Ani3DHuman: Photorealistic 3D Human Animation with Self-guided Stochastic Sampling
Organizations: City University of Hong Kong
Abstract
Current 3D human animation methods struggle to achieve photorealism: kinematics-based approaches lack non-rigid dynamics (e.g., clothing dynamics), while methods that leverage video diffusion priors can synthesize non-rigid motion but suffer from quality artifacts and identity loss. To overcome these limitations, we present Ani3DHuman, a framework that marries kinematics-based animation with video diffusion priors. We first introduce a layered motion representation that disentangles rigid motion from residual non-rigid motion. Rigid motion is generated by a kinematic method, which then produces a coarse rendering to guide the video diffusion model in generating video sequences that restore the residual non-rigid motion. However, this restoration task, based on diffusion sampling, is highly challenging, as the initial renderings are out-of-distribution, causing standard deterministic ODE samplers to fail. Therefore, we propose a novel self-guided stochastic sampling method, which effectively addresses the out-of-distribution problem by combining stochastic sampling (for photorealistic quality) with self-guidance (for identity fidelity). These restored videos provide high-quality supervision, enabling the optimization of the residual non-rigid motion field. Extensive experiments demonstrate that \MethodName can generate photorealistic 3D human animation, outperforming existing methods. Code is available in https://github.com/qiisun/ani3dhuman.
Figures & tables
| Methods | PSNR | SSIM | LPIPS | CLIP-I | FID | FVD |
| Disco4D [ 53 ] | 12.05 | 0.5590 | 0.5019 | 0.6439 | 613.9 | 622.1 |
| SV4D 2.0 [ 87 ] | 15.25 | 0.7708 | 0.3773 | 0.7640 | 364.9 | 478.7 |
| PERSONA [ 66 ] | 17.01 | 0.8219 | 0.2602 | 0.8779 | 199.1 | 367.0 |
| LHM [ 58 ] | 19.51 | 0.8382 | 0.2169 | 0.9009 | 124.1 | 339.9 |
| Ours | 20.08 | 0.8312 | 0.2125 | 0.9160 | 105.3 | 295.2 |
| Methods ( ) | Identity Preservation | Frame Quality | Motion Realism | (Non-rigid) Physical Plausibility | Overall Preference |
| Disco4D [ 53 ] | 0 | 1.47 | 4.41 | 0 | 0 |
| SV4D 2.0 [ 87 ] | 0 | 2.94 | 16.2 | 4.34 | 5.89 |
| PERSONA [ 66 ] | 20.6 | 30.9 | 14.7 | 19.1 | 22.1 |
| LHM [ 58 ] | 39.2 | 29.4 | 29.4 | 14.7 | 17.6 |
| Ours | 40.1 | 35.3 | 35.3 | 61.8 | 54.4 |
Appendix figures & tables11 assets
Supplementary material from the paper’s appendix.
Appendix
| Method | Training Objective | Single-view Image Input | Skeleton-controllable | Identity Preservation | Non-rigid Motion | High-quality Rendering |
| Disco4D [ 53 ] | MSE+SDS | |||||
| AKD [ 38 ] | SDS | |||||
| PhysAvatar [ 91 ] | MSE | |||||
| SV4D/SV4D 2.0 [ 83 , 87 ] | MSE | |||||
| CharacterShot [ 13 ] | MSE | |||||
| Human4DiT [ 65 ] | MSE |
| Metrics | Coarse Model | w/o Stochastic | w/o Self-Guidance | w/o Personalized | Full Model |
| FID | 199.1 | 187.4 | 104.1 | 125.3 | 105.3 |
| FVD | 367.0 | 349.7 | 298.8 | 301.4 | 295.2 |
| CLIP-Identity | 0.8847 | 0.8804 | 0.8220 | 0.8645 | 0.8838 |
| Metrics | Champ | Uni3C | Personalized Diffusion | Ours |
| FID | 196.3 | 132.3 | 138.5 | 112.8 |
| FVD | 467.2 | 284.4 | 330.6 | 289.0 |
| CLIP-Identity | 0.7633 | 0.8357 | 0.8001 | 0.8844 |
Human Avatar Animation
Human avatar animation builds digital people that can be reconstructed, driven by motion or speech, and rendered consistently across poses and views.
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