Research map / 3D vision / 3D generation
HumanNorm: Learning Normal Diffusion Model for High-quality and Realistic 3D Human Generation
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Proposes HumanNorm, which fine-tunes Stable Diffusion into normal- and depth-adapted models and a normal-aligned (ControlNet) texture model to drive a two-stage text-to-3D human generation with progressive geometry and multi-step SDS.
Problem
Text-to-3D human generation with diffusion-guided SDS yields Janus artifacts, smooth geometry, fake 3D details and over-saturated, cartoon-like textures because text-to-image models lack 3D geometry understanding.
Approach
Fine-tune a T2I diffusion model to generate normal maps (and depth maps) conditioned on view-dependent and body-aware text, use normal-conditioned ControlNet for texture, and optimize with normal/depth SDS, progressive DMTET positional-encoding masking plus SDF loss, and a multi-step SDS with perceptual loss.
Key results
- HumanNorm achieves FID 92.5 versus 111.3 for DreamHuman and 120.0 for TADA on 30 prompts.
- HumanNorm reaches CLIP score 31.70, above TADA (30.65) and DreamHuman (30.15).
- Generation takes about 2 hours per prompt on a single RTX 3090 (15K geometry + 10K texture iterations).
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use normal-adapted and depth-adapted diffusion models instead of a text-to-image diffusion model for geometry generation (ablation) | HumanNorm · 3D human geometry generation | geometry quality | Helped |
| Use a normal-aligned diffusion model instead of a text-to-image diffusion model for texture generation (ablation) | HumanNorm · 3D human texture generation | texture detail and geometry alignment | Helped |
| Use multi-step SDS loss instead of only SDS loss for texture generation (ablation) | HumanNorm · 3D human texture generation | appearance realism | Helped |
| Add depth SDS loss to normal SDS loss (ablation) | HumanNorm · 3D human geometry generation | geometry artifacts | Helped |
Limitations
- Generated humans need a rigged skeleton for animation; not directly animatable without SMPL-X integration.
- Finer body details such as fingers are not well captured.
- Generated texture may contain undesired shading, lacking PBR material estimation.
Experimental setup
Datasets: 3D human scan renderings (normal and depth maps)
Benchmarks: 30 text prompts (in-house)
Metrics: FID CLIP score user study
Baselines: DreamFusion LatentNeRF TEXTure Fantasia3D DreamHuman TADA
Builds on: DreamFusion Fantasia3D DMTET ControlNet Stable Diffusion
Closest papers by meaning
- HyperHuman: Hyper-Realistic Human Generation with Latent Structural Diffusion (ICLR 2024 · similarity 0.90)
- Human-3Diffusion: Realistic Avatar Creation via Explicit 3D Consistent Diffusion Models (NeurIPS 2024 · similarity 0.89)
- PaintHuman: Towards High-Fidelity Text-to-3D Human Texturing via Denoised Score Distillation (AAAI 2024 · similarity 0.89)
- En3D: An Enhanced Generative Model for Sculpting 3D Humans from 2D Synthetic Data (CVPR 2024 · similarity 0.89)
- HumanRef: Single Image to 3D Human Generation via Reference-Guided Diffusion (CVPR 2024 · similarity 0.89)
- MagicMan: Generative Novel View Synthesis of Humans with 3D-Aware Diffusion and Iterative Refinement (AAAI 2025 · similarity 0.88)
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