We present DynHair, a novel method for tracking and modeling dynamic hair for human head avatars. From video input, we reconstruct a dynamic head avatar with an explicit strand-based hair representation using structured 3D Gaussian Splatting. In contrast to the face region of human head avatars, which can be modeled with 3D Gaussians that are attached or generated with respect to some expressive 3D head model, hair is particularly challenging as it exhibits dynamic motion effects. Therefore, we present a novel method that models the dynamic deformations of the hair strands using a temporal network that is conditioned on angular velocity and acceleration of the head, as well as relative gravity. Specifically, an LSTM encodes the motion history and modulates per-point strand features via FiLM conditioning which further used by MLP to produce physically plausible displacements to canonical hairstyle. We jointly optimize this motion and appearance representation of the hair, with a 3DGS-based representation of the face-region, via differentiable Gaussian splatting with photometric, geometric, and physics-based supervision. As a result of our method, we retrieve hair tracking of the training video data and an animatable head avatar with controllable hair dynamics. In our experiments, we demonstrate state-of-the-art performance in terms of hair dynamics, temporal consistency, and generalization across subjects.
Realistic digital avatars require expressive and dynamic hair motion, yet most existing head avatar methods assume rigid hair movement.These methods often fail to disentangle hair from the head, representing it as a simple outer shell and failing to capture its natural volumetric behavior. In this paper, we address these limitations by introducing PhysHead, a hybrid representation for animatable head avatars with realistic hair dynamics learned from multi-view video. Our approach combines a 3D parametric mesh for the head with strand-based hair, which can be directly simulated using physics engines. For the appearance model, we employ Gaussian primitives attached to both the head mesh and hair segments. This representation enables the creation of photorealistic head avatars with dynamic hair behavior, such as wind-blown motion, overcoming the constraints of rigid hair in existing methods. However, these animation capabilities also require new training schemes. Especially, we propose the use of VLM-based models to generate appearance information of regions that are occluded in the dynamic training sequences. In quantitative and qualitative studies, we demonstrate the capabilities of the proposed model and compare it with existing baselines. We show that our method is able to synthesize physically plausible hair motion besides expression and camera control. The code will be released for research purposes.
The human face is central to communication. For immersive applications, the digital presence of a person should mirror the physical reality, capturing the users idiosyncrasies and detailed facial expressions. However, current 3D head avatar methods often struggle to faithfully reproduce the identity and facial expressions, despite having multi-view data or learned priors. Learning priors that capture the diversity of human appearances, especially, for regions with highly person-specific features, like the mouth and teeth region is challenging as the underlying training data is limited. In addition, many of the avatar methods are purely relying on 3D morphable model-based expression control which strongly limits expressivity. To address these challenges, we are introducing 3DRealHead, a few-shot head avatar reconstruction method with a novel expression control signal that is extracted from a monocular video stream of the subject. Specifically, the subject can take a few pictures of themselves, recover a 3D head avatar and drive it with a consumer-level webcam. The avatar reconstruction is enabled via a novel few-shot inversion process of a 3D human head prior which is represented as a Style U-Net that emits 3D Gaussian primitives which can be rendered under novel views. The prior is learned on the NeRSemble dataset. For animating the avatar, the U-Net is conditioned on 3DMM-based facial expression signals, as well as features of the mouth region extracted from the driving video. These additional mouth features allow us to recover facial expressions that cannot be represented by the 3DMM leading to a higher expressivity and closer resemblance to the physical reality.
Hands play a central role in daily life, yet modeling natural hand motions remains underexplored. Existing methods that tackle text-to-hand-motion generation or hand animation captioning rely on studio-captured datasets with limited actions and contexts, making them costly to scale to “in-the-wild” settings. Further, contemporary models and their training schemes struggle to capture animation fidelity with text–motion alignment. To address this, we (1) introduce ‘3D Hands in the Wild’ (3D-HIW), a dataset of 32K 3D hand-motion sequences and aligned text, and (2) propose CLUTCH, an LLM-based hand animation system with two critical innovations: (a) SHIFT, a novel VQ-VAE architecture to tokenize hand motion, and (b) a geometric refinement stage to finetune the LLM. To build 3D- HIW, we propose a data annotation pipeline that combines vision–language models (VLMs) and state-of-the-art 3D hand trackers, and apply it to a large corpus of egocentric action videos covering a wide range of scenarios. To fully capture motion in-the-wild, CLUTCH employs SHIFT, a part–modality decomposed VQ- VAE, which improves generalization and reconstruction fidelity. Finally, to improve animation quality, we introduce a geometric refinement stage, where CLUTCH is co-supervised with a reconstruction loss applied directly to decoded hand motion parameters. Experiments demonstrate state-of-the-art performance on text-to- motion and motion-to-text tasks, establishing the first benchmark for scalable in-the-wild hand motion modelling. Code, data and models will be released.
Reconstructing realistic animal fur geometry from images is a challenging task due to the fine-scale details, self-occlusion, and view-dependent appearance of fur. In contrast to human hairstyle reconstruction, there are also no datasets that can be leveraged to learn a fur prior for different animals. In this work, we present a first multi-view-based method for high-fidelity 3D fur modeling of animals using a strand-based representation, leveraging the general knowledge of a vision language model. Given multi-view RGB images, we first reconstruct a coarse surface geometry using traditional multi-view stereo techniques. We then use a vision language model (VLM) system to retrieve information about the realistic length structure of the fur for each part of the body. We use this knowledge to construct the animal's furless geometry and grow strands atop it. The fur reconstruction is supervised with both geometric and photometric losses computed from multi-view images. To mitigate orientation ambiguities stemming from the Gabor filters that are applied to the input images, we additionally utilize the VLM to guide the strands' growth direction and their relation to the gravity vector that we incorporate as a loss. With this new schema of using a VLM to guide 3D reconstruction from multi-view inputs, we show generalization across a variety of animals with different fur types. For additional results and code, please refer to https://neuralfur.is.tue.mpg.de.
3D Gaussian Splatting (3DGS) has emerged as a powerful technique for generating photorealistic renderings of a scene in real-time. However, the volumetric nature of 3DGS limits its ability to accurately capture surface geometry. To address this, 2D Gaussian Splatting (2DGS) was proposed to enable view-consistent and geometrically accurate surface reconstruction from multi-view images. However, 2DGS can be sensitive to the initialization of the Gaussian primitives. Reliance on Structure-from-Motion (SfM) initializations, which can produce poor estimates on challenging image sets, may lead to subpar results. In this work, we enhance 2DGS by incorporating monocular depth and normal priors to improve both geometric accuracy and robustness. We propose a depth-guided initialization strategy for Gaussians and introduce a clustering-based technique for pruning degenerate Gaussians. We evaluate our method on the DTU dataset, where it achieves state-of-the-art results in mesh reconstruction while preserving high-quality novel view synthesis.
We present Drivable 3D Gaussian Avatars (D3GA), the first 3D controllable model for human bodies rendered with Gaussian splats. Current photorealistic drivable avatars require either accurate 3D registrations during training, dense input images during testing, or both. The ones based on neural radiance fields also tend to be prohibitively slow for telepresence applications. This work uses the recently presented 3D Gaussian Splatting (3DGS) technique to render realistic humans at real-time framerates, using dense calibrated multi-view videos as input. To deform those primitives, we depart from the commonly used point deformation method of linear blend skinning (LBS) and use a classic volumetric deformation method: cage deformations. Given their smaller size, we drive these deformations with joint angles and keypoints, which are more suitable for communication applications. Our experiments on nine subjects with varied body shapes, clothes, and motions obtain higher-quality results than state-of-the-art methods when using the same training and test data.
We present SynShot, a novel method for the few-shot inversion of a drivable head avatar based on a synthetic prior. We tackle three 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, the use of real data is strictly regulated (e.g., under the General Data Protection Regulation, which mandates frequent deletion of models and data to accommodate a situation when participant’s consent is withdrawn). Synthetic data, free from these constraints, is an appealing alternative. Third, 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 SOTA monocular and GAN-based methods, SynShot significantly improves novel view and expression synthesis.
We introduce GaussianSpeech 11Project Page: https://shivangi-aneja.github.io/projects/gaussianspeech, a novel approach that synthesizes high-fidelity animation sequences of photorealistic, 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. 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 dataset 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 quality with visually natural motion, while encompassing diverse facial expressions and styles.
Current personalized neural head avatars face a trade-off: lightweight models lack detail and realism, while high-quality, animatable avatars require significant computational resources, making them unsuitable for commodity devices. To address this gap, we introduce Gaussian Eigen Models (GEM), which provide high-quality, lightweight, and easily controllable head avatars. GEM utilizes 3D Gaussian primitives for representing the appearance combined with Gaussian splatting for rendering. Building on the success of mesh-based 3D morphable face models (3DMM), we define GEM as an ensemble of linear eigen-bases for representing the head appearance of a specific subject. In particular, we construct linear bases to represent the position, scale, rotation, and opacity of the 3D Gaussians. This allows us to efficiently generate Gaussian primitives of a specific head shape by a linear combination of the basis vectors, only requiring a low-dimensional parameter vector that contains the respective coefficients. We propose to construct these linear bases (GEM) by distilling high-quality compute-intense CNN-based Gaussian avatar models that can generate expression-dependent appearance changes like wrinkles. These high-quality models are trained on multi-view videos of a subject and are dis tilled using a series of principle component analyses.Once we have obtained the bases that represent the animatable appearance space of a specific human, we learn a regressor that takes a single RGB image as input and predicts the low-dimensional parameter vector that corresponds to the shown facial expression. We demonstrate that this regressor can be trained such that it effectively supports self- and cross-person reenactment from monocular videos without requiring prior mesh-based tracking. In a series of experiments, we compare GEM’s self-reenactment and cross-person reenactment results to state-of-the-art 3D avatar methods, demonstrating GEM’s higher visual quality and better generalization to new expressions. As our distilled linear model is highly efficient in generating novel animation states, we also show a real-time demo of GEMs driven by monocular webcam videos. The code and model will be released for research purposes.
We present a novel approach for 3D hair reconstruction from single photographs based on a global hair prior combined with local optimization. Capturing strand-based hair geometry from single photographs is challenging due to the variety and geometric complexity of hairstyles and the lack of ground truth training data. Classical reconstruction methods like multi-view stereo only reconstruct the visible hair strands, missing the inner structure of hairstyles and hampering realistic hair simulation. To address this, existing methods leverage hairstyle priors trained on synthetic data. Such data, however, is limited in both quantity and quality since it requires manual work from skilled artists to model the 3D hairstyles and create near-photorealistic renderings. To address this, we propose a novel approach that uses both, real and synthetic data to learn an effective hairstyle prior. Specifically, we train a transformer-based prior model on synthetic data to obtain knowledge of the internal hairstyle geometry and introduce real data in the learning process to model the outer structure. This training scheme is able to model the visible hair strands depicted in an input image, while preserving the general 3D structure of hairstyles. We exploit this prior to create a Gaussian-splatting-based reconstruction method that creates hairstyles from one or more images. Qualitative and quantitative comparisons with existing reconstruction pipelines demonstrate the effectiveness and superior performance of our method for capturing detailed hair orientation, overall silhouette, and backside consistency. For additional results and code, please refer to https://im2haircut.is.tue.mpg.de.
We propose 360^∘ Volumetric Portrait (3VP) Avatar, a novel method for reconstructing 360^∘ photo-realistic portrait avatars of human subjects solely based on monocular video inputs. State-of-the-art monocular avatar reconstruction methods rely on stable facial performance capturing. However, the common usage of 3D Morphable Model (3DMM)-based facial tracking has its limits; side-views can hardly be captured and it fails, especially, for back-views, as required inputs like facial landmarks or human parsing masks are missing. This results in incomplete avatar reconstructions that only cover the frontal hemisphere. In contrast to this, we propose a template-based tracking of the torso, head and facial expressions which allows us to cover the appearance of a human subject from all sides. Thus, given a sequence of a subject that is rotating in front of a single camera, we train a neural volumetric representation based on neural radiance fields. A key challenge to construct this representation is the modeling of appearance changes, especially, in the mouth region (i.e., lips and teeth). We, therefore, propose a deformation-field-based blend basis which allows us to interpolate between different appearance states. We evaluate our approach on captured real-world data and compare against state-of-the-art monocular reconstruction methods. In contrast to those, our method is the first monocular technique that reconstructs an entire 360^∘ avatar. Project page: https://jalees018.github.io/3VP-Avatar .
We introduce Joker, a new method for the conditional synthesis of 3D human heads with extreme expressions. Given a single reference image of a person, we synthesize a volumetric human head with the reference's identity and a new expression. We offer control over the expression via a 3D morphable model (3DMM) and textual inputs. This multi-modal conditioning signal is essential since 3DMMs alone fail to define subtle emotional changes and extreme expressions, including those involving the mouth cavity and tongue articulation. Our method is built upon a 2D diffusion-based prior that generalizes well to out-of-domain samples, such as sculptures, heavy makeup, and paintings while achieving high levels of expressiveness. To improve view consistency, we propose a new 3D distillation technique that converts predictions of our 2D prior into a neural radiance field (NeRF). Both the 2D prior and our distillation technique produce state-of-the-art results, which are confirmed by our extensive evaluations. Also, to the best of our knowledge, our method is the first to achieve view-consistent extreme tongue articulation. Project Page
Creating personalized 3D animations with precise control and realistic head motions remains challenging for current speech-driven 3D facial animation methods. Editing these animations is especially complex and time consuming, requires precise control and typically handled by highly skilled animators. Most existing works focus on controlling style or emotion of the synthesized animation and cannot edit/regenerate parts of an input animation. They also overlook the fact that multiple plausible lip and head movements can match the same audio input. To address these challenges, we present 3DiFACE, a novel method for holistic speech-driven 3D facial animation. Our approach produces diverse plausible lip and head motions for a single audio input and allows for editing via keyframing and interpolation. Specifically, we propose a fully-convolutional diffusion model that can leverage the viseme-level diversity in our training corpus. Additionally, we employ a speaking-style personalization and a novel sparsely-guided motion diffusion to enable precise control and editing. Through quantitative and qualitative evaluations, we demonstrate that our method is capable of generating and editing diverse holistic 3D facial animations given a single audio input, with control between high fidelity and diversity. Project page: https://balamuruganthambiraja.github.io/3DiFACE
Synthesizing high-quality 3D head textures is crucial for gaming, virtual reality, and digital humans. Achieving seamless 360° textures typically requires expensive multi-view datasets with precise tracking. However, traditional methods struggle without back-view data or precise geometry, especially for human heads, where even minor inconsistencies disrupt realism. We introduce HairFree, an unsupervised texturing framework guided by textual descriptions and 2D diffusion priors, producing high-consistency 360° bald head textures—including non-human skin with fine details—without any texture, back-view, bald, non-human, or synthetic training data. We fine-tune a diffusion prior on a dataset of mostly frontal faces, conditioned on predicted 3D head geometry and face parsing. During inference, HairFree uses precise skin masks and 3D FLAME geometry as input conditioning, ensuring high 3D consistency and alignment. We synthesize the full 360° texture by first generating a frontal RGB image aligned to the 3D FLAME pose and mapping it to UV space. As the virtual camera moves, we inpaint and merge missing regions. A built-in semantic prior enables precise region separation—particularly for isolating and removing hair—allowing seamless integration with various assets like customizable 3D hair, eyeglasses, jewelry, etc. We evaluate HairFree quantitatively and qualitatively, demonstrating its superiority over state-of-the-art 3D head avatar generation methods. https://hairfree.is.tue.mpg.de/
We introduce a new hair modeling method that uses a dual representation of classical hair strands and 3D Gaussians to produce accurate and realistic strand-based reconstructions from multi-view data. In contrast to recent approaches that leverage unstructured Gaussians to model human avatars, our method reconstructs the hair using 3D polylines, or strands. This fundamental difference allows the use of the resulting hairstyles out-of-the-box in modern computer graphics engines for editing, rendering, and simulation. Our 3D lifting method relies on unstructured Gaussians to generate multi-view ground truth data to supervise the fitting of hair strands. The hairstyle itself is represented in the form of the so-called strand-aligned 3D Gaussians. This representation allows us to combine strand-based hair priors, which are essential for realistic modeling of the inner structure of hairstyles, with the differentiable rendering capabilities of 3D Gaussian Splatting. Our method, named Gaussian Haircut, is evaluated on synthetic and real scenes and demonstrates state-of-the-art performance in the task of strand-based hair reconstruction. For more results, please refer to our project page: https://eth-ait.github.io/GaussianHaircut .
We introduce Diffusion Parametric Head Models (DPHMs), a generative model that enables robust volumetric head reconstruction and tracking from monocular depth sequences. While recent volumetric head models, such as NPHMs, can now excel in representing high-fidelity head geometries, tracking and reconstructing heads from real-world single-view depth sequences remains very challenging, as the fitting to partial and noisy observations is underconstrained. To tackle these challenges, we propose a latent diffusion-based prior to regularize volumetric head reconstruction and tracking. This prior-based regularizer effectively constrains the identity and expression codes to lie on the underlying latent manifold which represents plausible head shapes. To evaluate the effectiveness of the diffusion-based prior, we collect a dataset of monocular Kinect sequences consisting of various complex facial expression motions and rapid transitions. We compare our method to state-of-the-art tracking methods and demonstrate improved head identity reconstruction as well as robust expression tracking.
Despite recent research advancements in reconstructing clothed humans from a single image, accurately restoring the “unseen regions” with high-level details remains an unsolved challenge that lacks attention. Existing methods often generate overly smooth back-side surfaces with a blurry texture. But how to effectively capture all visual attributes of an individual from a single image, which are sufficient to reconstruct unseen areas (e.g. the back view)? Motivated by the power of foundation models, TeCH reconstructs the 3D human by leveraging 1) descriptive text prompts (e.g. garments, colors, hairstyles) which are automatically generated via a garment parsing model and Visual Question Answering (VQA), 2) a personalized fine-tuned Text-to-Image diffusion model (T2I) which learns the “indescribable” appearance. To represent high-resolution 3D clothed humans at an affordable cost, we propose a hybrid 3D representation based on DMTet, which consists of an explicit body shape grid and an implicit distance field. Guided by the descriptive prompts + personalized T2I diffusion model, the geometry and texture of the 3D humans are optimized through multi-view Score Distillation Sampling (SDS) and reconstruction losses based on the original observation. TeCH produces high-fidelity 3D clothed humans with consistent & delicate texture, and detailed full-body geometry. Quantitative and qualitative experiments demonstrate that TeCH outperforms the state-of-the-art methods in terms of reconstruction accuracy and rendering quality. The code will be publicly available for research purposes at huangyangyi.github.io/TeCH
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.