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Relightable and Animatable Neural Avatar from Sparse-View Video
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Builds a relightable and animatable neural human avatar from sparse-view or monocular video under unknown illumination, using a Hierarchical Distance Query so sphere tracing and distance-field soft shadows work on deformed SDFs.
Problem
Creating relightable and animatable neural human avatars from sparse-view or monocular videos under unknown lighting, where sphere tracing on deformed SDFs is inaccurate and costly for visibility computation.
Approach
A Hierarchical Distance Query blends a coarse world-space KNN distance to the posed SMPL-H mesh with a fine canonical neural SDF distance, giving an approximate world-space SDF for sphere tracing; this is combined with distance field soft shadows (DFSS) on the deformed SDF for single-sample soft visibility.
Key results
- On SyntheticHuman++ sparse-view, the method reaches relighting PSNR 20.20 and diffuse albedo PSNR 22.69, versus 15.22 and 22.13 for Relighting4D*.
- Hierarchical Distance Query gives about 10x speed-up over volume rendering for surface intersection (5s vs 60s per 512x512 image).
- Training takes 20 hours on an RTX 3090 and rendering a 512x512 image takes 5s, which the authors identify as a limitation.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| add fine canonical distance to coarse GS-KNN distance in HDQ (ablation) | Hierarchical Distance Query · SyntheticHuman++ sparse-view, jody | Relighting PSNR: 19.56 -> 21.57 | Helped |
| add coarse world-space distance to HDQ (ablation) | Hierarchical Distance Query · SyntheticHuman++ sparse-view, jody | Relighting PSNR: 20.69 -> 21.57 | Helped |
| use sphere tracing instead of volume rendering of 128 samples per ray (ablation) | Ours · SyntheticHuman++ sparse-view, jody | Relighting PSNR: 21.36 -> 21.57 | Helped |
| add the light visibility term (ablation) | Ours · SyntheticHuman++ sparse-view, jody | Relighting PSNR: 21.00 -> 21.57 | Helped |
| use soft visibility instead of hard visibility (ablation) | Ours · SyntheticHuman++ sparse-view, jody | Relighting PSNR: 21.19 -> 21.57 | Helped |
| set cut-offs to Td = 2.0 and Tvis_d = 0.5 (ablation) | Ours · SyntheticHuman++ sparse-view, jody | Relighting PSNR: 21.57 -> 21.11 | No clear effect |
| set cut-offs to Td = 1.0 and Tvis_d = 0.25 (ablation) | Ours · SyntheticHuman++ sparse-view, jody | Relighting PSNR: 21.57 -> 21.11 | No clear effect |
| set cut-offs to Td = 0.5 and Tvis_d = 0.125 (ablation) | Ours · SyntheticHuman++ sparse-view, jody | Relighting PSNR: 21.57 -> 21.10 | No clear effect |
| set cut-offs to Td = 0.1 and Tvis_d = 0.025 (ablation) | Ours · SyntheticHuman++ sparse-view, jody | Relighting PSNR: 21.57 -> 21.08 | No clear effect |
| set cut-offs to Td = 0.05 and Tvis_d = 0.0125 (ablation) | Ours · SyntheticHuman++ sparse-view, jody | Relighting PSNR: 21.57 -> 21.04 | No clear effect |
| set cut-offs to Td = 0.01 and Tvis_d = 0.0025 (ablation) | Ours · SyntheticHuman++ sparse-view, jody | Relighting PSNR: 21.57 -> 19.50 | Hurt |
Surprising findings
- Naively sphere tracing on the canonical SDF or on the coarse GS-KNN world distance alone produces incorrect surface intersections and visibility, motivating the blending.
Limitations
- Long training time of about 20 hours per avatar.
- Rendering takes about 5 seconds per 512x512 image, not real-time.
- Relies on provided human poses and foreground masks.
Experimental setup
Datasets: MobileStage SyntheticHuman++ SyntheticHuman
Benchmarks: MobileStage SyntheticHuman++
Metrics: PSNR SSIM LPIPS normal degree error
Baselines: NeRFactor Relighting4D AniSDF
Builds on: AniSDF NeRFactor L-Tracing Distance Field Soft Shadow Neural Body
Closest papers by meaning
- Relightable and Animatable Neural Avatars from Videos (AAAI 2024 · similarity 0.90)
- Artist-Friendly Relightable and Animatable Neural Heads (CVPR 2024 · similarity 0.88)
- 3DGS-Avatar: Animatable Avatars via Deformable 3D Gaussian Splatting (CVPR 2024 · similarity 0.88)
- IntrinsicAvatar: Physically Based Inverse Rendering of Dynamic Humans from Monocular Videos via Explicit Ray Tracing (CVPR 2024 · similarity 0.88)
- NECA: Neural Customizable Human Avatar (CVPR 2024 · similarity 0.87)
- BecomingLit: Relightable Gaussian Avatars with Hybrid Neural Shading (NeurIPS 2025 · similarity 0.87)
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