Controllable 3D human avatars have found widespread applications in 3D games, the metaverse, and AR/VR scenarios. The conventional approach to creating such a 3D avatar requires a lengthy, intricate pipeline encompassing appearance modeling, motion planning, rigging, and physical simulation. In this paper, we introduce UNICA (UNIfied neural Controllable Avatar), a skeleton-free generative model that unifies all avatar control components into a single neural framework. Given keyboard inputs akin to video game controls, UNICA generates the next frame of a 3D avatar's geometry through an action-conditioned diffusion model operating on 2D position maps. A point transformer then maps the resulting geometry to 3D Gaussian Splatting for high-fidelity free-view rendering. Our approach naturally captures hair and loose clothing dynamics without manually designed physical simulation, and supports extra-long autoregressive generation. To the best of our knowledge, UNICA is the first model to unify the workflow of "motion planning, rigging, physical simulation, and rendering". Code is released at https://github.com/zjh21/UNICA.
Figures & tables
Figure 1: UNICA is a unified model that generates action-controlled, 360∘ -renderable 3D avatars with dynamics. For the first time, UNICA unifies a workflow of " motion planning, rigging, physical simulation, and rendering " within a single model.
Method
360∘ Render
Key-Control
Arbitrary Len.
Physics
Animatable 3D Avatar
×
∖
Motion Generation
∖
∖
×
World Model
×
4D Generation
×
∖
UNICA (Ours)
= supported; ×= NOT supported; ∖= not fully supported/might be extended.
Table 1: Comparison between UNICA and prior approaches.
Figure 2: The pipeline of UNICA. UNICA consists of an action-conditioned multi-frame diffusion model for avatar geometry and a point transformer for point-to-3DGS appearance mapping. The diffusion model takes latents of three position maps as context and generates one subsequent position map conditioned on a chosen action embedding. The generated position map is upscaled using bilinear interpolation and combined with other base 3DGS attributes to form a coarse 3DGS. The point transformer then refines the coarse 3DGS into one with avatar-specific appearance details.
Figure 3: The position map rendering process and visualization of a four-frame group. (a) We use an A-Pose mesh of the avatar as geometry and the vertex coordinates of the posed avatar as vertex colors to render position maps. The position maps are rendered from six orthogonal views. (b) We partition the motion sequence into groups of four frames and normalize each group.
Figure 4: Demonstration of progressive 4D inference. During autoregressive inference of UNICA, each round generates a relative movement that is accumulated in 3D space for the actual movement of the 3D avatar. The output frame of round n will be renormalized before it is used as input for round n+1 .
Figure 5: Animation results of UNICA demonstrating avatar response to key presses. For visualization clarity, we sample one frame every three frames along the trajectory.
Figure 6: FVD scores over a 2000-frame autoregressively generated sequence, computed using a sliding window of 200 frames with a stride of 10. The red dashed line indicates the linear trend, and the gray shaded region denotes ± 1 standard deviation. The near-flat trend demonstrates stable generation quality over extended rollouts.
Figure 7: Qualitative comparison between UNICA and baseline methods across different frames and viewpoints.
Method
FVD ↓
PSNR ↑
LPIPS ↓
VQS ↑
PRS ↑
Ani. Gaussians [ 34 ]
199.93
20.31
0.119
3.47
3.64
Mixamo [ 1 ]
320.06
14.54
0.187
3.39
2.64
UNICA (Ours)
194.87
23.95
0.106
4.36
4.24
Table 2: Quantitative comparison and user study results averaged across five avatars. User study ratings are on a 1–5 scale. Best results in bold . VQS = Visual quality score in user study; PRS = Physical realism score in user study.
Figure 8: Comparison on the number of context frames. Four consecutive frames are shown for each method.
FVD ↓
PSNR ↑
LPIPS ↓
w/o PCA
228.31
23.68
0.114
w/ PCA
194.87
23.95
0.106
Table 3: Comparison of results with and without PCA alignment.
Figure 9: Ablation study of position map alignment via PCA reconstruction.
Table A : Number of frames in each transition sequence from one key press to another. Each entry corresponds to a sequence in which the avatar transitions from the start key (column) to the end key (row).
Figure A : Overview of the five avatars exported from UE. Each avatar exhibits characteristic non-rigid or non-body elements ( e.g . , loose garments, braids, and carried accessories) that go beyond a standard body mesh.
Figure B : Reconstruction error as a function of the number of principal components.
Figure C : Visualization of PCA reconstruction with varying numbers of principal components.
Figure D : Comparison between the feed-forward pipeline and the diffusion pipeline. PCA reconstruction is disabled to show raw model outputs.
Figure E : Comparison of avatar appearance trained under different resolution configurations. (a) 128×128 position maps upscaled to 512×512 . (b) 128×128 position maps upscaled to 1024×1024 . (c) 256×256 position maps upscaled to 512×512 . (d) 256×256 position maps upscaled to 1024×1024 . All upscaling is performed via foreground-aware bilinear interpolation.
1 step
2 steps
4 steps
10 steps
20 steps
FVD ↓
402.88
404.58
248.32
194.87
196.05
PSNR ↑
19.26
23.02
23.48
23.95
23.90
LPIPS ↓
0.171
0.118
0.113
0.106
0.109
Table B : Model performance with respect to the number of DDIM steps. Best results are highlighted in bold .
Figure F : Additional qualitative comparisons between UNICA and baseline methods across different frames and viewpoints.
Case
Metric
Ani. Gaussians [ 34 ]
Mixamo [ 1 ]
UNICA (Ours)
Monk
FVD ↓
136.83
145.97
156.92
PSNR ↑
22.45 ± 3.23
16.63 ± 1.27
23.21 ± 2.16
LPIPS ↓
0.104 ± 0.038
0.146 ± 0.030
0.105 ± 0.031
Cowgirl
FVD ↓
186.93
174.64
210.37
PSNR ↑
19.17 ± 3.37
17.14 ± 1.62
24.48 ± 2.74
LPIPS ↓
0.119 ± 0.038
0.132 ± 0.033
0.091 ± 0.031
Table C : Quantitative comparison across five avatars. Best results are highlighted in bold . PSNR and LPIPS are reported as mean ± standard deviation.
Figure G : Per-avatar user study scores on visual quality and physical realism.
Inference Time (s)
Frames of Turning
Geometry
Appearance
PCA
Others
180∘
90∘
0.414
0.250
7.23×10−4
1.85×10−2
13.77
9.84
Table D : Per-frame inference time breakdown and average number of frames required to complete turning events during interactive control.
Figure H : 3DGS artifacts observed in turning poses.
Figure I : Paired key-rendering results of avatar sprint start. Starting from a standing pose, the avatar starts to run forward under the key [ W ]. The sequence is arranged from left to right, top to bottom.
Figure J : Paired key-rendering results of avatar 180∘ turning, where the key changes from [ W ] to [ S ]. The sequence is arranged from left to right, top to bottom.
Figure K : Paired key-rendering results of avatar 90∘ turning, where the key changes from [ S ] to [ A ]. The sequence is arranged from left to right, top to bottom.
Figure L : Paired key-rendering results of avatar stopping, where the key changes from [ A ] to [ ∅ ]. The sequence is arranged from left to right, top to bottom.
The generation of high-fidelity, animatable 3D human avatars remains a core challenge in computer graphics and vision, with applications in VR, telepresence, and entertainment. Existing approaches based on implicit representations like NeRFs suffer from slow rendering and dynamic inconsistencies, while 3D Gaussian Splatting (3DGS) methods are typically limited to static head generation, lacking dynamic control. We bridge this gap by introducing AGORA, a novel framework that extends 3DGS within a generative adversarial network to produce animatable avatars. Our key contribution is a lightweight, FLAME-conditioned deformation branch that predicts per-Gaussian residuals, enabling identity-preserving, fine-grained expression control while allowing real-time inference. Identity is further preserved through spatial shape conditioning of the identity branch, and expression fidelity is enforced via a dual-discriminator training scheme leveraging synthetic renderings of the parametric mesh. AGORA generates avatars that are not only visually realistic but also precisely controllable. Quantitatively, we outperform state-of-the-art NeRF-based methods on expression accuracy while rendering at 250 FPS on a single GPU and, notably, at ∼9 FPS under CPU-only inference -- to our knowledge the first demonstration of CPU-only animatable 3DGS avatar synthesis. This work represents a significant step toward practical, high-performance digital humans. Project website: https://ramazan793.github.io/AGORA/
Ramazan Fazylov, Sergey Zagoruyko, Aleksandr Parkin +2
Mohamed bin Zayed University of Artificial Intelligence, Abu Dhabi, UAE · Polynome AI, Dubai, UAE · MTS AI, Moscow, Russia
Creating photorealistic, animatable 3D human avatars from monocular images still largely depends on Linear Blend Skinning (LBS) and parametric body models, which constrain expressivity and often introduce artifacts due to imperfect fitting. We propose LUNA, an LBS-free universal neural animation model that directly maps multiple 2D controls like images, keypoints, sketches, and unseen characters into 3D Gaussian deformations, bypassing explicit body fitting. At its core, a transformer-based motion regressor disentangles global rigid motion from fine-grained local dynamics to capture both coherent movement and subtle non-rigid effects. To resolve the inherent ambiguity of 2D-to-3D lifting while scaling beyond fitted datasets, we introduce hybrid supervision that distills soft structural priors from an LBS teacher and a loss that supports training on both limited fitted data and large in-the-wild unlabeled videos. Extensive experiments show LUNA achieves competitive visual fidelity compared to LBS-based approaches, while delivering realistic human motion and zero-shot cross-identity generalization across diverse driving modalities. To the best of our knowledge, LUNA is the first end-to-end 3D animatable model that supports implicit 2D driving.
Peng Li, Rawal Khirodkar, Junxuan Li +6
The Hong Kong University of Science and Technology · Work was done during an internship at Meta. · Codec Avatars Lab, Meta
In this paper, we present HumanNOVA, a photorealistic, universal, and rapid model for generating 3D human avatars from a single RGB image. Achieving both photorealism and generalization is challenging due to the scarcity of diverse, high-quality 3D human data. To address this, we build a scalable data generation pipeline that follows two strategies. The first one is to leverage existing rigged assets and animate them with extensive poses from daily life. The second strategy is to utilize existing multi-camera captures of humans and employ fitting to generate more diverse views for training. These two strategies enable us to scale up to 100k assets, significantly enhancing both the quantity and the diversity of data for robust model training. In terms of the architecture, HumanNOVA adopts a feed-forward, token-conditioned avatar modeling framework that allows fast inference in less than one second and requires no test-time optimization. Given an input image and an estimated simplified human mesh (SMPL) without detailed geometry or appearance, the model first encodes both inputs into compact token representations. These tokens then act as conditioning signals and are fused through cross-attention to construct a triplane-based 3D avatar representation. Extensive experiments on multiple benchmarks demonstrate the superiority of our approach, both quantitatively and qualitatively, as well as its robustness under diverse input image conditions. Project page at https://HumanNOVA.github.io .
Hezhen Hu, Wangbo Zhao, Lanqing Guo +6
University of Texas at Austin · National University of Singapore · Texas A&M University