DiGS-Avatar: Single-Image Animatable 3D Human Reconstruction via UV-Space Diffusion
Authors: Jiakun Li, Li Fang, Hao Zhu, Fei Hu, Long Ye, Yuan Zhang, Jinyao Yan
Organizations: Key Laboratory of Media Audio and Video (Communication University of China), Ministry of Education, Beijing 100024, China · School of Intelligence Science and Technology, Nanjing University, Nanjing 210023, China
Single-image 3D human reconstruction often suffers from over-smoothed textures and geometric inconsistencies. While diffusion models improve generative quality, their reliance on multi-view synthesis prior to 3D reconstruction is computationally expensive and prone to view inconsistency. We propose DiGS-Avatar, which reformulates this task as an efficient, diffusion-based UV-latent completion task, ensuring 3D consistency by design. To capture accurate spatial structure, we introduce a teacher-student framework where a multi-view teacher provides geometrically aligned pseudo-ground-truth latents to supervise a single-view diffusion student. Treating this inferred latent as a robust structural skeleton, our method injects high-level semantic features to accurately recover fine textural details without disrupting spatial integrity. The refined representation is then decoded into 3D Gaussian primitives. Extensive experiments demonstrate that DiGS-Avatar achieves state-of-the-art or highly competitive visual fidelity and zero-shot generalization, while reconstructing a fully animatable 3D avatar in just 0.71 seconds. Code is available at https://github.com/KLMAV-CUC/DiGS-Avatar.
Figures & tables
Figure 1: Comparison of paradigms for single-image 3D human reconstruction. (a) Feed-forward methods (e.g., IDOL [ 51 ] ) directly regress 3D representations, enable fast inference but struggle with unseen regions and texture diversity. (b) Diffusion-based methods (e.g., Human3Diffusion [ 44 ] ) synthesize multi-view images before reconstruction, incurring high cost and view inconsistency. (c) Our DiGS-Avatar performs diffusion-based UV-latent completion in a canonical, surface-aligned space, achieving both photorealistic and geometrically consistent 3D avatars with efficient inference.
Figure 2: Overview of the proposed DiGS-Avatar framework. Given a single input image, the student network extracts VAE and appearance features. The VAE features are mapped to the canonical UV space via SMPL-X-based inverse texture mapping, forming a partial UV latent that is completed by a diffusion model under teacher supervision. The completed UV latent is enriched by GASA with appearance features, producing an aggregated UV feature map that is decoded into 3D Gaussian primitives for rendering and animation. During training, the multi-view teacher network provides geometrically consistent UV latents as supervision for the student.
Methods
HuGe100K [ 51 ]
THuman 2.1 [ 50 ]
2K2K [ 8 ]
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
SIFU [ 48 ]
18.44
0.921
0.095
16.82
0.926
0.095
18.54
0.931
0.091
Human3Diffusion [ 44 ]
18.09
0.893
0.101
15.67
0.902
0.105
19.29
0.908
0.079
IDOL* [ 51 ]
22.75
0.926
0.084
18.82
0.937
0.077
18.17
0.916
0.092
LHM* [ 27 ]
21.76
0.919
0.065
19.62
0.931
0.072
20.67
0.918
0.073
TRELLIS [ 38 ]
18.24
0.895
0.093
16.52
0.910
0.094
18.72
0.907
0.084
Table 1: Quantitative comparison on in-distribution datasets. “Ours” refers to the diffusion-based student network used during inference. The best result is highlighted in bold and the second best is underlined . * denotes animatable representations.
Figure 3: Qualitative comparison on datasets (top-down): HuGe100K, THuman 2.1, 2K2K, and SIZER. Deterministic baselines over-smooth unseen regions, while multi-view diffusion methods exhibit geometric inconsistencies. In contrast, DiGS-Avatar produces sharp, 3D-consistent details. Notably, on the out-of-distribution SIZER dataset (bottom), our method uniquely preserves the complex geometry of loose clothing.
Methods
SIZER [ 35 ]
Computational Cost
PSNR ↑
SSIM ↑
LPIPS ↓
Train Time (in GPU hours)
Test Time (s) ↓
SIFU [ 48 ]
19.30
0.905
0.101
-
30
Human3Diffusion [ 44 ]
19.14
0.904
0.088
∼ 960
28
IDOL* [ 51 ]
21.90
0.922
0.075
∼ 768
2.25
LHM* [ 27 ]
23.45
0.929
0.064
∼ 2,496
5.13
TRELLIS [ 38 ]
19.94
0.916
0.078
∼ 10k
7.43
Table 2: Zero-shot generalization on SIZER and computational efficiency. DiGS-Avatar achieves competitive zero-shot quality while requiring substantially lower inference and training cost.
Figure 4: Zero-shot reconstruction on in-the-wild images from DeepFashion [ 19 ] and the Internet. Using Multi-HMR [ 3 ] for SMPL-X estimation, our model successfully handles complex real-world illumination, diverse poses, and layered casual clothing.
Figure 5: Animation results. Reconstructed avatars are directly driven by LBS and preserve coherent texture attachment under novel poses.
Variant
PSNR ↑
SSIM ↑
LPIPS ↓
Variant
PSNR ↑
SSIM ↑
LPIPS ↓
Teacher
26.18
0.942
0.037
w/o Teacher
19.03
0.804
0.168
w/o GASA
22.52
0.915
0.084
w/ LDM-UNet
17.39
0.790
0.204
w/o condition
23.26
0.936
0.061
w/o Ldiff
15.98
0.785
0.226
Ours (full)
25.32
0.940
0.039
Table 3: Quantitative ablation of key components on HuGe100K. “Ours” refers to the diffusion-based student network used during inference.
Figure 6: Ablation and Robustness Analysis. Left: Qualitative ablation of key components. Right: Robustness to challenging in-the-wild inputs.
Table S1 : User Preference Rates (Ours vs. IDOL & LHM). Percentage of times evaluators preferred DiGS-Avatar over the animatable baselines across 50 challenging cases ( N=30 ).
We propose S-Avatar, a novel method for generating photorealistic 3D head avatars from a single image using a diffusion-guided 3D model generation module and strategies for animating 3D Gaussian Splatting (3DGS). While single-image head avatar reconstruction is crucial for lifelike Virtual Reality (VR) applications, existing approaches often struggle to preserve 3D consistency under unseen viewpoints. S-Avatar addresses this limitation through a three-stage pipeline. First, a high-resolution 3DGS is synthesized directly from a single image using a diffusion-based Gaussian splat generation module. Next, the parametric head model FLAME is aligned with the generated 3DGS by optimizing its parameters and spatial transformations. Finally, to adapt the 3DGS to FLAME variations, we construct a binding template that encodes the spatial relationship between the initial splats and FLAME. The dynamic 3D head avatar can then be rendered in real time by deforming the 3DGS with the binding template. By combining diffusion-guided canonical 3DGS generation with FLAME-based control, our method achieves efficient and accurate reconstruction with enhanced 3D consistency. Evaluations on public datasets demonstrate that S-Avatar outperforms state-of-the-art methods in novel-view and expression generation, achieving superior realism and consistency. Consequently, our approach represents a significant advance in accessible avatar creation, applicable to a wide range of VR/AR applications. The project page is available at https://github.com/hailsong/savatar.
Reconstructing a complete 3D head from a single portrait remains challenging because existing methods still face a sharp quality-speed trade-off: high-fidelity pipelines often rely on multi-stage processing and per-subject optimization, while fast feed-forward models struggle with complete geometry and fine appearance details. To bridge this gap, we propose Any3DAvatar, a fast and high-quality method for single-image 3D Gaussian head avatar generation, whose fastest setting reconstructs a full head in under one second while preserving high-fidelity geometry and texture. First, we build AnyHead, a unified data suite that combines identity diversity, dense multi-view supervision, and realistic accessories, filling the main gaps of existing head data in coverage, full-head geometry, and complex appearance. Second, rather than sampling unstructured noise, we initialize from a Plücker-aware structured 3D Gaussian scaffold and perform one-step conditional denoising, formulating full-head reconstruction into a single forward pass while retaining high fidelity. Third, we introduce auxiliary view-conditioned appearance supervision on the same latent tokens alongside 3D Gaussian reconstruction, improving novel-view texture details at zero extra inference cost. Experiments show that Any3DAvatar outperforms prior single-image full-head reconstruction methods in rendering fidelity while remaining substantially faster.
We present GenLCA, a diffusion-based generative model for generating and editing photorealistic full-body avatars from text and image inputs. The generated avatars are faithful to the inputs, while supporting high-fidelity facial and full-body animations. The core idea is a novel paradigm that enables training a full-body 3D diffusion model from partially observable 2D data, allowing the training dataset to scale to millions of real-world videos. This scalability contributes to the superior photorealism and generalizability of GenLCA. Specifically, we scale up the dataset by repurposing a pretrained feed-forward avatar reconstruction model as an animatable 3D tokenizer, which encodes unstructured video frames into structured 3D tokens. However, most real-world videos only provide partial observations of body parts, resulting in excessive blurring or transparency artifacts in the 3D tokens. To address this, we propose a novel visibility-aware diffusion training strategy that replaces invalid regions with learnable tokens and computes losses only over valid regions. We then train a flow-based diffusion model on the token dataset, inherently maintaining the photorealism and animatability provided by the pretrained avatar reconstruction model. Our approach effectively enables the use of large-scale real-world video data to train a diffusion model natively in 3D. We demonstrate the efficacy of our method through diverse and high-fidelity generation and editing results, outperforming existing solutions by a large margin. The project page is available at https://onethousandwu.com/GenLCA-Page.
Yiqian Wu, Rawal Khirodkar, Egor Zakharov +6
State Key Laboratory of CAD&CG, Zhejiang University, China · Codec Avatars Lab, Meta, USA · State Key Lab of CAD&CG, Zhejiang University, China