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SubscribeWANDR: Intention-guided Human Motion Generation
Synthesizing natural human motions that enable a 3D human avatar to walk and reach for arbitrary goals in 3D space remains an unsolved problem with many applications. Existing methods (data-driven or using reinforcement learning) are limited in terms of generalization and motion naturalness. A primary obstacle is the scarcity of training data that combines locomotion with goal reaching. To address this, we introduce WANDR, a data-driven model that takes an avatar's initial pose and a goal's 3D position and generates natural human motions that place the end effector (wrist) on the goal location. To solve this, we introduce novel intention features that drive rich goal-oriented movement. Intention guides the agent to the goal, and interactively adapts the generation to novel situations without needing to define sub-goals or the entire motion path. Crucially, intention allows training on datasets that have goal-oriented motions as well as those that do not. WANDR is a conditional Variational Auto-Encoder (c-VAE), which we train using the AMASS and CIRCLE datasets. We evaluate our method extensively and demonstrate its ability to generate natural and long-term motions that reach 3D goals and generalize to unseen goal locations. Our models and code are available for research purposes at wandr.is.tue.mpg.de.
FaceCraft4D: Animated 3D Facial Avatar Generation from a Single Image
We present a novel framework for generating high-quality, animatable 4D avatar from a single image. While recent advances have shown promising results in 4D avatar creation, existing methods either require extensive multiview data or struggle with shape accuracy and identity consistency. To address these limitations, we propose a comprehensive system that leverages shape, image, and video priors to create full-view, animatable avatars. Our approach first obtains initial coarse shape through 3D-GAN inversion. Then, it enhances multiview textures using depth-guided warping signals for cross-view consistency with the help of the image diffusion model. To handle expression animation, we incorporate a video prior with synchronized driving signals across viewpoints. We further introduce a Consistent-Inconsistent training to effectively handle data inconsistencies during 4D reconstruction. Experimental results demonstrate that our method achieves superior quality compared to the prior art, while maintaining consistency across different viewpoints and expressions.
GAS: Generative Avatar Synthesis from a Single Image
We introduce a generalizable and unified framework to synthesize view-consistent and temporally coherent avatars from a single image, addressing the challenging problem of single-image avatar generation. While recent methods employ diffusion models conditioned on human templates like depth or normal maps, they often struggle to preserve appearance information due to the discrepancy between sparse driving signals and the actual human subject, resulting in multi-view and temporal inconsistencies. Our approach bridges this gap by combining the reconstruction power of regression-based 3D human reconstruction with the generative capabilities of a diffusion model. The dense driving signal from the initial reconstructed human provides comprehensive conditioning, ensuring high-quality synthesis faithful to the reference appearance and structure. Additionally, we propose a unified framework that enables the generalization learned from novel pose synthesis on in-the-wild videos to naturally transfer to novel view synthesis. Our video-based diffusion model enhances disentangled synthesis with high-quality view-consistent renderings for novel views and realistic non-rigid deformations in novel pose animation. Results demonstrate the superior generalization ability of our method across in-domain and out-of-domain in-the-wild datasets. Project page: https://humansensinglab.github.io/GAS/
CanonicalFusion: Generating Drivable 3D Human Avatars from Multiple Images
We present a novel framework for reconstructing animatable human avatars from multiple images, termed CanonicalFusion. Our central concept involves integrating individual reconstruction results into the canonical space. To be specific, we first predict Linear Blend Skinning (LBS) weight maps and depth maps using a shared-encoder-dual-decoder network, enabling direct canonicalization of the 3D mesh from the predicted depth maps. Here, instead of predicting high-dimensional skinning weights, we infer compressed skinning weights, i.e., 3-dimensional vector, with the aid of pre-trained MLP networks. We also introduce a forward skinning-based differentiable rendering scheme to merge the reconstructed results from multiple images. This scheme refines the initial mesh by reposing the canonical mesh via the forward skinning and by minimizing photometric and geometric errors between the rendered and the predicted results. Our optimization scheme considers the position and color of vertices as well as the joint angles for each image, thereby mitigating the negative effects of pose errors. We conduct extensive experiments to demonstrate the effectiveness of our method and compare our CanonicalFusion with state-of-the-art methods. Our source codes are available at https://github.com/jsshin98/CanonicalFusion.
SOAR: Self-Occluded Avatar Recovery from a Single Video In the Wild
Self-occlusion is common when capturing people in the wild, where the performer do not follow predefined motion scripts. This challenges existing monocular human reconstruction systems that assume full body visibility. We introduce Self-Occluded Avatar Recovery (SOAR), a method for complete human reconstruction from partial observations where parts of the body are entirely unobserved. SOAR leverages structural normal prior and generative diffusion prior to address such an ill-posed reconstruction problem. For structural normal prior, we model human with an reposable surfel model with well-defined and easily readable shapes. For generative diffusion prior, we perform an initial reconstruction and refine it using score distillation. On various benchmarks, we show that SOAR performs favorably than state-of-the-art reconstruction and generation methods, and on-par comparing to concurrent works. Additional video results and code are available at https://soar-avatar.github.io/.
ConsistentAvatar: Learning to Diffuse Fully Consistent Talking Head Avatar with Temporal Guidance
Diffusion models have shown impressive potential on talking head generation. While plausible appearance and talking effect are achieved, these methods still suffer from temporal, 3D or expression inconsistency due to the error accumulation and inherent limitation of single-image generation ability. In this paper, we propose ConsistentAvatar, a novel framework for fully consistent and high-fidelity talking avatar generation. Instead of directly employing multi-modal conditions to the diffusion process, our method learns to first model the temporal representation for stability between adjacent frames. Specifically, we propose a Temporally-Sensitive Detail (TSD) map containing high-frequency feature and contours that vary significantly along the time axis. Using a temporal consistent diffusion module, we learn to align TSD of the initial result to that of the video frame ground truth. The final avatar is generated by a fully consistent diffusion module, conditioned on the aligned TSD, rough head normal, and emotion prompt embedding. We find that the aligned TSD, which represents the temporal patterns, constrains the diffusion process to generate temporally stable talking head. Further, its reliable guidance complements the inaccuracy of other conditions, suppressing the accumulated error while improving the consistency on various aspects. Extensive experiments demonstrate that ConsistentAvatar outperforms the state-of-the-art methods on the generated appearance, 3D, expression and temporal consistency. Project page: https://njust-yang.github.io/ConsistentAvatar.github.io/
MagicMirror: Fast and High-Quality Avatar Generation with a Constrained Search Space
We introduce a novel framework for 3D human avatar generation and personalization, leveraging text prompts to enhance user engagement and customization. Central to our approach are key innovations aimed at overcoming the challenges in photo-realistic avatar synthesis. Firstly, we utilize a conditional Neural Radiance Fields (NeRF) model, trained on a large-scale unannotated multi-view dataset, to create a versatile initial solution space that accelerates and diversifies avatar generation. Secondly, we develop a geometric prior, leveraging the capabilities of Text-to-Image Diffusion Models, to ensure superior view invariance and enable direct optimization of avatar geometry. These foundational ideas are complemented by our optimization pipeline built on Variational Score Distillation (VSD), which mitigates texture loss and over-saturation issues. As supported by our extensive experiments, these strategies collectively enable the creation of custom avatars with unparalleled visual quality and better adherence to input text prompts. You can find more results and videos in our website: https://syntec-research.github.io/MagicMirror
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.
HumanDreamer-X: Photorealistic Single-image Human Avatars Reconstruction via Gaussian Restoration
Single-image human reconstruction is vital for digital human modeling applications but remains an extremely challenging task. Current approaches rely on generative models to synthesize multi-view images for subsequent 3D reconstruction and animation. However, directly generating multiple views from a single human image suffers from geometric inconsistencies, resulting in issues like fragmented or blurred limbs in the reconstructed models. To tackle these limitations, we introduce HumanDreamer-X, a novel framework that integrates multi-view human generation and reconstruction into a unified pipeline, which significantly enhances the geometric consistency and visual fidelity of the reconstructed 3D models. In this framework, 3D Gaussian Splatting serves as an explicit 3D representation to provide initial geometry and appearance priority. Building upon this foundation, HumanFixer is trained to restore 3DGS renderings, which guarantee photorealistic results. Furthermore, we delve into the inherent challenges associated with attention mechanisms in multi-view human generation, and propose an attention modulation strategy that effectively enhances geometric details identity consistency across multi-view. Experimental results demonstrate that our approach markedly improves generation and reconstruction PSNR quality metrics by 16.45% and 12.65%, respectively, achieving a PSNR of up to 25.62 dB, while also showing generalization capabilities on in-the-wild data and applicability to various human reconstruction backbone models.
LLIA -- Enabling Low-Latency Interactive Avatars: Real-Time Audio-Driven Portrait Video Generation with Diffusion Models
Diffusion-based models have gained wide adoption in the virtual human generation due to their outstanding expressiveness. However, their substantial computational requirements have constrained their deployment in real-time interactive avatar applications, where stringent speed, latency, and duration requirements are paramount. We present a novel audio-driven portrait video generation framework based on the diffusion model to address these challenges. Firstly, we propose robust variable-length video generation to reduce the minimum time required to generate the initial video clip or state transitions, which significantly enhances the user experience. Secondly, we propose a consistency model training strategy for Audio-Image-to-Video to ensure real-time performance, enabling a fast few-step generation. Model quantization and pipeline parallelism are further employed to accelerate the inference speed. To mitigate the stability loss incurred by the diffusion process and model quantization, we introduce a new inference strategy tailored for long-duration video generation. These methods ensure real-time performance and low latency while maintaining high-fidelity output. Thirdly, we incorporate class labels as a conditional input to seamlessly switch between speaking, listening, and idle states. Lastly, we design a novel mechanism for fine-grained facial expression control to exploit our model's inherent capacity. Extensive experiments demonstrate that our approach achieves low-latency, fluid, and authentic two-way communication. On an NVIDIA RTX 4090D, our model achieves a maximum of 78 FPS at a resolution of 384x384 and 45 FPS at a resolution of 512x512, with an initial video generation latency of 140 ms and 215 ms, respectively.
FastAvatar: Towards Unified Fast High-Fidelity 3D Avatar Reconstruction with Large Gaussian Reconstruction Transformers
Despite significant progress in 3D avatar reconstruction, it still faces challenges such as high time complexity, sensitivity to data quality, and low data utilization. We propose FastAvatar, a feedforward 3D avatar framework capable of flexibly leveraging diverse daily recordings (e.g., a single image, multi-view observations, or monocular video) to reconstruct a high-quality 3D Gaussian Splatting (3DGS) model within seconds, using only a single unified model. FastAvatar's core is a Large Gaussian Reconstruction Transformer featuring three key designs: First, a variant VGGT-style transformer architecture aggregating multi-frame cues while injecting initial 3D prompt to predict an aggregatable canonical 3DGS representation; Second, multi-granular guidance encoding (camera pose, FLAME expression, head pose) mitigating animation-induced misalignment for variable-length inputs; Third, incremental Gaussian aggregation via landmark tracking and sliced fusion losses. Integrating these features, FastAvatar enables incremental reconstruction, i.e., improving quality with more observations, unlike prior work wasting input data. This yields a quality-speed-tunable paradigm for highly usable avatar modeling. Extensive experiments show that FastAvatar has higher quality and highly competitive speed compared to existing methods.
FRESA:Feedforward Reconstruction of Personalized Skinned Avatars from Few Images
We present a novel method for reconstructing personalized 3D human avatars with realistic animation from only a few images. Due to the large variations in body shapes, poses, and cloth types, existing methods mostly require hours of per-subject optimization during inference, which limits their practical applications. In contrast, we learn a universal prior from over a thousand clothed humans to achieve instant feedforward generation and zero-shot generalization. Specifically, instead of rigging the avatar with shared skinning weights, we jointly infer personalized avatar shape, skinning weights, and pose-dependent deformations, which effectively improves overall geometric fidelity and reduces deformation artifacts. Moreover, to normalize pose variations and resolve coupled ambiguity between canonical shapes and skinning weights, we design a 3D canonicalization process to produce pixel-aligned initial conditions, which helps to reconstruct fine-grained geometric details. We then propose a multi-frame feature aggregation to robustly reduce artifacts introduced in canonicalization and fuse a plausible avatar preserving person-specific identities. Finally, we train the model in an end-to-end framework on a large-scale capture dataset, which contains diverse human subjects paired with high-quality 3D scans. Extensive experiments show that our method generates more authentic reconstruction and animation than state-of-the-arts, and can be directly generalized to inputs from casually taken phone photos. Project page and code is available at https://github.com/rongakowang/FRESA.
Let's Go Real Talk: Spoken Dialogue Model for Face-to-Face Conversation
In this paper, we introduce a novel Face-to-Face spoken dialogue model. It processes audio-visual speech from user input and generates audio-visual speech as the response, marking the initial step towards creating an avatar chatbot system without relying on intermediate text. To this end, we newly introduce MultiDialog, the first large-scale multimodal (i.e., audio and visual) spoken dialogue corpus containing 340 hours of approximately 9,000 dialogues, recorded based on the open domain dialogue dataset, TopicalChat. The MultiDialog contains parallel audio-visual recordings of conversation partners acting according to the given script with emotion annotations, which we expect to open up research opportunities in multimodal synthesis. Our Face-to-Face spoken dialogue model incorporates a textually pretrained large language model and adapts it into the audio-visual spoken dialogue domain by incorporating speech-text joint pretraining. Through extensive experiments, we validate the effectiveness of our model in facilitating a face-to-face conversation. Demo and data are available at https://multidialog.github.io and https://huggingface.co/datasets/IVLLab/MultiDialog, respectively.
