Stable Signer V3: 4D Deformable Primitive Splatting Is All You Need for Sign Language Production
Organizations: Rutgers University
Abstract
We present Stable Signer V3, an interactive high-resolution sign language avatar system built on 4D Deformable Primitive Splatting. It addresses three limitations of existing avatars: restricted facial expression, inaccurate identity-specific body deformation, and loss of fine appearance details. Shared Face Primitive Splatting adds transferable superquadric primitives for richer expression control; Test-Time Body Primitive Splatting learns an identity-specific virtual muscle layer for more faithful motion; and Test-Time Tunneling Super-Resolution uses TunnelingNet to recover identity-specific high-resolution details. Both test-time modules are optimized once per signer identity; inference then runs entirely from the stored identity parameters. Together, they reduce facial geometry error by 71.4%, body-boundary error by 35.1% across ten identities, and high-resolution RGB reconstruction error by 24.2% on held-out evaluations, while retaining interactive streaming.
Figures & tables
| Body model | RGB L1 | Boundary L1 | SSIM |
|---|---|---|---|
| Baseline | 0.0649 | 0.0350 | 0.9038 |
| 0.0599 | 0.0282 | 0.9076 | |
| 0.0575 | 0.0270 | 0.9096 |
| Stage | Output | Throughput |
|---|---|---|
| Motion synthesis | SMPLest-X [ 74 ] motion | 198.7 FPS |
| Primitive deformation | Face and body primitives | 320.9 FPS |
| Avatar rendering | HD RGB | 52.0 FPS |
| Detail refinement | 4K RGB | 47.6 FPS |
| Resident pipeline | Text HD RGB | 25.3 FPS |
| Configuration | B-T BLEU-4 | ROUGE-L |
|---|---|---|
| Enhancement disabled | 25.6450 | 59.4771 |
| Enhancement enabled | 26.8897 | 61.7298 |
| Method | PSNR | SSIM | LPIPS |
|---|---|---|---|
| Four-identity shared held-out-pose evaluation | |||
| LHM++ [ 45 ] | 8.987 | 0.646 | 0.576 |
| SplattingAvatar [ 55 ] | 18.396 | 0.764 | 0.348 |
| GaussianAvatar [ 14 ] | 10.246 | 0.684 | 0.460 |
| ExAvatar [ 36 ] | 18.141 | 0.775 | 0.291 |
| Stable Signer V3 | 19.415 | 0.787 | 0.276 |
| Region | Restricted FLAME | Face primitives | Reduction |
|---|---|---|---|
| (mm) | (mm) | (%) | |
| Full head | 1.267 | 0.362 | 71.4 |
| Face | 1.492 | 0.518 | 65.3 |
| Lips | 1.739 | 0.990 | 43.1 |
| Left eye | 1.029 | 0.587 | 43.0 |
| Right eye | 1.483 | 0.626 | 57.8 |
| Model | RGB L1 | Boundary L1 | SSIM | Disp. (m) |
|---|---|---|---|---|
| Frozen carrier | 0.0649 | 0.0350 | 0.9038 | – |
| , matched budget | 0.0599 | 0.0282 | 0.9076 | 0.0111 |
| , matched budget | 0.0575 | 0.0270 | 0.9096 | 0.0111 |
| , final checkpoint | 0.0562 | 0.0230 | 0.9115 | 0.0125 |
| Method | RGB L1 | Boundary L1 | SSIM |
|---|---|---|---|
| Frozen carrier | 0.0661 | 0.0308 | 0.9086 |
| Body primitives | 0.0551 | 0.0200 | 0.9155 |
| Method | RGB L1 | PSNR |
|---|---|---|
| Frozen decoder | 0.0260 | 22.16 |
| LoRA ( ) | 0.0234 | 22.62 |
| Adapter ( ) | 0.0225 | 22.90 |
| Tunneling ( , 64 slots) | 0.0197 | 23.77 |
| Tunneling ( , 128 slots) | 0.0196 | 23.85 |
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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