Avatars

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Twelve weeks of publication activity for this topic as it is defined today.

30 papers

Latest in Avatars

Sep 9, 2026cs.DC

Avatar: Toward Autonomous End-to-End Orchestration of Scientific Workflows using LLMs

Scientific workflow management (WMSs) systems automate execution, yet orchestrate using fixed, hand-tuned rules. LLM agents promise more autonomous orchestration, but it remains unclear where to introduce agentic reasoning, how to bound its risk, and when it actually helps. We present Avatar, an actor-based architecture comprising an orchestrator, an executor, and a provenance monitor. Each actor's decision policy is pluggable (rule-based or LLM-backed) via a single adapter-validated action catalog, so conventional and agentic control run on the same core across different WMSs. We present an implementation using the Academy framework and evaluate Avatar across three workloads. We observe that Avatar's rule mode reproduces native execution, with a single unchanged core running all three. Moreover, LLM-backed Avatar reports a reduction of compute wastage by 55%55\% and cuts GPU-busy time by 40%40\%. Overall, we envision Avatar as a step toward workflow systems that reason about their own orchestration rather than follow pre-fixed rules.
Suman Raj, Hai Duc Nguyen, Haochen Pan +3
Aug 12, 2026cs.CV

Avatar-Forever: Decoupled Parallel Training for High-Quality Real-Time Infinite Avatars

Existing streaming video systems often rely on sequential, distillation-centered training pipelines to enable few-step long-video generation. However, this paradigm suffers from two limitations. First, failures or distribution shifts introduced in earlier stages affect later optimization, complicating the training process to converge. Second, the distillation-centric objective favours short-term generation but is prone to quality degradation when autoregressive errors accumulate over long rollouts. We propose Avatar-Forever, a decoupled parallel training framework for high-quality real-time infinite interactive avatars. Instead of coupling generation efficiency and long-horizon robustness under a sequential distillation pipeline, we treat them as two independent capabilities that can be trained in parallel. One branch performs full-parameter distillation to train an efficient generator with high visual quality, while another trains a lightweight long-horizon adapter via Recovery-oriented Rollout Training (RRT), which improves generation robustness under long-horizon inference conditions. Our decoupled parallel training design simplifies the overall training process and avoids unnecessary objective conflicts between few-step generation and long-horizon adaptation. We further introduce ForeverCache, a chunk-wise feature caching mechanism to substantially reduce redundant history computation during streaming inference. Built upon a 22B video foundation model, Avatar-Forever supports unbounded audio-driven avatar generation while maintaining identity consistency, motion coherence, and visual fidelity, enabling an end-to-end throughput of high-resolution 768x512 videos at 27.2 FPS on a single H100 GPU and providing a practical path toward stable digital humans.
Ruibin Li, Tao Yang, Zhiyuan Ma +3
Jul 30, 2026cs.CV

S-Avatar: Diffusion-Guided Gaussian Head Avatars from a Single Image

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.
Hail Song, Seokhwan Yang, Jiwon Yang +2
Jul 30, 2026cs.CV

Split and Drive: Dual-Axis Disentanglement for Real-Time Gaussian Head Avatars

Creating photorealistic animatable head avatars from a single image remains a fundamental challenge in digital human synthesis. While recent 3D Gaussian Splatting methods have achieved promising results, they rely on external tracking pipelines whose latency is excluded from inference measurements. Furthermore, they adopt unified representations that entangle geometrically distinct facial regions, limiting both expressiveness and rendering fidelity. We propose SpiD (Split and Drive), a single-image Gaussian head avatar framework built on two disentanglement axes. The compute axis internalizes per-frame driving, eliminating external tracking dependency at inference. The feature axis decomposes the avatar into three specialized Gaussian branches, each modeling a geometrically distinct facial domain. Extensive experiments demonstrate consistently strong performance against state-of-the-art methods while achieving the fastest inference speed among all compared methods on a single GPU with the complete driving pipeline included.
MD Wahiduzzaman Khan, Mingshan Jia, Xiaolin Zhang +2
Jul 30, 2026cs.CV

Learning to Understand Body Language from Flight through Robust 3D Avatar Placing

Perceiving human motion and intent at long range is a prerequisite for socially intelligent aerial robots, yet the data to learn it barely exists. We introduce Drones2BodyLanguage, a dataset grounding human motion in real UAV footage: avatars manifesting ten communicative intents are placed into unmodified 4K drone scenes with metrically correct position, scale and orientation, maintained over hundreds of frames of camera motion. Enabling it is a lightweight geometric world model of the local scene - semantically selected anchors lifted to 3D through streaming monocular depth - in which a placement point is predicted as an affine anchor combination with provably rigid-invariant weights, and re-rendered under an SVD-fitted ground rotation. Across twelve architectures on scene- and motion-disjoint splits, training on placed data lifts mean intent accuracy by a wide margin for real, retargeted and generated motion alike, with gains confirmed on two in-the-wild scenes.
Dragos Costea, Alina Marcu, Cristina Lazar +1
Jul 26, 2026cs.CV

Head Avatars with Dynamic Explicit Hair

We present DynHair, a novel method for tracking and modeling dynamic hair for human head avatars. From video input, we reconstruct a dynamic head avatar with an explicit strand-based hair representation using structured 3D Gaussian Splatting. In contrast to the face region of human head avatars, which can be modeled with 3D Gaussians that are attached or generated with respect to some expressive 3D head model, hair is particularly challenging as it exhibits dynamic motion effects. Therefore, we present a novel method that models the dynamic deformations of the hair strands using a temporal network that is conditioned on angular velocity and acceleration of the head, as well as relative gravity. Specifically, an LSTM encodes the motion history and modulates per-point strand features via FiLM conditioning which further used by MLP to produce physically plausible displacements to canonical hairstyle. We jointly optimize this motion and appearance representation of the hair, with a 3DGS-based representation of the face-region, via differentiable Gaussian splatting with photometric, geometric, and physics-based supervision. As a result of our method, we retrieve hair tracking of the training video data and an animatable head avatar with controllable hair dynamics. In our experiments, we demonstrate state-of-the-art performance in terms of hair dynamics, temporal consistency, and generalization across subjects.
Vanessa Sklyarova, Haonan Chen, Berna Kabadayi +8
Jul 21, 2026cs.CV

FlexiAvatar: Unified 3D Gaussian Human Avatars Under Arbitrary Body Visibility

Reconstructing animatable 3D human avatars from monocular video is a fundamental problem in computer vision with broad applications in AR/VR and digital content creation. Existing approaches typically couple parametric body models with neural rendering or 3D Gaussian splatting and optimize all body regions jointly from short videos, which often degrades fidelity in the visible areas. To overcome this limitation, we introduce FlexiAvatar, a unified framework that explicitly optimizes only the visible body regions, effectively eliminating artifacts arising from unobserved limbs. Our method integrates occlusion-robust SMPL-X tracking with part-specific residual refinement to capture high-frequency geometric and appearance details. To complete entirely unseen regions (e.g., back views), we leverage a diffusion-based approach to generate texture consistent with the observed appearance. Experiments on full-body (NeuMan, ZJU-MoCap, WildAvatar), upper/half-body (talk-show clips), and head-only (INSTA) inputs show that FlexiAvatar delivers consistently higher reconstruction quality, outperforming state-of-the-art methods by an average PSNR improvement of approximately 3% across datasets. Finally, by restricting optimization to observed regions, our method reduces the effective number of Gaussians that must be optimized and rendered, leading to reduced runtime and memory overhead in partial-visibility scenarios.
Yihalem Yimolal Tiruneh, Muhammad Salman Ali, Uyoung Jeong +5
Jul 5, 2026cs.GR

How to Build Digital Humans? From Priors to Photorealistic Avatars

This state-of-the-art report provides an overview of controllable 3D human avatar creation. We describe current 3D avatar systems, which typically consist of three stages: (i) learning priors of human appearance and motion, (ii) creating a personalized avatar, and (iii) animating the avatar. To limit the scope, we focus on the prior learning and avatar creation stages. We define current avatar representations and introduce a taxonomy that categorizes existing work along multiple axes, including body regions and employed priors. We review methods for full-body and head avatars, as well as layered representations that decompose the body into components such as hands, hair, and garments. Finally, we outline common underlying principles, reference key literature for newcomers, and discuss open challenges and future research directions.
Wojciech Zielonka, Tobias Kirschstein, Timo Bolkart +8
Jun 29, 2026cs.CV

FFAvatar: Feed-Forward 4D Head Avatar Reconstruction from Sparse Portrait Images

We present FFAvatar, a Transformer-based 3D Gaussian framework for fast construction of high-quality and animatable 4D head avatars from one or more reference portrait images. Unlike existing feed-forward approaches that require a fixed number of input views, FFAvatar supports incremental reconstruction, progressively refining the avatar representation as additional reference images become available. At the core of our method is an alternating attention mechanism that disentangles identity appearance from expression and viewpoint variations, enabling the reconstruction of a canonical 3D appearance that remains consistent across poses and facial expressions. To balance visual fidelity and computational efficiency, we introduce a sparse-to-dense learning paradigm. Coarse appearance features are first learned using sparse primitives anchored to the FLAME vertex level and are subsequently densified in the UV domain to capture fine-grained geometric and texture details. We further propose a plug-and-play motion refinement module that enables subject-specific dynamic personalization by modeling residual motion beyond parametric deformation. Extensive experiments demonstrate that FFAvatar efficiently produces high-fidelity and controllable 4D head avatars, achieving superior flexibility, driving efficiency, and identity-consistent rendering across diverse expressions and viewpoints.
Jianjiang Yao, Ke Xian, Renxiang Dai +1
Jun 23, 2026cs.CV

FiCA: Feed-forward instant Gaussian Codec Avatars from a Single Portrait Image

We introduce FiCA, a Feed-forward, instant Gaussian Codec Avatar generation pipeline that creates lifelike avatars from a single portrait image. Generating a photorealistic and drivable avatar from just a single image is significantly challenging due to the limited visual information available to accurately infer the 3D appearance and geometry of human heads. To address this, we develop a novel system that combines human-centric vision foundation models with a diffusion model. This system is designed to fully exploit partial visual observations to generate lifelike human avatars. Our proposed diffusion model learns a generative mapping from these partial observations to complete and authentic 3D mesh reconstruction. Additionally, we introduce a feed-forward mesh refinement network that enhances the fidelity and identity preservation of the generated avatars, eliminating the need for person-specific test-time optimization. By leveraging a universal prior model that decodes a generated mesh into a set of 3D Gaussians, we generate a photorealistic 3D Gaussian avatar, capable of being driven with novel expressions in real-time. Our experiments demonstrate that the avatars generated by our feed-forward approach faithfully represent diverse identities and surpass the visual quality of avatars produced by recent competing methods.
Kim Youwang, Zhengyu Yang, Liuhao Ge +8
Jun 22, 2026eess.SP

Integrated Sensing and Communications for Real-time Avatar Control in XR over 5G

Extended Reality (XR) presents a challenging use case for 5G and 6G networks, requiring high data-rates and lowlatency communication to deliver a truly immersive experience. Moreover, in order to seamlessly translate physical actions to the virtual world, accurate gesture recognition and pose estimation are required. Current XR interaction solutions based on handheld controllers and cameras cannot easily capture full-body poses, inhibit the free use of hands, and require good visibility and a clear line of sight. In this work, we propose a multimodal sensing architecture for XR that combines 5G MillimeterWave (mmWave) Integrated sensing and communication (ISAC) and surface electromyography (sEMG) signals. 5G mmWave ISAC cannot only be used to deliver content wirelessly to the Head-mounted display (HMD), but also the same communication signals can be used to derive coarse body-level gestures and poses of the user, to support real-time avatar control. For fine-grained finger-level gestures, our architecture leverages lightweight sEMG sensors that capture forearm muscle activity. To illustrate the need of both modalities, we present evaluations of both sensing technologies. At the body level (5G), our architecture relies on power-per-beam-pair (PPBP), which can be computed from standard beam management or beam sweeping procedures of the 5G NR standard. PPBP-based sensing achieves 82.2±\pm5.9% average accuracy when evaluated on users not seen during training. For fine-grained finger-level interactions, we show that surface electromyography (sEMG) carries strong discriminative information achieving consistent promising performance across different movement settings. Thus, combining the two modalities enables multi-scale gesture recognition, at the body level via existing 5G signals and finger level via lightweight sEMG sensors, forming a complete XR framework.
Nabeel Nisar Bhat, Javad Sameri, Rreze Halili +3
Jun 22, 2026cs.CV

InteractiveAvatar: Real-Time Streaming Video Generation for Consistent and Intent-Aware Avatars

Recent diffusion-based models have enabled realistic audio-driven avatar generation in real-time streaming. However, existing approaches struggle to maintain visual temporal consistency and fail to explicitly perceive user intent in complex interactive streaming scenarios. To address these challenges, we propose InteractiveAvatar, a real-time infinite-streaming video generation framework that supports visually consistent avatar video generation and intent-aware interactions. With autoregressive distillation, InteractiveAvatar achieves real-time str-eaming generation of human avatars over arbitrarily long durations. For visual consistency, we introduce a Long-Short Visual Memory (LSVM) mechanism that flexibly compresses historical visual information into compact tokens, preserving both short-range coherence and long-term consistency. To generate avatars with speeches and actions aligned with user intent, we propose a Reasoning-Reaction Module (RRM), which incorporates a State-Cycling strategy and a Cache-Switching mechanism. Extensive experimental results over diverse scenarios demonstrate that our method achieves state-of-the-art visual consistency in long-duration generation, while enabling complex user-avatar interaction in real time.
Quanyue Song, Yishan He, Yanfei Zhang +6
Jun 21, 2026cs.CV

Generative Relightable Avatars

We present Generative Relightable Avatars (GRA), a person-specific method for photorealistic free-view rendering and environment-map relighting of full-body humans. We postulate that modeling fine-grained appearance details is inherently a one-to-many problem that can benefit from a generative formulation. In contrast to fully regressive relightable avatar methods, GRA follows a hybrid approach that combines controllable, physics-grounded relighting with probabilistic refinement. Starting from a tracked animated mesh, we optimize material parameters in UV-space and render a coarse relit appearance under a target HDR environment map. Next, we refine the textures with a feed-forward model to capture pose-dependent texture dynamics and illumination effects beyond simplified reflectance assumptions. Finally, a fine-tuned video-to-video diffusion model transforms the physically grounded renderings into temporally coherent, high-detail videos while preserving 3D control, with an error-recycling strategy for generating long videos. Experimental evaluations demonstrate our method's improved perceptual quality over prior relightable avatar baselines. Project Page: https://vcai.mpi-inf.mpg.de/projects/GRA/
Kunwar Maheep Singh, Christian Theobalt, Rishabh Dabral
Jun 19, 2026cs.GR

PIAvatar: Physically Interactive Avatars via Deformation Gradient Decoupling

3D human avatars have shown impressive visual fidelity driven by pose-conditioned models, yet they still lack the physical ability required for interactions with each other and environments. Although recent studies have made various attempts to incorporate physical characteristics into 3D avatars, they only exhibit limited physical deformations, often leading to constrained interaction behaviors. To resolve this issue, we present PIAvatar, a framework to simultaneously enable physically aware interactions between avatar-avatar and avatar-environment, and a non-rigid deformable human body simulation. In this work, our key insight is to decouple kinematic velocity from deformation gradient. When external forces act on avatars, the kinematic velocity induces stress which hinders the avatar's ability to achieve a desired pose. In addition, we integrate a skeletal framework within the avatar. It allows estimating its poses and real-time tracking in a closed form, even during non-rigid physical interactions. Our approach is implemented within a conventional Material Point Method framework to ensure physically consistent dynamics. We lastly evaluate the method on both human-object and human-human interaction scenarios to assess its behavior under diverse interaction settings.
Sang-Hun Han, Min-Gyu Park, Jisu Shin +3
Jun 9, 2026cs.CV

LentiAvatar: Pseudo-Multiview Reconstruction and Subpixel Prism Rendering for Real-Time Stereoscopic Communication

Real-time stereoscopic video communication has long been a goal of immersive telepresence, yet practical systems still require specialized capture rigs or reduce remote users to a single portrait view. We present LentiAvatar, a Gaussian head-avatar system that connects monocular avatar capture with subpixel-encoded glasses-free lenticular display for real-time autostereoscopic communication. From a monocular portrait video, LentiAvatar reconstructs a controllable head avatar and optimizes it for the lateral viewing zones induced by the display. The method uses natural head turns as pseudo-multiview (PMV) supervision to constrain regions that are otherwise weakly observed in monocular training, including hair, ears, jaw contours, and neck boundaries. Reliable side frames are yaw-binned, aligned to virtual cameras, and supervised within a strict head-and-hair domain; contour-aware losses and staged regularization further suppress ghosting, alpha leakage, and depth instability while preserving lateral detail. At runtime, LentiAvatar renders 32 virtual views and encodes them into a 4K lenticular raster with calibrated subpixel-routing masks. The live-tracker prototype sustains 10.65 FPS, and a subject-specific distilled driver raises the same display pipeline to 38.49 FPS.
Chufeng Fang, Dongdong Teng, Lilin Liu
Jun 6, 2026cs.RO

Cybernetic Android Avatar "Yui": System Integration, Field Deployment, and Evaluation

Remote communication technologies have become widely used; however, supporting a sense of shared physical space and conveying rich non-verbal cues remain challenging in many social interaction scenarios. This study presents "Yui," a full-body cybernetic android avatar designed to integrate operator-side immersive teleoperation with interlocutor-side human-like social signaling. Yui combines a 55-degrees of freedom full-body mechanism with a previously developed android head, facial expression and gaze control, upper-body and arm motion, hand actuation, and a mobile platform. It can be operated through either the immersive mode using a head mounted display-based interface or desktop mode using a webcam-based interface. We evaluated the system through three real-world deployments: a long-term public exhibition at Expo 2025 in Osaka, Kansai, Japan; a remote educational exchange between elementary school students; and a public interaction study with general participants. During the Expo deployment, two units accumulated approximately 1131 h of operation, demonstrating both operational feasibility and maintenance challenges. In the public study, both operators and interlocutors reported positive impressions of co-presence and willingness to use the system. Interlocutors also rated the avatar positively in terms of human likeness and the transmission of emotions and intentions. The results indicate usability for general operators while suggesting room for improvement in precise controllability. These findings provide field-derived evidence and design implications for socially deployable full-body android avatars.
Kaoruko Shinkawa, Mizuki Nakajima, Taisei Mogi +1
May 29, 2026cs.CV

TokTalk: Expressive Real-time Facial Animation from Audio-LLM Tokens

Recent advances in Audio-LLMs like GPT-4o have ushered in an era of conversational interaction with language models. Conversational avatars however, still seem robotic in facial expression and conversational flow, in part due to sequential stages of speech recognition, text generation, turn-based text response, speech synthesis, and audio driven facial animation. Based on our insight that audio-tokens produced by current Audio-LLMs carry sufficient information to reconstruct a plausible facial performance, we present TokTalk, a system that directly outputs expressive facial animation in real-time from streaming audio-tokens. We construct a novel audio-token to 3D facial motion dataset, on which TokTalk is trained using a Chunk-based Conditional Flow Matching model. A lightweight adaptation strategy allows our trained model to seamlessly connect to any token-based Audio-LLM at minimal computational overhead. Our chunk-based processing further enables parametric trade-off between latency and facial quality, shown through ablation studies. We further show that the real-time performance of TokTalk is comparable in latency to prior art solutions, and significantly favorable (via a perceptual study) in terms of quality, expressivity and control of the 3D facial performance. We showcase TokTalk's flexibility using a chatbot Avatar, a voice-driven user Avatar, and an animation Director's interface, as diverse audio-visual face applications.
Qingcheng Zhao, Yifang Pan, Karan Singh
May 27, 2026cs.CV

EchoAvatar: Real-time Generative Avatar Animation from Audio Streams

Real-time synthesis of high-fidelity 3D character motion from audio is a pivotal component for next-generation interactive avatars and virtual assistants. However, most existing approaches are limited to offline processing of complete audio sequences or are constrained to specific domains, rarely handling both speech and music effectively. In this paper, we introduce a novel framework designed to generate continuous, coherent full-body motion from streaming speech and music with low latency. Central to our approach is a unified streaming architecture capable of synthesizing continuous motion from incremental audio inputs. We employ a robust training strategy that enforces strong audio dependency, allowing the model to seamlessly generalize across conversational speech and rhythmic music without requiring explicit domain labels or mode switching. Additionally, we explored Reinforcement Learning to refine the quality of online generation. Furthermore, we bridge reactive animation with intent-driven behavior via a tool-call interface that allows upstream Large Language Models to inject explicit semantic control. By combining this controllability with stream audio-driven synthesis, our framework serves as a plug-and-play solution for transforming voice agents into interactive humanoid avatars. Extensive experiments demonstrate that our method outperforms state-of-the-art realtime baselines in motion quality and synchronization while maintaining the flexibility required for live deployment. Our code, pre-trained models, and videos are available at https://robinwitch.github.io/EchoAvatar-Page.
Bohong Chen, Yumeng Li, Yinglin Xu +3
May 25, 2026cs.CV

SplitAvatar: One-shot Head Avatar with Autoregressive Gaussian Splitting

3D Gaussian Splatting (3DGS) provides an efficient method for high-quality scene reconstruction using anisotropic Gaussians. Recently, 3DGS-based methods have significantly improved the rendering quality of human avatars while enabling real-time performance. However, existing methods suffer from a magnitude mismatch in the number of Gaussians generated by image-based and 3DMM-based approaches. This discrepancy results in reconstructed expressions that lack fine-grained detail. In this paper, we introduce a novel method for reconstructing an animatable head avatar from a single image. We propose a Graph splitting network to progressively generate Gaussians from coarse to fine using an autoregressive architecture. To address the graph inconsistency caused by split Gaussians, we employ a mesh topology extension method to align the GNN's connectivity with the increased Gaussian count. Furthermore, we introduce a novel density control method that includes a gating mechanism that generates soft masks for Gaussians, preventing over-densification after the splitting operation. This allows for dynamic control over Gaussian density across different facial regions. For smooth and rapid training, we employ a delayed filtering strategy to avoid re-computing the graph topology during training. Experimental results demonstrate that our autoregressive structure effectively improves expression representation ability by progressively splitting Gaussians. This process, enabled by the GNN-guided splitting, synthesizes more precise facial details and achieves higher reconstruction quality.
Hongzhe Liao, Chuhua Xian, Hongmin Cai +2
May 23, 2026cs.LG

AvAtar: Learning to Align via Active Optimal Transport

Alignment plays a fundamental role in many machine learning problems, such as multi-network analysis, multimodal learning, and point cloud registration. Recent works increasingly leverage optimal transport (OT) for distributional alignment, whose effectiveness largely depends on sparse supervision that is hard or costly to obtain in practice. Existing works, however, largely overlook how to actively acquire high-quality supervision to improve their alignment performance under OT frameworks. In this paper, we propose a principled active alignment framework for optimal transport alignment called AvAtar. We quantify the informativeness of a candidate by measuring its gradient-based impact on the global alignment result, computed as the gradient propagation from the global alignment result to all possible supervisions of the candidate through the entropy-regularized OT formulation. While differentiating through OT is challenging given its constrained nature, we leverage the adjoint-state method to reformulate the computation to a linear system solvable by the conjugate gradient method with linear complexity and guaranteed convergence. By encoding the global alignment result via effective utility functions, AvAtar is applicable to general alignment problems under the OT framework. Extensive experiments on three representative alignment tasks demonstrate the effectiveness, scalability, and generalizability of the proposed AvAtar.
Qi Yu, Ruizhong Qiu, Zhichen Zeng +3
May 20, 2026cs.CV

DAMA: Disentangled Body-Anchored Gaussians for Controllable Multi-Layered Avatars

Existing 3D clothed avatar reconstruction methods achieve high visual fidelity but ignore geometric structure and physical plausibility. They either model clothed humans as a single deformable surface or attempt garment disentanglement without enforcing geometric constraints, resulting in ambiguous garment boundaries and no control over stacking or layer ordering. To address these limitations, we introduce DAMA (Disentangled body-Anchored Gaussians for Controllable Multi-layered Avatars), a 3D avatar reconstruction method that produces physically plausible clothed avatars through a dedicated representation and reconstruction method. At the representation level, we bind Gaussians to SMPL-X faces using barycentric in-plane coordinates and a positive normal offset. Based on this parameterization, the reconstruction method lifts 2D segmentations to body-anchored Gaussians, refines layers using topology-guided correction, and jointly optimizes geometry and appearance. DAMA is the first Gaussian avatar reconstruction method from multi-view images to achieve physically plausible layering, clean garment separation, and explicit stacking control. On the full 4D-DRESS dataset (82 scans), it achieves state-of-the-art performance in geometry reconstruction, garment separation, penetration rate, and penetration depth. The representation further supports user-defined garment reordering and fast conversion of body-conforming garments to simulation-ready meshes. Project Page: https://danieleskandar.github.io/dama/
Daniel Eskandar, Berna Kabadayi, Garvita Tiwari +1
May 19, 2026cs.GR

PiG-Avatar: Hierarchical Neural-Field-Guided Gaussian Avatars

Existing Gaussian avatar methods typically parameterize geometry on a body-template surface, which entangles the avatar's representation space with the template's deformation space and limits the capture of layered, off-body, and non-rigid clothing geometry. We present PiG-Avatar, which addresses this limitation by using the parametric body model solely for kinematic transport, while representing the avatar as Gaussians anchored in a volumetric canonical space governed by a continuous neural field. This decouples representation from template topology, avoiding the geometric constraints of surface-based parameterizations. Kinematic coherence is maintained through 3D barycentric anchor transport, which guides motion without constraining geometry and allows anchors to deviate freely from the template surface, yielding dense, stable temporal surface correspondences by construction. To make this unconstrained formulation tractable, we introduce dual-level spatially coherent optimization, combining Sobolev-preconditioned neural-field updates with a novel KNN-based preconditioning of canonical anchor geometry. Together, these mechanisms induce an emergent self-organization of anchor density: anchors migrate toward regions of high curvature, appearance variation, and non-coherent motion without explicit heuristics. As a result, complex clothing geometry and layered surfaces emerge as natural, high-fidelity outputs. This single representation further supports hierarchical reconstruction across multiple levels of detail, with coarse-level supervision propagating to finer levels through the shared field and coupled anchor graph. On established benchmarks featuring subjects with complex clothing and challenging non-rigid motion, PiG-Avatar achieves state-of-the-art rendering quality, generalizes robustly to imperfect body model initialization, and renders in real time across all detail levels.
Julian Kaltheuner, Jan Spindler, Sina Kitz +2
May 18, 2026cs.CV

CMAG: Concept-Scaffolded Retrieval for Marketplace Avatar Generation

Metaverse platforms rely on creator-driven marketplaces where avatars are assembled from discrete, taxonomy-labeled 3D assets (e.g., tops, bottoms, shoes, accessories) under strict category and topology constraints. While users increasingly expect free-form text control, text-only retrieval is brittle: natural language is ambiguous with respect to platform taxonomies, metadata is often noisy or informal, and independently retrieved components can be stylistically inconsistent or geometrically incompatible. We propose \textbf{CMAG}, a concept-scaffolded retrieval and verified composition framework for marketplace avatar generation. Given a prompt, CMAG first synthesizes an intermediate 3D concept scaffold that disambiguates intent beyond text by providing global spatial and stylistic context. In parallel, a view-aware part discovery module extracts localized visual evidence via prompt decomposition and text-grounded segmentation. A prompt-conditioned taxonomy router enforces category coverage and resolves semantic-to-taxonomic mismatch, after which a hybrid category-wise retriever combines part-based fusion with a concept-residual fallback using feature suppression. Finally, an agentic vision--language model filters and re-ranks candidates across categories and drives an iterative verification loop to assemble prompt-faithful, topologically consistent avatars from catalog assets. We evaluate CMAG on diverse compositional prompts and demonstrate improved retrieval robustness and compositional correctness compared to strong baselines, highlighting the importance of 3D concept scaffolding under prompt ambiguity.
Rajeev Goel, Jason Ding, Phani Harish Wajjala +3
May 14, 2026cs.GR

FFAvatar: Few-Shot, Feed-Forward, and Generalizable Avatar Reconstruction

Avatar reconstruction has traditionally relied on per-subject optimization that requires hours of computation or on expensive preprocessing that limits scalability. We introduce FFAvatar, a generalizable feed-forward framework that reconstructs high-quality, animatable 3D Gaussian head avatars from few-shot unposed portrait images in seconds. FFAvatar fuses information from multiple source images into a unified canonical Gaussian representation through Multi-View Query-Former, which is animated via FLAME parameters predicted end-to-end directly from pixels, eliminating the overhead of offline FLAME extraction. We further propose a three-stage training curriculum that achieves both broad generalization and high-fidelity reconstruction: (i) scalable pretraining on extensive monocular video data with over 1M identities to learn strong generalizable priors; (ii) multi-view fine-tuning on a small but high-quality dataset of 360-degree captures to enhance geometric fidelity and extreme-view awareness; and (iii) optional personalization that adapts to specific identities for maximum fidelity within 500 optimization steps. Extensive experiments demonstrate that FFAvatar sets a new standard for identity preservation, geometric consistency, and animation fidelity. On the NeRSemble benchmark, it outperforms the state-of-the-art LAM by a substantial 5.5 PSNR gain. Furthermore, FFAvatar enables real-time deployment, reconstructing avatars in 2 seconds without personalization and 10 seconds with personalization, while supporting 49 FPS animation on a single NVIDIA A100 GPU.
Thuan Hoang Nguyen, Jiahao Luo, Yinyu Nie +3
May 14, 2026cs.CV

EverAnimate: Minute-Scale Human Animation via Latent Flow Restoration

We propose EverAnimate, an efficient post-training method for long-horizon animated video generation that preserves visual quality and character identity. Long-form animation remains challenging because highly dynamic human motion must be synthesized against relatively static environments, making chunk-based generation prone to accumulated drift: (i) low-level quality drift, such as progressive degradation of static backgrounds, and (ii) high-level semantic drift, such as inconsistent character identity and view-dependent attributes. To address this issue, EverAnimate restores drifted flow trajectories by anchoring generation to a persistent latent context memory, consisting of two complementary mechanisms. (i) Persistent Latent Propagation maintains a context memory across chunks to propagate identity and motion in latent space while mitigating temporal forgetting. (ii) Restorative Flow Matching introduces an implicit restoration objective during sampling through velocity adjustment, improving within-chunk fidelity. With only lightweight LoRA tuning, EverAnimate outperforms state-of-the-art long-animation methods in both short- and long-horizon settings: at 10 seconds, it improves PSNR/SSIM by 8%/7% and reduces LPIPS/FID by 22%/11%; at 90 seconds, the gains increase to 15%/15% and 32%/27%, respectively.
Wuyang Li, Yang Gao, Mariam Hassan +4
Apr 30, 2026cs.RO

OmniRobotHome: A Multi-Camera Home Platform for Real-Time Human-Robot Interaction

Robots in homes must continuously sense the people around them, yet most prior work relies on limited or offline perception. We argue that perception quality is the dominant factor governing what interaction is achievable at home, and build a testbed to test this claim. OmniRobotHome instruments a furnished home with 48 hardware-synchronized cameras and three manipulators in a unified world frame, delivering real-time markerless full-body human pose, 6D object pose, anticipatory motion forecasting, and a social avatar agent that converses with residents. Using the platform, we treat perception quality as an experimental variable across safety, human assistance, and social interaction, and find that interaction quality degrades measurably as real-timeness, granularity, coverage, accuracy, forecasting, or memory is weakened. All code and data will be released.
Junyoung Lee, Inhee Lee, Sookwan Han +9
Apr 30, 2026cs.CV

Generate Your Talking Avatar from Video Reference

Existing talking avatar methods typically adopt an image-to-video pipeline conditioned on a static reference image within the same scene as the target generation. This restricted, single-view perspective lacks sufficient temporal and expression cues, limiting the ability to synthesize high-fidelity talking avatars in customized backgrounds. To this end, we introduce Talking Avatar generation from Video Reference (TAVR), a novel framework that shifts the paradigm by leveraging cross-scene video inputs. To effectively process these extended temporal contexts and bridge cross-scene domain gaps, TAVR integrates a token selection module alongside a comprehensive three-stage training scheme. Specifically, same-scene video pretraining establishes foundational appearance copying, which is subsequently expanded by cross-scene reference fine-tuning for robust cross-scene adaptation. Finally, task-specific reinforcement learning aligns the generated outputs with identity-based rewards to maximize identity similarity. To systematically evaluate cross-scene robustness, we construct a new benchmark comprising 158 carefully curated cross-scene video pairs. Extensive experiments show that TAVR benefits from flexible inference-time video referencing and consistently surpasses existing baselines both quantitatively and qualitatively. This work has been deployed to production. For more related research, please visit \href{https://www.heygen.com/research}{HeyGen Research} and \href{https://www.heygen.com/research/avatar-v-model}{HeyGen Avatar-V}.
Zujin Guo, Zhenhui Ye, Yi Ren +4
Apr 26, 2026cs.HC

Talking Slide Avatars: Open-Source Multimodal Communication Approach for Teaching

Slide-based teaching is widely used in higher education, yet in online, hybrid, and asynchronous contexts, slides often lose instructor presence, narrative continuity, and expressive framing that help learners connect with course content. Full lecture video can partly restore these qualities, but it is time-consuming to record, revise, and reuse. This study presents a practice-based implementation and analytic reflection of an open-source workflow for creating talking slide avatars. The workflow integrates OpenVoice for text-to-speech and authorized voice-style conversion with Ditto-TalkingHead for audio-driven talking-image synthesis, enabling instructors to transform a short script and an authorized or synthetic portrait image into a narrated video for slide decks or HTML-based lecture materials. Rather than treating this workflow only as a technical solution, the study frames talking slide avatars as multimodal communication artifacts at the intersection of digital pedagogy, aesthetic education, and art-technology practice. The paper documents the production pipeline, analyzes communicative and aesthetic affordances, and proposes practical guidelines for script length, image selection, pacing, disclosure, accessibility, consent, and ethical use. Its contribution is not a validated learning intervention, but an educator-oriented open-source production model and communication-design framework. The study concludes that short, transparent, and carefully designed avatars may provide a reusable communication layer for introductions, transitions, reminders, and recaps when used selectively and with appropriate ethical safeguards.
Xinxing Wu
Apr 16, 2026cs.CV

TurboTalk: Progressive Distillation for One-Step Audio-Driven Talking Avatar Generation

Existing audio-driven video digital human generation models rely on multi-step denoising, resulting in substantial computational overhead that severely limits their deployment in real-world settings. While one-step distillation approaches can significantly accelerate inference, they often suffer from training instability. To address this challenge, we propose TurboTalk, a two-stage progressive distillation framework that effectively compresses a multi-step audio-driven video diffusion model into a single-step generator. We first adopt Distribution Matching Distillation to obtain a strong and stable 4-step student, and then progressively reduce the denoising steps from 4 to 1 through adversarial distillation. To ensure stable training under extreme step reduction, we introduce a progressive timestep sampling strategy and a self-compare adversarial objective that provides an intermediate adversarial reference that stabilizes progressive distillation. Our method achieve single-step generation of video talking avatar, boosting inference speed by 120 times while maintaining high generation quality.
Xiangyu Liu, Feng Gao, Xiaomei Zhang +4
Dec 6, 2025cs.CV

AGORA: Adversarial Generation Of Real-time Animatable 3D Gaussian Head Avatars

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 \sim9 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