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.