Human Avatar Animation

Latest papers 47

Oct 7, 2026cs.CV

GHARP: Real-time Gaussian Head Animation from Large-scale Reconstruction Prior

We present GHARP (Real-time Gaussian Head Animation from Large-scale Reconstruction Prior), a method that animates 3D human heads in real time from a few input images of a subject and a driving expression signal. We decouple the problem into an identity stage that builds a representation of the subject's geometry and appearance offline, and an animation stage that predicts expression-dependent residuals on top of it at runtime. This separation offers a favorable trade-off with respect to fidelity, quality and runtime: the identity stage can be expensive while the animation stage runs a lightweight network, optimized for mobile devices. Our method performs animation in a semantically structured latent space of a pretrained reconstruction model, where expression changes remain spatially contained, making residual prediction efficient. This reconstruction prior provides a consistent spatial layout, allowing fusion of multiple input views into a compact, fixed-size canonical Gaussian representation. While this two-stage design improves the runtime-quality trade-off, it still inherits a problem common to all expression-driven avatar methods: expression codes describe only the face and thus omit body pose and clothing position, making these regions underspecified in the input. The animation network faces an ill-posed mapping and resorts to averaging over conflicting body appearances, producing blur and temporal flicker. We address this with a body alignment network that learns to align the person's body in the target image with the input reference images, removing the ambiguity from the training signal. Our method achieves state-of-the-art quality on the Ava-256 benchmark while running up to 13x faster on an A100 GPU with 8x fewer Gaussians.
Oct 7, 2026cs.GR

emg2face: Expressive Facial Animation with High-Density Surface EMG

Facial movements convey subtle and important information that is critical for human social communication. Optical methods for face capture are difficult or impossible to use when the face is occluded by head-mounted devices (HMDs), such as VR headsets. Even with a clear line of sight, such methods raise privacy concerns and require head-mounted capture rigs that offset cameras and lighting from the face. We show that high-density surface electromyography (HD-sEMG) provides a viable non-optical alternative that addresses these challenges. We measured 64 EMG channels, using two textile EMG grids, with 32 from the forehead (typically occluded by an HMD) and 32 from the side of the face. EMG data were digitized at 2048 Hz and filtered. Facial movements were simultaneously recorded and used to estimate 478 3D facial landmarks using MediaPipe's Face Landmarker. A major challenge in such multimodal recordings is synchronizing EMG and video data, which have different sampling frequencies and independent clocks. We developed a novel synchronization method using analog audio bursts that is capable of sub-millisecond synchronization. We also developed a staged fitting method that fits a recent high-resolution parametric head model (GNM), with 253 identity blendshapes and 383 expression blendshapes, to the MediaPipe landmarks as participants performed different facial expressions. We trained a deep neural network comprising per-grid spatial encoders followed by a dilated temporal convolutional network (TCN) to predict blendshape parameters from HD-sEMG signals at 100 Hz. Once trained, the network can predict expression blendshapes solely from HD-sEMG recordings. The output can be rendered using standard real-time blendshape animation methods. We demonstrate the methods using recordings from 25 participants, and direct expression transfer to a variety of human faces and non-human characters.
Oct 4, 2026cs.CV

PixReenact: Pixel-Conditioned Causal Video Diffusion for Streaming Head-Avatar Reenactment

Streaming head-avatar reenactment aims to animate a reference image according to a live driving video, requiring robust motion transfer, long-term identity stability, and low latency. Existing methods often rely on specialized identity or motion representations, which can discard useful visual information and inherit failure modes from external extractors. In addition, many recent diffusion-based reenactment methods use offline, clip-based generation, jointly processing and denoising an entire video clip before producing its output, making continuous low-latency streaming difficult. We introduce PixReenact, a pixel-conditioned streaming reenactment framework built on causal video diffusion. PixReenact conditions directly on VAE-encoded reference and driving frames, without specialized identity or motion representations. To separate reference identity from driver motion, we train with cross-identity pseudo supervision together with corrective objectives anchored to the original reference and driving inputs. Long self-rollouts reduce autoregressive drift, while state-aware dual-teacher distillation separately addresses cold-start and steady-state generation. Across three cross-identity benchmarks and a long-horizon streaming benchmark, PixReenact demonstrates robust cross-identity reenactment, particularly under challenging conditions such as extreme viewpoints, occlusions, and pronounced facial expressions, while maintaining the reference identity over long streams. A 4-NFE rolling student continuously emits four frames per update with a mean emission latency of 239 ms.
Oct 1, 2026cs.CV

One Basis to Animate Them All: Gaussian Blendshape Distillation for Real-Time Avatars

3D Gaussian avatars support fast rendering, however, their real-time animation is often challenged by the costly neural inference. We address this bottleneck and show that the animation of pretrained avatar models can be closely approximated by a linear combination of identity-independent blendshapes. Building on this finding, we introduce GALA (Gaussian Animation via Linear Approximation), a distillation method that replaces per-frame heavy neural decoding with a shallow coefficient predictor and a linear blend. To improve fidelity and reduce memory requirements, we propose to construct the basis using block-local PCA under a rendering-aware metric and a memory budget. Our method learns a shallow MLP network to predict blendshape coefficients and applies to various animation architectures without retraining original models. We validate GALA by accelerating the inference of three distinct avatar models for 3D animation of facial expressions and full-bodies with clothing dynamics. Across these models, our distillation generalizes to held-out identities and reduces CPU animation cost by up to three orders of magnitude while preserving most of the rendering quality. Excellent results of our method confirm the shared linear structure of learned avatar representations and enable highly efficient and accurate animation at frame rates reaching up to 60fps on mobile devices. Project page: https://ramazan793.github.io/gala/
Sep 29, 2026cs.CV

Learning Semantic Inpainting for Animatable Gaussian Head Avatars

We present SInGA, a novel method for learning Semantic Inpainting for animatable Gaussian head Avatars from a single image. Existing avatar approaches often rely on multi-view observations and lack effective handling of unobserved regions in single-view settings, limiting their applicability in such scenarios. To address this, we propose a semantic inpainting framework defined in UV space for completing unobserved facial regions. Our key insight lies in the structured topology of the UV representation, which provides consistent spatial correspondences and enables reliable completion of identity-specific features using the inherent symmetry cues of human faces. We extract features from observed regions and use them to complete unobserved regions. The completed representation is then used to regress Gaussian attributes, effectively performing Gaussian inpainting. In addition, instead of relying on a single Gaussian at each surface or pixel location, we stack multiple Gaussians to enhance detail. The resulting avatar generalizes across identities without requiring per-identity optimization and can be animated with driving inputs. Experimental results show that our method generates high-quality head avatars with improved completeness and identity preservation, while supporting realistic animation and consistent rendering from unobserved views.
Sep 29, 2026cs.CV

WeLike2Party! In-Context Motion Transfer for Multi-Human Image Animation

Human image animation aims to transfer motion from a driving video to subjects in a reference image. Despite remarkable progress in video generation, achieving high-fidelity animation of multiple interacting subjects remains a challenge. Many existing approaches rely on explicit motion representations such as 2D skeletons or parametric body meshes and struggle to preserve identity-motion binding under inter-person occlusion. To address this limitation, we propose WeLike2Party, a multi-human animation framework built on direct in-context video conditioning without explicit pose or mesh extraction at inference. We further introduce Reference Asymmetric RoPE Conditioning to preserve fine-grained appearance details, and Identity Binding Supervision to associate each reference identity with its intended motion trajectory. To support cross-identity training, we construct MotionTwin, a large-scale synthetic dataset comprising 14.4K cross-identity video pairs with shared subject and camera motions, totaling 84.3 hours of photorealistic video. We additionally present MotionTwin-Bench, a cross-identity benchmark specifically designed to evaluate subject-level visual fidelity and identity-motion binding. Extensive experiments on MotionTwin-Bench and real-world videos demonstrate that WeLike2Party outperforms recent state-of-the-art methods in subject-level visual fidelity, identity-motion binding, and overall perceptual quality, particularly in multi-person interactions with substantial occlusion.
Sep 21, 2026cs.CV

Relightable 3D Avatar Reconstruction with Semantic-Adaptive Motion-Illumination Responses

Reconstructing expressive and relightable 3D head avatars from monocular videos remains challenging in computer vision, as it requires accurate modeling of both non-rigid facial motion and illumination-dependent appearance. Existing Gaussian avatar methods commonly rely on globally coupled representations, in which Gaussian primitives share a unified motion or illumination response model. Such uniform modeling neglects the distinct motion patterns and material/reflectance properties of different facial semantic regions, thereby limiting fine-grained animation accuracy and reducing relighting plausibility. To address this limitation, we propose SAMIRA, a 3D Gaussian avatar framework for semantic-adaptive motion-illumination response modeling. For motion response modeling, the Semantic-Adaptive Motion Response module rasterizes current-to-reference mesh displacements into a topology-consistent UV space and leverages facial semantics to route displacement features through semantic-specific modulators, predicting localized Gaussian geometric residuals beyond coarse mesh binding. For illumination response modeling, the Semantic-Adaptive Illumination Response module learns compact diffuse and specular response factors for each facial region, allowing Gaussians in different regions to adapt their illumination responses to novel environment lighting. These response factors are incorporated into deferred physically based shading, providing a lightweight approximation of semantic-dependent illumination effects. Extensive experiments on self-reenactment, cross-reenactment, and relighting demonstrate that SAMIRA improves both fine-grained expression reconstruction and relighting realism over existing methods.
Sep 17, 2026cs.CV

KoUniTalk: A Lightweight Articulation-Centered Korean-English 3D Talking Face Benchmark

High-quality 3D talking face datasets remain largely English- centric, and Korean 3D facial motion data are difficult to combine with standard English benchmarks because of differences in mesh topology, spatial scale, coordinate system, and temporal sampling. We present KoUniTalk, a lightweight articulation-centered Korean-English 3D talk- ing face benchmark that retargets VOCASET and the released Korean speech-based 3D talking face data to a shared mesh topology using de- formation transfer. Rather than proposing a new deformation-transfer algorithm or a full-head identity-preserving avatar dataset, KoUniTalk provides an identity-neutral canonical output space for controlled speech- driven facial articulation training and evaluation across English and Ko- rean. The unified template contains 1,176 vertices and focuses on the mouth and adjacent lower- and mid-face regions, reducing the output dimensionality from 15,069 and 72,147 dimensions to 3,528 dimensions, corresponding to 4.27-fold and 20.45-fold reductions compared with VO- CASET/FLAME and the original Korean mesh, respectively. To exam- ine whether retargeting preserves speech-relevant motion, we evaluate semantic mouth-landmark trajectories, including mouth opening, mouth width, aperture ratio, and mouth-opening dynamics. Since the official test set of the Korean dataset is not publicly released, we additionally define a subject-disjoint Korean benchmark split. The processed matched benchmark contains 22 speakers, 4,978 sequences, and 642,781 frames, enabling Korean-English cross-dataset evaluation of speech-driven 3D fa- cial animation models in a single compact articulation-template space. Source-reported inventory counts are listed separately from these pro- cessed counts
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.
Aug 12, 2026cs.CV

LiveAnimate: Stable Long-Form Streaming Human Animation in Real-Time

Pose-driven human animation synthesizes a video of a target person from a single reference image and a driving pose stream. Real-time generation is essential for interactive applications such as live streaming, telepresence, and virtual avatars, yet diffusion-based systems require minutes to hours per clip, precluding responsive interaction. We present LiveAnimate, to our knowledge the first animation system to combine real-time streaming with stable long-form generation at billion scale, built on a 14B-parameter video Diffusion Transformer (DiT). A two-stage training pipeline first adapts a pretrained bidirectional DiT into a block-causal autoregressive generator through Reference-Anchored Teacher-Forcing Adaptation, and then reduces the sampling budget to three steps through Block-wise Self-Forcing Distillation. To preserve appearance over extended streams, we introduce Pose-Retrieval Sink Attention (PR-Sink), a bounded KV-cache mechanism combining a Static Sink that permanently anchors the first generated block, a Dynamic Sink that holds a pose-retrieved historical block, and a three-slot Rolling Window. When a pose recurs, PR-Sink restores the relevant appearance context without retaining the entire sequence, so memory and per-block latency remain constant regardless of stream duration. Together with Ulysses sequence parallelism and operator fusion, these designs enable 19.63,FPS streaming inference on two NVIDIA H100 GPUs. On a three-minute benchmark, LiveAnimate maintains nearly constant perceptual quality and identity from the first 30 seconds to the final minute, while prior systems degrade substantially or require hours of offline computation for the same rollout. These results establish a new operating point in quality, latency, and duration for interactive full-body animation.
Aug 11, 2026cs.CV

DSAR: Dual-Stream Autoregressive Modeling of Temporal Cloth Dynamics for Photorealistic Animatable Avatars

Creating photorealistic and temporally coherent animatable human avatars from RGB videos remains challenging. Current methods struggle to capture realistic cloth dynamics, producing over-smoothed appearance or severe artifacts on out-of-distribution poses. This limitation stems from a fundamental oversight: existing approaches neglect the temporal causality inherent in cloth physics, where current states emerge from previous states through temporal evolution rather than instantaneous skeletal configurations alone. Without explicit modeling of this causal structure, networks learn pose-appearance correlations instead of motion evolution, leading to poor generalization. We introduce a dual-stream autoregressive framework that explicitly models both observable geometric information and implicit internal state. The geometric stream propagates surface displacement from the previous frame, while the state stream fuses current features with historical states retrieved from a memory bank. Motion-adaptive aggregation handles spatially-varying dynamics, and adaptive regularization balances smoothness with flexibility. Experiments on challenging datasets demonstrate significant improvements in rendering quality, temporal consistency, and generalization to motion patterns beyond training distributions, validating that dual-stream temporal modeling enables realistic cloth dynamics.
Aug 5, 2026cs.CV

Multi-View Face and Gesture Animation with Dynamic Gaussians

Creating photorealistic 3D human avatars with realistic upper-body motion remains challenging. Existing approaches either focus on the head and overlook hand gestures, or reconstruct the full body but fail to preserve fine-grained facial fidelity and hand pose accuracy. As a result, current methods struggle to capture the subtle dynamics of facial expressions and hand gestures that are crucial for natural human communication. While methods based on full-body parametric models enable avatar reconstruction from monocular or multi-view inputs, they often lack accurate facial animation and detailed hand articulation. To address these limitations, we propose MVFGA, a novel multi-view-consistent pipeline for generating realistic upper-body avatars. Our approach models the face and hands separately and fuses them with a parametric upper-body mesh model, enabling the capture of fine-grained facial expressions and hand poses for accurate upper-body avatar reconstruction. We then splat 3D Gaussians onto the obtained mesh, enabling high-quality rendering of dynamic avatars from novel viewpoints. Furthermore, we introduce MVFGA-MoCap, a multi-view upper-body motion capture dataset featuring controlled facial expression sequences, diverse hand gestures, and free-form communication. Experiments show that MVFGA generates visually realistic avatars with high-fidelity facial expressions and hand motions, outperforming baselines for upper-body avatar animation. Project page: https://dfki-av.github.io/MVFGA/
Aug 3, 2026cs.CV

Proxy Avatar Meets Low-Rank Caching: Real-Time One-Shot Emotion-Controllable Portrait Animation

Audio-driven portrait animation has advanced rapidly with diffusion-based generative models, yet real-time one-shot generation with expressive emotion control remains challenging. Existing methods often suffer from insufficient emotion-aware motion priors and expensive appearance computation during multi-step denoising. To address these issues, we propose Proxy Avatar Meets Low-Rank Caching, a cascaded framework for real-time one-shot emotion-controllable portrait animation. Instead of directly generating the target portrait from audio, our method uses a Gaussian-based emotion proxy avatar as a reusable motion generator, which is trained once on a single identity to produce expressive driving videos from audio and emotion labels. Since the proxy avatar only provides motion rather than target appearance or geometry, a large-scale one-shot retargeting model further extracts identity-independent motion from the proxy performance and adapts it to arbitrary target portraits. To improve inference efficiency, we introduce zero-shot appearance reuse with low-rank caching, which caches reference appearance features at the initial denoising step and models subsequent feature variations using lightweight low-rank adapters. Extensive experiments demonstrate that our method achieves stronger emotional expressiveness, better identity-preserving animation, and substantially reduced inference cost, enabling real-time one-shot portrait animation.
Jul 31, 2026cs.CV

Forwardrobe: Garment-Aware Gaussian Avatars from a Single Image

Reconstructing animatable 3D human avatars from a single image remains particularly challenging for loose garments, whose geometry and motion cannot be adequately represented by body-aligned topology and skinning. We present Forwardrobe, a feed-forward framework for reconstructing garment-aware Gaussian avatars from a single image. Forwardrobe explicitly separates clothing from the body in canonical Gaussian space and equips the garment layer with continuity-aware geometry and skinning initialization, pose-conditioned non-rigid deformation, and appearance adaptation. These designs improve garment reconstruction and visual quality during animation, particularly for skirts and dresses. The separated garment layer additionally forms an independently controllable 3D asset, enabling garment editing, transfer, and 3D virtual try-on. Experiments demonstrate improved garment reconstruction quality and greater flexibility in garment manipulation compared with existing single-image avatar reconstruction methods.
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.
Jul 27, 2026cs.CV

AptAvatar: Fast and Vivid Long-Form Audio-Driven Video Generation for Production-Ready Avatars

Production-ready audio-driven avatar generation requires efficient inference without sacrificing fidelity or motion expressiveness. However, existing acceleration methods often compromise quality through restrictive architectural choices, such as causal attention and short temporal horizons, or by reducing model capacity and resolution. Without such compromises, we propose AptAvatar, a 14B-parameter long-form audio-driven avatar generation framework that delivers fast and expressive inference. For efficiency in production-level applications, AptAvatar addresses the extreme two-step generation challenge. To bridge the gap between the multi-step teacher model and the two-step student model, we introduce Endpoint-Anchored Distribution Distillation. It augments vanilla distribution matching with a dedicated Anchor Score Estimator trained on the trajectory-endpoint distribution defined from a frozen pretrained 4-step bridge generator. This provides an attainable endpoint-level anchor for the evolving two-step student. To improve long-horizon consistency, we further introduce Self-Generated History Replay, which reuses cached outputs from earlier generator checkpoints as history conditions during chunk-wise training. This approximates inference-time conditioning on self-generated histories without costly online rollouts, mitigating quality degradation from accumulated history errors. Extensive experiments demonstrate that AptAvatar generates vivid 720p long-form avatar videos with only 2 NFEs, achieving a 60x speedup while preserving visual fidelity and long-horizon identity. Code is available at https://github.com/TaoLiveAIGC/AptAvatar
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.
Jul 26, 2026cs.CV

STEER: Steerable Dyadic Head Avatars

Facial movement and expression are central to face-to-face communication, conveying turn-taking, attention, agreement, and engagement alongside speech. While speech-driven facial animation has made strong progress in lip synchronization and audio-conditioned motion generation, most methods treat conversational behavior as an emergent byproduct of audio, or expose only coarse sequence-level affect control. As a result, key non-verbal channels such as gaze contact and aversion, rhythmic head motion, and emotion remain difficult to explicitly control. We present STEER, a controllable 3D dyadic motion prior for reactive conversational head avatars. STEER factorizes conversational behavior into explicit controls for gaze, head rhythm, and emotion, allowing users to steer how an avatar listens, reacts, and engages with a conversation partner. Since temporally aligned annotations for these behaviors are not available in public dyadic corpora, we introduce a tracking and annotation pipeline that recovers behavioral pseudo-labels from in-the-wild dyadic video. A causal flow-matching transformer then learns partner-aware target motion conditioned on audio, partner motion, emotion and the proposed behavioral controls. We further embed STEER in a photorealistic avatar pipeline by extending a Universal Gaussian Head-Avatar Prior with a learned mapping from tracked parametric motion into its avatar-driving space. This enables controllable animation of high-fidelity Gaussian head avatars without re-training the underlying avatar model. STEER outperforms recent dyadic motion baselines on motion quality, dynamics, and diversity, remains competitive on partner coupling, and enables gaze, head-rhythm, and emotion edits together with an interactive live deployment. We make our code and dataset annotations available at our webpage.
Jul 23, 2026cs.CV

FA-LAM: Focus-Aware Large Avatar Model for One-Shot 4D Animatable Gaussian Head

We propose FA-LAM, a Focus-Aware Large Avatar Model for one-shot animatable Gaussian head creation, while simultaneously enabling static 3D and dynamic 4D full-head recovery. The core of our method lies in a thorough analysis of the attention mechanisms and the entangled reconstruction and animation training pipeline adopted by prior state-of-the-art approaches. Our analysis identifies two main factors that compromise the quality of 3D full-head generation: (1) incorrect and noisy attention activations, and (2) conflicts between the tasks of reconstruction and animation. To address the first issue, we introduce a symmetric and semantic attention regularization strategy that leverages the inherent semantics and structural symmetry of human heads. To disentangle the objectives of reconstruction and animation, we develop a novel dual-phase training pipeline that separates the model's capabilities for large-view hallucination and animation into distinct modules. Moreover, we enhance our model to support multi-view and streaming 4D reconstruction in an efficient and memory-friendly manner through a core autoregressive modification with tailored visibility-aware token fusion. Collectively, these innovations enable FA-LAM to reconstruct animatable Gaussian full heads with superior quality, particularly in fine facial regions and large viewing angles.
Jul 11, 2026cs.GR

Learn2Chat: Rethinking Dyadic Talking Heads via Interaction-Modulated Monologic Priors

Dyadic conversational motion generation is essential for realistic interactive digital humans. Existing approaches typically model conversational behaviors within unified dyadic generators. However, such holistic formulations tend to couple self-speech-driven motion with partner-responsive social feedback, leaving the interaction-specific component implicit and underutilizing the speech-motion correspondence already learned by pretrained monologic motion models. We propose Learn2Chat, a unified framework that models dyadic motion as interaction modulation over pretrained monologic motion priors. This design separates intrinsic speech-driven motion from social interaction effects and enables more structured interaction modeling. Specifically, we introduce a Monologic-Anchored Motion Factorization scheme that leverages the semantic motion manifold learned from monologic data to disentangle audio-driven motion dynamics from interaction-induced modulation, yielding clean interaction representations from dyadic sequences. On top of this representation space, a Cross-Attentive Interaction Latent Prediction module maps paired speech signals to interaction latents through cross-branch attention and interaction alignment. During inference, the predicted interaction latents modulate canonical monologic motion to generate coherent and synchronized dyadic behaviors in a data-efficient manner. Extensive experiments on the DualTalk benchmark demonstrate that Learn2Chat achieves state-of-the-art performance across both quantitative metrics and perceptual evaluations. Moreover, the framework is model-agnostic and seamlessly integrates with diverse pretrained monologic motion backbones, highlighting the effectiveness of prior reuse and interaction adaptation for scalable conversational motion generation. More visual results are available on the project page.
Jun 30, 2026cs.CV

LUNA: Learning Universal 3D Human Animation Beyond Skinning

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.
Jun 29, 2026cs.CV

3D Scene-Adaptive Trajectory-Controllable Human Image Animation with Camera Movement

Human image animation, which aims to generate a video of a reference subject following a provided action sequence, has received increasing research interest. With the development of diffusion-based/flow-based video foundation models, existing animation works have began to upgrade the guidance information from 2D skeleton/pose to 3D modeling conditions. Despite achieving reasonable results, these approaches face challenges in synthesizing trajectory-controllable human motion within natural scene under changed camera views. In this work, we present a scene-adaptive human image animation framework that controls both human motion and camera trajectories within a reconstructed 3D environment for video generation. To achieve this, we first develop a ground-adaptive 3D motion retargeting approach to enable user-friendly motion trajectory control adapting to the changes of elevations of ground and orientations automatically. Then we design a viewpoint-adaptive latent fusion mechanism to inject point-cloud geometric priors through scene-visibility masking into the generative process, providing precise guidance of viewpoint changes under camera control. Experiments on two standard human image animation benchmark datasets demonstrate remarkable improvements of our method over the state of the arts in related video generation metics. Project page: https://robinhood256100.github.io/web-disp
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.
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.
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.
Jun 11, 2026cs.CV

Avatar V: Scaling Video-Reference Avatar Video Generation

Generating avatar videos that are not merely visually similar to a target individual but behaviorally recognizable, faithfully reproducing their talking rhythm, gestural tendencies, and expression dynamics, remains an open challenge. Existing methods predominantly condition on single static images, which provide insufficient identity information and cannot capture dynamic motion traits, while standard pixel-level objectives underserve the perceptually critical facial regions that determine avatar fidelity. We present Avatar V, a production-scale framework that addresses these limitations through video-reference-conditioned identity modeling. Rather than compressing identity into fixed-size embeddings, the model conditions directly on the full token sequence of a reference video, learning to reproduce both static identity attributes (facial geometry, skin texture) and dynamic behavioral patterns (talking rhythm, micro-expressions) through attention over the reference context. We introduce Sparse Reference Attention, an asymmetric mechanism achieving linear-complexity conditioning on arbitrarily long references; a motion representation stream enabling closed-loop talking style transfer; and an identity-aware super-resolution refiner inheriting the full reference conditioning. These are supported by a data engine curating 100M+ training clips from 50M raw videos, and a five-stage training pipeline with flow matching pre-training, personality fine-tuning, two-phase distillation (>10x acceleration), and RLHF alignment, deployed across thousands of GPUs. Avatar V generates 1080p videos of unlimited duration, achieving state-of-the-art identity preservation, lip synchronization, and generation quality on our cross-scene benchmark, consistently outperforming leading systems including Seedance 2.0, Kling O3 Pro, Veo 3.1, and OmniHuman 1.5 in both automated metrics and human evaluation.
Jun 5, 2026cs.CV

Beyond Skeletons: Learning Animation Directly from Driving Videos with Same2X Training Strategy

Human image animation aims to generate a video from a static reference image, guided by pose information extracted from a driving video. Existing approaches often rely on pose estimators to extract intermediate representations, but such signals are prone to errors under occlusion or complex poses. Building on these observations, we present DirectAnimator, a framework that bypasses pose extraction and directly learns from raw driving videos. We introduce a Driving Cue Triplet consisting of pose, face, and location cues that captures motion, expression, and alignment in a semantically rich yet stable form, and we fuse them through a CueFusion DiT block for reliable control during denoising. To make learning dependable when the driving and reference identities differ, we devise a Same2X training strategy that aligns cross-ID features with those learned from same-ID data, regularizing optimization and accelerating convergence. Extensive experiments demonstrate that DirectAnimator attains state-of-the-art visual quality and identity preservation while remaining robust to occlusions and complex articulation, and it does so with fewer computational resources. Our project page is at https://directanimator.github.io/.
Jun 5, 2026cs.CV

FreeAnimate: Training-Free Human Image Animation with Preview-Guided Denoising

Human Image Animation has seen significant advancements, primarily driven by diffusion models. However, existing methods typically demand substantial training data and resources to achieve high-quality results, limiting generalization and accessibility. In this work, we introduce \emph{FreeAnimate}, a training-free framework that leverages the inherent capabilities of image diffusion models to enable temporal consistency, identity preservation, and background stability. Our approach incorporates a novel preview generation strategy that provides temporal and structural priors from generated preview frames, effectively guiding pose alignment and background consistency without training. Additionally, FreeAnimate introduces Inversion-Boosted Attention and Reference-Anchored Self-Attention modules to guarantee temporal consistency and identity preservation. Experimental results demonstrate that FreeAnimate outperforms existing training-free competitors and training-based baseline methods, achieving generation quality comparable to state-of-the-art methods and offering robust generalization across diverse datasets. Our project page is at https://freeani.github.io/.
Jun 4, 2026cs.CV

Self-Learning Expression Deformations for Data-Efficient Gaussian Avatars

Modeling dynamic facial expressions using 3D Gaussian representations remains challenging due to their unstructured nature. Conventional Gaussian avatar pipelines require extensive multiview and sequential expression data, limiting scalability and accessibility. In this work, we introduce Self-Adaptive Gaussian Expression (SAGE), a framework for self-learning expression-induced Gaussian deformations that enables high-fidelity, animatable avatars from minimal input data. Our method jointly optimizes 2D Gaussian surfels and a Signed Distance Field (SDF) to enforce compact, surface-aligned Gaussian distributions, while a self-supervised expression learning phase replaces long training sequences with geometric and appearance consistency constraints. This design allows flexible deployment across multiple reconstruction regimes: in the multiview setting, only a single frame (timestep) is required instead of thousands; in the monocular setting, only head rotations are needed without expression sequences; and in the one-shot setting, no pretraining or priors are necessary. Experiments demonstrate that our approach achieves reconstruction and animation quality comparable to state-of-the-art methods, while reducing data requirements by several orders of magnitude. Our results highlight the potential of self-supervised Gaussian deformation learning as a step toward accessible, data-efficient avatar creation.
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.