AvaImg, a multi-stage optimization pipeline, is presented: it enforces body-inside-clothing constraint via signed winding numbers, is made viable by a three-level efficiency cascade (~10x runtime reduced, ~95% storage saved), and recovers fine surface detail using coarse-to-fine displacement optimization.
Abstract
The representation of 3D clothed humans as standardized 2D UV texture and displacement maps over an underlying body model has long been studied. This compact representation is enticing as it enables pretrained image networks to process, generate, and edit 3D avatars, but is only useful if scans are accurately aligned and brought into correspondence via high-fidelity registration. This prerequisite has never been met, which we argue explains the limited quality of prior UV-based methods for clothed humans. Despite its significance, no public method produces high-fidelity SMPL(-X)+D registrations with UV texture from arbitrary clothed scans. We present AvaImg, a multi-stage optimization pipeline, to close this gap: it enforces body-inside-clothing constraint via signed winding numbers, made viable by a three-level efficiency cascade (~10x runtime reduced, ~95% storage saved), and recovers fine surface detail using coarse-to-fine displacement optimization. AvaImg outperforms all baselines in body fitting, shape estimation, and surface registration across six datasets, yielding textured registrations near-indistinguishable from scans (PSNR=34.48dB). For validation of AvaImg's Avatar-as-Image representation as imminently compatible with image foundation models, we auto-encode our UV maps via the frozen FLUX VAE. This achieves only 0.76mm added Chamfer error relative to scan and shows that the resulting maps lie within natural-image distributions, supporting the use of 2D generative priors for 3D avatar generation. Code, data, and Singularity containers will be at https://yuxuan-xue.com/avaimg.
DiGS-Avatar is proposed, which reformulates this task as an efficient, diffusion-based UV-latent completion task, ensuring 3D consistency by design, and introduces a teacher-student framework where a multi-view teacher provides geometrically aligned pseudo-ground-truth latents to supervise a single-view diffusion stude...
Creating animatable and relightable human avatars from multi-view images remains challenging, as pose-dependent deformation, materials, and light visibility are tightly coupled in images. In this paper, we present ARS-Avatar, a novel method using surfel representation for high-quality, animatable, and relightable human...
Jia-Teng Liu, Hao Gao, Jun-Xin Sun et al.· 0 citations
AEAvatar is proposed, an Animatable and Editable Generative Gaussian Head Avatar framework for producing high-quality 3D avatars that achieves high-quality animation at a resolution of \(512^{2}\) using only around 120K Gaussian primitives.
Achun Bao, Jie Guo, Xiu Li· ACM Transactions on Multimed...· 0 citations
High-fidelity 3D head avatars have reached near-photorealistic quality. While recent methods enable text-driven manipulation, they struggle to provide fine-grained localized control, often entangling features or lacking geometric consistency. Modifying geometry through natural language currently requires slow per-promp...