In comprehensive evaluations across three simulation benchmarks and eleven real-world tasks, our proposed FALCON achieves state-of-the-art performance, consistently surpasses competitive baselines, and remains robust under clutter, spatial-prompt conditioning, and variations in object scale and height.
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++.
DiffPortrait360: Consistent Portrait Diffusion for 360 View Synthesis
Generating high-quality 360-degree views of human heads from single-view images is essential for enabling accessible immersive telepresence applications and scalable personalized content creation. While cutting-edge methods for full head generation are limited to modeling realistic human heads, the latest diffusion-based approaches for style-omniscient head synthesis can produce only frontal views and struggle with view consistency, preventing their conversion into true 3D models for rendering from arbitrary angles. We introduce a novel approach that generates fully consistent 360-degree head views, accommodating human, stylized, and anthropomorphic forms, including accessories like glasses and hats. Our method builds on the DiffPortrait3D framework, incorporating a custom ControlNet for back-of-head detail generation and a dual appearance module to ensure global front-back consistency. By training on continuous view sequences and integrating a back reference image, our approach achieves robust, locally continuous view synthesis. Our model can be used to produce high-quality neural radiance fields (NeRFs) for real-time, free-viewpoint rendering, outperforming state-of-the-art methods in object synthesis and 360-degree head generation for very challenging input portraits.
Towards Consistent and Controllable Image Synthesis for Face Editing
Current face editing methods mainly rely on GAN-based techniques, but recent focus has shifted to diffusion-based models due to their success in image reconstruction. However, diffusion models still face challenges in manipulating fine-grained attributes and preserving consistency of attributes that should remain unchanged. To address these issues and facilitate more convenient editing of face images, we propose a novel approach that leverages the power of Stable-Diffusion models and crude 3D face models to control the lighting, facial expression and head pose of a portrait photo. We observe that this task essentially involve combinations of target background, identity and different face attributes. We aim to sufficiently disentangle the control of these factors to enable high-quality of face editing. Specifically, our method, coined as RigFace, contains: 1) A Spatial Arrtibute Encoder that provides presise and decoupled conditions of background, pose, expression and lighting; 2) An Identity Encoder that transfers identity features to the denoising UNet of a pre-trained Stable-Diffusion model; 3) An Attribute Rigger that injects those conditions into the denoising UNet. Our model achieves comparable or even superior performance in both identity preservation and photorealism compared to existing face editing models.
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.
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.
MultiTalk: Enhancing 3D Talking Head Generation Across Languages with Multilingual Video Dataset
Recent studies in speech-driven 3D talking head generation have achieved convincing results in verbal articulations. However, generating accurate lip-syncs degrades when applied to input speech in other languages, possibly due to the lack of datasets covering a broad spectrum of facial movements across languages. In this work, we introduce a novel task to generate 3D talking heads from speeches of diverse languages. We collect a new multilingual 2D video dataset comprising over 420 hours of talking videos in 20 languages. With our proposed dataset, we present a multilingually enhanced model that incorporates language-specific style embeddings, enabling it to capture the unique mouth movements associated with each language. Additionally, we present a metric for assessing lip-sync accuracy in multilingual settings. We demonstrate that training a 3D talking head model with our proposed dataset significantly enhances its multilingual performance. Codes and datasets are available at https://multi-talk.github.io/.
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.
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.
HACK: Learning a Parametric Head and Neck Model for High-fidelity Animation
Significant advancements have been made in developing parametric models for digital humans, with various approaches concentrating on parts such as the human body, hand, or face. Nevertheless, connectors such as the neck have been overlooked in these models, with rich anatomical priors often unutilized. In this paper, we introduce HACK (Head-And-neCK), a novel parametric model for constructing the head and cervical region of digital humans. Our model seeks to disentangle the full spectrum of neck and larynx motions, facial expressions, and appearance variations, providing personalized and anatomically consistent controls, particularly for the neck regions. To build our HACK model, we acquire a comprehensive multi-modal dataset of the head and neck under various facial expressions. We employ a 3D ultrasound imaging scheme to extract the inner biomechanical structures, namely the precise 3D rotation information of the seven vertebrae of the cervical spine. We then adopt a multi-view photometric approach to capture the geometry and physically-based textures of diverse subjects, who exhibit a diverse range of static expressions as well as sequential head-and-neck movements. Using the multi-modal dataset, we train the parametric HACK model by separating the 3D head and neck depiction into various shape, pose, expression, and larynx blendshapes from the neutral expression and the rest skeletal pose. We adopt an anatomically-consistent skeletal design for the cervical region, and the expression is linked to facial action units for artist-friendly controls. HACK addresses the head and neck as a unified entity, offering more accurate and expressive controls, with a new level of realism, particularly for the neck regions. This approach has significant benefits for numerous applications and enables inter-correlation analysis between head and neck for fine-grained motion synthesis and transfer.
3DGH: 3D Head Generation with Composable Hair and Face
We present 3DGH, an unconditional generative model for 3D human heads with composable hair and face components. Unlike previous work that entangles the modeling of hair and face, we propose to separate them using a novel data representation with template-based 3D Gaussian Splatting, in which deformable hair geometry is introduced to capture the geometric variations across different hairstyles. Based on this data representation, we design a 3D GAN-based architecture with dual generators and employ a cross-attention mechanism to model the inherent correlation between hair and face. The model is trained on synthetic renderings using carefully designed objectives to stabilize training and facilitate hair-face separation. We conduct extensive experiments to validate the design choice of 3DGH, and evaluate it both qualitatively and quantitatively by comparing with several state-of-the-art 3D GAN methods, demonstrating its effectiveness in unconditional full-head image synthesis and composable 3D hairstyle editing. More details will be available on our project page: https://c-he.github.io/projects/3dgh/.
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.
PanoLAM: Large Avatar Model for Gaussian Full-Head Synthesis from One-shot Unposed Image
We present a feed-forward framework for Gaussian full-head synthesis from a single unposed image. Unlike previous work that relies on time-consuming GAN inversion and test-time optimization, our framework can reconstruct the Gaussian full-head model given a single unposed image in a single forward pass. This enables fast reconstruction and rendering during inference. To mitigate the lack of large-scale 3D head assets, we propose a large-scale synthetic dataset from trained 3D GANs and train our framework using only synthetic data. For efficient high-fidelity generation, we introduce a coarse-to-fine Gaussian head generation pipeline, where sparse points from the FLAME model interact with the image features by transformer blocks for feature extraction and coarse shape reconstruction, which are then densified for high-fidelity reconstruction. To fully leverage the prior knowledge residing in pretrained 3D GANs for effective reconstruction, we propose a dual-branch framework that effectively aggregates the structured spherical triplane feature and unstructured point-based features for more effective Gaussian head reconstruction. Experimental results show the effectiveness of our framework towards existing work. Project page at: https://panolam.github.io/.
Dual Encoder GAN Inversion for High-Fidelity 3D Head Reconstruction from Single Images
3D GAN inversion aims to project a single image into the latent space of a 3D Generative Adversarial Network (GAN), thereby achieving 3D geometry reconstruction. While there exist encoders that achieve good results in 3D GAN inversion, they are predominantly built on EG3D, which specializes in synthesizing near-frontal views and is limiting in synthesizing comprehensive 3D scenes from diverse viewpoints. In contrast to existing approaches, we propose a novel framework built on PanoHead, which excels in synthesizing images from a 360-degree perspective. To achieve realistic 3D modeling of the input image, we introduce a dual encoder system tailored for high-fidelity reconstruction and realistic generation from different viewpoints. Accompanying this, we propose a stitching framework on the triplane domain to get the best predictions from both. To achieve seamless stitching, both encoders must output consistent results despite being specialized for different tasks. For this reason, we carefully train these encoders using specialized losses, including an adversarial loss based on our novel occlusion-aware triplane discriminator. Experiments reveal that our approach surpasses the existing encoder training methods qualitatively and quantitatively. Please visit the project page: https://berkegokmen1.github.io/dual-enc-3d-gan-inv.
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.
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/.
UniTalker: Scaling up Audio-Driven 3D Facial Animation through A Unified Model
Audio-driven 3D facial animation aims to map input audio to realistic facial motion. Despite significant progress, limitations arise from inconsistent 3D annotations, restricting previous models to training on specific annotations and thereby constraining the training scale. In this work, we present UniTalker, a unified model featuring a multi-head architecture designed to effectively leverage datasets with varied annotations. To enhance training stability and ensure consistency among multi-head outputs, we employ three training strategies, namely, PCA, model warm-up, and pivot identity embedding. To expand the training scale and diversity, we assemble A2F-Bench, comprising five publicly available datasets and three newly curated datasets. These datasets contain a wide range of audio domains, covering multilingual speech voices and songs, thereby scaling the training data from commonly employed datasets, typically less than 1 hour, to 18.5 hours. With a single trained UniTalker model, we achieve substantial lip vertex error reductions of 9.2% for BIWI dataset and 13.7% for Vocaset. Additionally, the pre-trained UniTalker exhibits promise as the foundation model for audio-driven facial animation tasks. Fine-tuning the pre-trained UniTalker on seen datasets further enhances performance on each dataset, with an average error reduction of 6.3% on A2F-Bench. Moreover, fine-tuning UniTalker on an unseen dataset with only half the data surpasses prior state-of-the-art models trained on the full dataset. The code and dataset are available at the project page https://github.com/X-niper/UniTalker.
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.
GeneAvatar: Generic Expression-Aware Volumetric Head Avatar Editing from a Single Image
Recently, we have witnessed the explosive growth of various volumetric representations in modeling animatable head avatars. However, due to the diversity of frameworks, there is no practical method to support high-level applications like 3D head avatar editing across different representations. In this paper, we propose a generic avatar editing approach that can be universally applied to various 3DMM driving volumetric head avatars. To achieve this goal, we design a novel expression-aware modification generative model, which enables lift 2D editing from a single image to a consistent 3D modification field. To ensure the effectiveness of the generative modification process, we develop several techniques, including an expression-dependent modification distillation scheme to draw knowledge from the large-scale head avatar model and 2D facial texture editing tools, implicit latent space guidance to enhance model convergence, and a segmentation-based loss reweight strategy for fine-grained texture inversion. Extensive experiments demonstrate that our method delivers high-quality and consistent results across multiple expression and viewpoints. Project page: https://zju3dv.github.io/geneavatar/
HRAvatar: High-Quality and Relightable Gaussian Head Avatar
Reconstructing animatable and high-quality 3D head avatars from monocular videos, especially with realistic relighting, is a valuable task. However, the limited information from single-view input, combined with the complex head poses and facial movements, makes this challenging. Previous methods achieve real-time performance by combining 3D Gaussian Splatting with a parametric head model, but the resulting head quality suffers from inaccurate face tracking and limited expressiveness of the deformation model. These methods also fail to produce realistic effects under novel lighting conditions. To address these issues, we propose HRAvatar, a 3DGS-based method that reconstructs high-fidelity, relightable 3D head avatars. HRAvatar reduces tracking errors through end-to-end optimization and better captures individual facial deformations using learnable blendshapes and learnable linear blend skinning. Additionally, it decomposes head appearance into several physical properties and incorporates physically-based shading to account for environmental lighting. Extensive experiments demonstrate that HRAvatar not only reconstructs superior-quality heads but also achieves realistic visual effects under varying lighting conditions.
SynthLight: Portrait Relighting with Diffusion Model by Learning to Re-render Synthetic Faces
We introduce SynthLight, a diffusion model for portrait relighting. Our approach frames image relighting as a re-rendering problem, where pixels are transformed in response to changes in environmental lighting conditions. Using a physically-based rendering engine, we synthesize a dataset to simulate this lighting-conditioned transformation with 3D head assets under varying lighting. We propose two training and inference strategies to bridge the gap between the synthetic and real image domains: (1) multi-task training that takes advantage of real human portraits without lighting labels; (2) an inference time diffusion sampling procedure based on classifier-free guidance that leverages the input portrait to better preserve details. Our method generalizes to diverse real photographs and produces realistic illumination effects, including specular highlights and cast shadows, while preserving the subject's identity. Our quantitative experiments on Light Stage data demonstrate results comparable to state-of-the-art relighting methods. Our qualitative results on in-the-wild images showcase rich and unprecedented illumination effects. Project Page: https://vrroom.github.io/synthlight/
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.
AvatarMakeup: Realistic Makeup Transfer for 3D Animatable Head Avatars
Similar to facial beautification in real life, 3D virtual avatars require personalized customization to enhance their visual appeal, yet this area remains insufficiently explored. Although current 3D Gaussian editing methods can be adapted for facial makeup purposes, these methods fail to meet the fundamental requirements for achieving realistic makeup effects: 1) ensuring a consistent appearance during drivable expressions, 2) preserving the identity throughout the makeup process, and 3) enabling precise control over fine details. To address these, we propose a specialized 3D makeup method named AvatarMakeup, leveraging a pretrained diffusion model to transfer makeup patterns from a single reference photo of any individual. We adopt a coarse-to-fine idea to first maintain the consistent appearance and identity, and then to refine the details. In particular, the diffusion model is employed to generate makeup images as supervision. Due to the uncertainties in diffusion process, the generated images are inconsistent across different viewpoints and expressions. Therefore, we propose a Coherent Duplication method to coarsely apply makeup to the target while ensuring consistency across dynamic and multiview effects. Coherent Duplication optimizes a global UV map by recoding the averaged facial attributes among the generated makeup images. By querying the global UV map, it easily synthesizes coherent makeup guidance from arbitrary views and expressions to optimize the target avatar. Given the coarse makeup avatar, we further enhance the makeup by incorporating a Refinement Module into the diffusion model to achieve high makeup quality. Experiments demonstrate that AvatarMakeup achieves state-of-the-art makeup transfer quality and consistency throughout animation.
TalkingGaussian: Structure-Persistent 3D Talking Head Synthesis via Gaussian Splatting
Radiance fields have demonstrated impressive performance in synthesizing lifelike 3D talking heads. However, due to the difficulty in fitting steep appearance changes, the prevailing paradigm that presents facial motions by directly modifying point appearance may lead to distortions in dynamic regions. To tackle this challenge, we introduce TalkingGaussian, a deformation-based radiance fields framework for high-fidelity talking head synthesis. Leveraging the point-based Gaussian Splatting, facial motions can be represented in our method by applying smooth and continuous deformations to persistent Gaussian primitives, without requiring to learn the difficult appearance change like previous methods. Due to this simplification, precise facial motions can be synthesized while keeping a highly intact facial feature. Under such a deformation paradigm, we further identify a face-mouth motion inconsistency that would affect the learning of detailed speaking motions. To address this conflict, we decompose the model into two branches separately for the face and inside mouth areas, therefore simplifying the learning tasks to help reconstruct more accurate motion and structure of the mouth region. Extensive experiments demonstrate that our method renders high-quality lip-synchronized talking head videos, with better facial fidelity and higher efficiency compared with previous methods.
LaughTalk: Expressive 3D Talking Head Generation with Laughter
Laughter is a unique expression, essential to affirmative social interactions of humans. Although current 3D talking head generation methods produce convincing verbal articulations, they often fail to capture the vitality and subtleties of laughter and smiles despite their importance in social context. In this paper, we introduce a novel task to generate 3D talking heads capable of both articulate speech and authentic laughter. Our newly curated dataset comprises 2D laughing videos paired with pseudo-annotated and human-validated 3D FLAME parameters and vertices. Given our proposed dataset, we present a strong baseline with a two-stage training scheme: the model first learns to talk and then acquires the ability to express laughter. Extensive experiments demonstrate that our method performs favorably compared to existing approaches in both talking head generation and expressing laughter signals. We further explore potential applications on top of our proposed method for rigging realistic avatars.
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.
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.
EmoVOCA: Speech-Driven Emotional 3D Talking Heads
The domain of 3D talking head generation has witnessed significant progress in recent years. A notable challenge in this field consists in blending speech-related motions with expression dynamics, which is primarily caused by the lack of comprehensive 3D datasets that combine diversity in spoken sentences with a variety of facial expressions. Whereas literature works attempted to exploit 2D video data and parametric 3D models as a workaround, these still show limitations when jointly modeling the two motions. In this work, we address this problem from a different perspective, and propose an innovative data-driven technique that we used for creating a synthetic dataset, called EmoVOCA, obtained by combining a collection of inexpressive 3D talking heads and a set of 3D expressive sequences. To demonstrate the advantages of this approach, and the quality of the dataset, we then designed and trained an emotional 3D talking head generator that accepts a 3D face, an audio file, an emotion label, and an intensity value as inputs, and learns to animate the audio-synchronized lip movements with expressive traits of the face. Comprehensive experiments, both quantitative and qualitative, using our data and generator evidence superior ability in synthesizing convincing animations, when compared with the best performing methods in the literature. Our code and pre-trained model will be made available.
KECOR: Kernel Coding Rate Maximization for Active 3D Object Detection
Achieving a reliable LiDAR-based object detector in autonomous driving is paramount, but its success hinges on obtaining large amounts of precise 3D annotations. Active learning (AL) seeks to mitigate the annotation burden through algorithms that use fewer labels and can attain performance comparable to fully supervised learning. Although AL has shown promise, current approaches prioritize the selection of unlabeled point clouds with high uncertainty and/or diversity, leading to the selection of more instances for labeling and reduced computational efficiency. In this paper, we resort to a novel kernel coding rate maximization (KECOR) strategy which aims to identify the most informative point clouds to acquire labels through the lens of information theory. Greedy search is applied to seek desired point clouds that can maximize the minimal number of bits required to encode the latent features. To determine the uniqueness and informativeness of the selected samples from the model perspective, we construct a proxy network of the 3D detector head and compute the outer product of Jacobians from all proxy layers to form the empirical neural tangent kernel (NTK) matrix. To accommodate both one-stage (i.e., SECOND) and two-stage detectors (i.e., PVRCNN), we further incorporate the classification entropy maximization and well trade-off between detection performance and the total number of bounding boxes selected for annotation. Extensive experiments conducted on two 3D benchmarks and a 2D detection dataset evidence the superiority and versatility of the proposed approach. Our results show that approximately 44% box-level annotation costs and 26% computational time are reduced compared to the state-of-the-art AL method, without compromising detection performance.
Emotional Speech-Driven Animation with Content-Emotion Disentanglement
To be widely adopted, 3D facial avatars must be animated easily, realistically, and directly from speech signals. While the best recent methods generate 3D animations that are synchronized with the input audio, they largely ignore the impact of emotions on facial expressions. Realistic facial animation requires lip-sync together with the natural expression of emotion. To that end, we propose EMOTE (Expressive Model Optimized for Talking with Emotion), which generates 3D talking-head avatars that maintain lip-sync from speech while enabling explicit control over the expression of emotion. To achieve this, we supervise EMOTE with decoupled losses for speech (i.e., lip-sync) and emotion. These losses are based on two key observations: (1) deformations of the face due to speech are spatially localized around the mouth and have high temporal frequency, whereas (2) facial expressions may deform the whole face and occur over longer intervals. Thus, we train EMOTE with a per-frame lip-reading loss to preserve the speech-dependent content, while supervising emotion at the sequence level. Furthermore, we employ a content-emotion exchange mechanism in order to supervise different emotions on the same audio, while maintaining the lip motion synchronized with the speech. To employ deep perceptual losses without getting undesirable artifacts, we devise a motion prior in the form of a temporal VAE. Due to the absence of high-quality aligned emotional 3D face datasets with speech, EMOTE is trained with 3D pseudo-ground-truth extracted from an emotional video dataset (i.e., MEAD). Extensive qualitative and perceptual evaluations demonstrate that EMOTE produces speech-driven facial animations with better lip-sync than state-of-the-art methods trained on the same data, while offering additional, high-quality emotional control.
GaussianSpeech: Audio-Driven Gaussian Avatars
We introduce GaussianSpeech, a novel approach that synthesizes high-fidelity animation sequences of photo-realistic, personalized 3D human head avatars from spoken audio. To capture the expressive, detailed nature of human heads, including skin furrowing and finer-scale facial movements, we propose to couple speech signal with 3D Gaussian splatting to create realistic, temporally coherent motion sequences. We propose a compact and efficient 3DGS-based avatar representation that generates expression-dependent color and leverages wrinkle- and perceptually-based losses to synthesize facial details, including wrinkles that occur with different expressions. To enable sequence modeling of 3D Gaussian splats with audio, we devise an audio-conditioned transformer model capable of extracting lip and expression features directly from audio input. Due to the absence of high-quality datasets of talking humans in correspondence with audio, we captured a new large-scale multi-view dataset of audio-visual sequences of talking humans with native English accents and diverse facial geometry. GaussianSpeech consistently achieves state-of-the-art performance with visually natural motion at real time rendering rates, while encompassing diverse facial expressions and styles.
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.
GGAvatar: Geometric Adjustment of Gaussian Head Avatar
We propose GGAvatar, a novel 3D avatar representation designed to robustly model dynamic head avatars with complex identities and deformations. GGAvatar employs a coarse-to-fine structure, featuring two core modules: Neutral Gaussian Initialization Module and Geometry Morph Adjuster. Neutral Gaussian Initialization Module pairs Gaussian primitives with deformable triangular meshes, employing an adaptive density control strategy to model the geometric structure of the target subject with neutral expressions. Geometry Morph Adjuster introduces deformation bases for each Gaussian in global space, creating fine-grained low-dimensional representations of deformation behaviors to address the Linear Blend Skinning formula's limitations effectively. Extensive experiments show that GGAvatar can produce high-fidelity renderings, outperforming state-of-the-art methods in visual quality and quantitative metrics.
EMAGE: Towards Unified Holistic Co-Speech Gesture Generation via Expressive Masked Audio Gesture Modeling
We propose EMAGE, a framework to generate full-body human gestures from audio and masked gestures, encompassing facial, local body, hands, and global movements. To achieve this, we first introduce BEAT2 (BEAT-SMPLX-FLAME), a new mesh-level holistic co-speech dataset. BEAT2 combines MoShed SMPLX body with FLAME head parameters and further refines the modeling of head, neck, and finger movements, offering a community-standardized, high-quality 3D motion captured dataset. EMAGE leverages masked body gesture priors during training to boost inference performance. It involves a Masked Audio Gesture Transformer, facilitating joint training on audio-to-gesture generation and masked gesture reconstruction to effectively encode audio and body gesture hints. Encoded body hints from masked gestures are then separately employed to generate facial and body movements. Moreover, EMAGE adaptively merges speech features from the audio's rhythm and content and utilizes four compositional VQ-VAEs to enhance the results' fidelity and diversity. Experiments demonstrate that EMAGE generates holistic gestures with state-of-the-art performance and is flexible in accepting predefined spatial-temporal gesture inputs, generating complete, audio-synchronized results. Our code and dataset are available at https://pantomatrix.github.io/EMAGE/
Unlock Pose Diversity: Accurate and Efficient Implicit Keypoint-based Spatiotemporal Diffusion for Audio-driven Talking Portrait
Audio-driven single-image talking portrait generation plays a crucial role in virtual reality, digital human creation, and filmmaking. Existing approaches are generally categorized into keypoint-based and image-based methods. Keypoint-based methods effectively preserve character identity but struggle to capture fine facial details due to the fixed points limitation of the 3D Morphable Model. Moreover, traditional generative networks face challenges in establishing causality between audio and keypoints on limited datasets, resulting in low pose diversity. In contrast, image-based approaches produce high-quality portraits with diverse details using the diffusion network but incur identity distortion and expensive computational costs. In this work, we propose KDTalker, the first framework to combine unsupervised implicit 3D keypoint with a spatiotemporal diffusion model. Leveraging unsupervised implicit 3D keypoints, KDTalker adapts facial information densities, allowing the diffusion process to model diverse head poses and capture fine facial details flexibly. The custom-designed spatiotemporal attention mechanism ensures accurate lip synchronization, producing temporally consistent, high-quality animations while enhancing computational efficiency. Experimental results demonstrate that KDTalker achieves state-of-the-art performance regarding lip synchronization accuracy, head pose diversity, and execution efficiency.Our codes are available at https://github.com/chaolongy/KDTalker.
Head and Neck Tumor Segmentation from [18F]F-FDG PET/CT Images Based on 3D Diffusion Model
Head and neck (H&N) cancers are among the most prevalent types of cancer worldwide, and [18F]F-FDG PET/CT is widely used for H&N cancer management. Recently, the diffusion model has demonstrated remarkable performance in various image-generation tasks. In this work, we proposed a 3D diffusion model to accurately perform H&N tumor segmentation from 3D PET and CT volumes. The 3D diffusion model was developed considering the 3D nature of PET and CT images acquired. During the reverse process, the model utilized a 3D UNet structure and took the concatenation of PET, CT, and Gaussian noise volumes as the network input to generate the tumor mask. Experiments based on the HECKTOR challenge dataset were conducted to evaluate the effectiveness of the proposed diffusion model. Several state-of-the-art techniques based on U-Net and Transformer structures were adopted as the reference methods. Benefits of employing both PET and CT as the network input as well as further extending the diffusion model from 2D to 3D were investigated based on various quantitative metrics and the uncertainty maps generated. Results showed that the proposed 3D diffusion model could generate more accurate segmentation results compared with other methods. Compared to the diffusion model in 2D format, the proposed 3D model yielded superior results. Our experiments also highlighted the advantage of utilizing dual-modality PET and CT data over only single-modality data for H&N tumor segmentation.
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.
3D MedDiffusion: A 3D Medical Diffusion Model for Controllable and High-quality Medical Image Generation
The generation of medical images presents significant challenges due to their high-resolution and three-dimensional nature. Existing methods often yield suboptimal performance in generating high-quality 3D medical images, and there is currently no universal generative framework for medical imaging. In this paper, we introduce the 3D Medical Diffusion (3D MedDiffusion) model for controllable, high-quality 3D medical image generation. 3D MedDiffusion incorporates a novel, highly efficient Patch-Volume Autoencoder that compresses medical images into latent space through patch-wise encoding and recovers back into image space through volume-wise decoding. Additionally, we design a new noise estimator to capture both local details and global structure information during diffusion denoising process. 3D MedDiffusion can generate fine-detailed, high-resolution images (up to 512x512x512) and effectively adapt to various downstream tasks as it is trained on large-scale datasets covering CT and MRI modalities and different anatomical regions (from head to leg). Experimental results demonstrate that 3D MedDiffusion surpasses state-of-the-art methods in generative quality and exhibits strong generalizability across tasks such as sparse-view CT reconstruction, fast MRI reconstruction, and data augmentation.
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.
The Phong Surface: Efficient 3D Model Fitting using Lifted Optimization
Realtime perceptual and interaction capabilities in mixed reality require a range of 3D tracking problems to be solved at low latency on resource-constrained hardware such as head-mounted devices. Indeed, for devices such as HoloLens 2 where the CPU and GPU are left available for applications, multiple tracking subsystems are required to run on a continuous, real-time basis while sharing a single Digital Signal Processor. To solve model-fitting problems for HoloLens 2 hand tracking, where the computational budget is approximately 100 times smaller than an iPhone 7, we introduce a new surface model: the `Phong surface'. Using ideas from computer graphics, the Phong surface describes the same 3D shape as a triangulated mesh model, but with continuous surface normals which enable the use of lifting-based optimization, providing significant efficiency gains over ICP-based methods. We show that Phong surfaces retain the convergence benefits of smoother surface models, while triangle meshes do not.
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
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.
FLAG: Flow-based 3D Avatar Generation from Sparse Observations
To represent people in mixed reality applications for collaboration and communication, we need to generate realistic and faithful avatar poses. However, the signal streams that can be applied for this task from head-mounted devices (HMDs) are typically limited to head pose and hand pose estimates. While these signals are valuable, they are an incomplete representation of the human body, making it challenging to generate a faithful full-body avatar. We address this challenge by developing a flow-based generative model of the 3D human body from sparse observations, wherein we learn not only a conditional distribution of 3D human pose, but also a probabilistic mapping from observations to the latent space from which we can generate a plausible pose along with uncertainty estimates for the joints. We show that our approach is not only a strong predictive model, but can also act as an efficient pose prior in different optimization settings where a good initial latent code plays a major role.
Material Anything: Generating Materials for Any 3D Object via Diffusion
We present Material Anything, a fully-automated, unified diffusion framework designed to generate physically-based materials for 3D objects. Unlike existing methods that rely on complex pipelines or case-specific optimizations, Material Anything offers a robust, end-to-end solution adaptable to objects under diverse lighting conditions. Our approach leverages a pre-trained image diffusion model, enhanced with a triple-head architecture and rendering loss to improve stability and material quality. Additionally, we introduce confidence masks as a dynamic switcher within the diffusion model, enabling it to effectively handle both textured and texture-less objects across varying lighting conditions. By employing a progressive material generation strategy guided by these confidence masks, along with a UV-space material refiner, our method ensures consistent, UV-ready material outputs. Extensive experiments demonstrate our approach outperforms existing methods across a wide range of object categories and lighting conditions.
Low-Rank Head Avatar Personalization with Registers
We introduce a novel method for low-rank personalization of a generic model for head avatar generation. Prior work proposes generic models that achieve high-quality face animation by leveraging large-scale datasets of multiple identities. However, such generic models usually fail to synthesize unique identity-specific details, since they learn a general domain prior. To adapt to specific subjects, we find that it is still challenging to capture high-frequency facial details via popular solutions like low-rank adaptation (LoRA). This motivates us to propose a specific architecture, a Register Module, that enhances the performance of LoRA, while requiring only a small number of parameters to adapt to an unseen identity. Our module is applied to intermediate features of a pre-trained model, storing and re-purposing information in a learnable 3D feature space. To demonstrate the efficacy of our personalization method, we collect a dataset of talking videos of individuals with distinctive facial details, such as wrinkles and tattoos. Our approach faithfully captures unseen faces, outperforming existing methods quantitatively and qualitatively. We will release the code, models, and dataset to the public.
Modeling and Driving Human Body Soundfields through Acoustic Primitives
While rendering and animation of photorealistic 3D human body models have matured and reached an impressive quality over the past years, modeling the spatial audio associated with such full body models has been largely ignored so far. In this work, we present a framework that allows for high-quality spatial audio generation, capable of rendering the full 3D soundfield generated by a human body, including speech, footsteps, hand-body interactions, and others. Given a basic audio-visual representation of the body in form of 3D body pose and audio from a head-mounted microphone, we demonstrate that we can render the full acoustic scene at any point in 3D space efficiently and accurately. To enable near-field and realtime rendering of sound, we borrow the idea of volumetric primitives from graphical neural rendering and transfer them into the acoustic domain. Our acoustic primitives result in an order of magnitude smaller soundfield representations and overcome deficiencies in near-field rendering compared to previous approaches.
Amodal3R: Amodal 3D Reconstruction from Occluded 2D Images
Most image-based 3D object reconstructors assume that objects are fully visible, ignoring occlusions that commonly occur in real-world scenarios. In this paper, we introduce Amodal3R, a conditional 3D generative model designed to reconstruct 3D objects from partial observations. We start from a "foundation" 3D generative model and extend it to recover plausible 3D geometry and appearance from occluded objects. We introduce a mask-weighted multi-head cross-attention mechanism followed by an occlusion-aware attention layer that explicitly leverages occlusion priors to guide the reconstruction process. We demonstrate that, by training solely on synthetic data, Amodal3R learns to recover full 3D objects even in the presence of occlusions in real scenes. It substantially outperforms existing methods that independently perform 2D amodal completion followed by 3D reconstruction, thereby establishing a new benchmark for occlusion-aware 3D 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.
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.
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.
Controllable Dynamic Appearance for Neural 3D Portraits
Recent advances in Neural Radiance Fields (NeRFs) have made it possible to reconstruct and reanimate dynamic portrait scenes with control over head-pose, facial expressions and viewing direction. However, training such models assumes photometric consistency over the deformed region e.g. the face must be evenly lit as it deforms with changing head-pose and facial expression. Such photometric consistency across frames of a video is hard to maintain, even in studio environments, thus making the created reanimatable neural portraits prone to artifacts during reanimation. In this work, we propose CoDyNeRF, a system that enables the creation of fully controllable 3D portraits in real-world capture conditions. CoDyNeRF learns to approximate illumination dependent effects via a dynamic appearance model in the canonical space that is conditioned on predicted surface normals and the facial expressions and head-pose deformations. The surface normals prediction is guided using 3DMM normals that act as a coarse prior for the normals of the human head, where direct prediction of normals is hard due to rigid and non-rigid deformations induced by head-pose and facial expression changes. 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, and realistic lighting effects. The project page can be found here: http://shahrukhathar.github.io/2023/08/22/CoDyNeRF.html
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/
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.
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
Bind-Your-Avatar: Multi-Talking-Character Video Generation with Dynamic 3D-mask-based Embedding Router
Recent years have witnessed remarkable advances in audio-driven talking head generation. However, existing approaches predominantly focus on single-character scenarios. While some methods can create separate conversation videos between two individuals, the critical challenge of generating unified conversation videos with multiple physically co-present characters sharing the same spatial environment remains largely unaddressed. This setting presents two key challenges: audio-to-character correspondence control and the lack of suitable datasets featuring multi-character talking videos within the same scene. To address these challenges, we introduce Bind-Your-Avatar, an MM-DiT-based model specifically designed for multi-talking-character video generation in the same scene. Specifically, we propose (1) A novel framework incorporating a fine-grained Embedding Router that binds `who' and `speak what' together to address the audio-to-character correspondence control. (2) Two methods for implementing a 3D-mask embedding router that enables frame-wise, fine-grained control of individual characters, with distinct loss functions based on observed geometric priors and a mask refinement strategy to enhance the accuracy and temporal smoothness of the predicted masks. (3) The first dataset, to the best of our knowledge, specifically constructed for multi-talking-character video generation, and accompanied by an open-source data processing pipeline, and (4) A benchmark for the dual-talking-characters video generation, with extensive experiments demonstrating superior performance over multiple state-of-the-art methods.
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/.
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 .
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.
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.
Interactive Spatiotemporal Token Attention Network for Skeleton-based General Interactive Action Recognition
Recognizing interactive action plays an important role in human-robot interaction and collaboration. Previous methods use late fusion and co-attention mechanism to capture interactive relations, which have limited learning capability or inefficiency to adapt to more interacting entities. With assumption that priors of each entity are already known, they also lack evaluations on a more general setting addressing the diversity of subjects. To address these problems, we propose an Interactive Spatiotemporal Token Attention Network (ISTA-Net), which simultaneously model spatial, temporal, and interactive relations. Specifically, our network contains a tokenizer to partition Interactive Spatiotemporal Tokens (ISTs), which is a unified way to represent motions of multiple diverse entities. By extending the entity dimension, ISTs provide better interactive representations. To jointly learn along three dimensions in ISTs, multi-head self-attention blocks integrated with 3D convolutions are designed to capture inter-token correlations. When modeling correlations, a strict entity ordering is usually irrelevant for recognizing interactive actions. To this end, Entity Rearrangement is proposed to eliminate the orderliness in ISTs for interchangeable entities. Extensive experiments on four datasets verify the effectiveness of ISTA-Net by outperforming state-of-the-art methods. Our code is publicly available at https://github.com/Necolizer/ISTA-Net
