Research map / 3D vision / Face and shape
VINECS: Video-based Neural Character Skinning
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Learns pose-dependent skinning weights for a fully rigged clothed human avatar solely from multi-view video, using a coordinate-based MLP (SkinNet) supervised via differentiable rendering with an auxiliary albedo/shadow appearance field.
Problem
Automatically rigging and skinning clothed human characters with pose-dependent skinning weights, without dense 4D scans or manual editing, using only multi-view video.
Approach
A coordinate-based MLP predicts pose-dependent skinning weights over canonical-space points, initialized from Pinocchio weights on a NeuS-reconstructed template, and supervised only by silhouette and rendering losses through an auxiliary pose- and view-dependent appearance field (AlbedoNet and ShadowNet).
Key results
- On D2, the full method reaches Chamfer 3.034 cm versus 3.760 for Pinocchio and 3.750 for SCANimate*, outperforming all skinning-only baselines.
- Compared to dense-point-cloud methods, the method is close to SNARF (2.591) and SCANimate (2.842) on D2 while using only multi-view video.
- Ablation on D2 shows static weights reach 3.354 Chamfer and removing the rendering loss gives 3.116, versus 3.034 for the full model.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| use pose-dependent skinning weights instead of initial static weights (ablation) | VINECS · D2 | Chamfer distance (cm): 3.761 -> 3.034 | Helped |
| use pose-dependent skinning weights instead of optimized static weights (ablation) | VINECS · D2 | Chamfer distance (cm): 3.354 -> 3.034 | Helped |
| add rendering loss (ablation) | VINECS · D2 | Chamfer distance (cm): 3.116 -> 3.034 | Helped |
| add shadow estimation to the albedo-only appearance field (ablation) | VINECS · D2 | Chamfer distance (cm): 3.047 -> 3.034 | Helped |
| use the learned pose- and view-dependent appearance field instead of static NeuS appearance (ablation) | VINECS · D2 | Chamfer distance (cm): 3.152 -> 3.034 | Helped |
| use learned albedo instead of NeuS albedo (ablation) | VINECS · D2 | Chamfer distance (cm): 3.137 -> 3.034 | Helped |
| predict pose-dependent skinning instead of per-vertex displacement (ablation) | VINECS · D2 | Chamfer distance (cm): 3.191 -> 3.034 | Helped |
| train using all reported views instead of 10 views (ablation) | VINECS · D2 | Chamfer distance (cm): 3.129 -> 3.034 | Helped |
| use VINECS instead of the strongest reported baseline | VINECS · D2 | Chamfer distance (cm): 2.591 -> 3.034 | Hurt |
| use VINECS instead of the strongest reported baseline | VINECS · D5 | Chamfer distance (cm): 4.320 -> 4.512 | Hurt |
| use VINECS instead of the strongest reported baseline | VINECS · V6 | Chamfer distance (cm): 2.760 -> 2.993 | Hurt |
Surprising findings
- Pose-dependent skinning from video alone is close in accuracy to SNARF and SCANimate, which require dense point clouds.
Limitations
- Queries SkinNet for every canonical vertex, which may be inefficient
- No control over facial expressions
- Residual artifacts since skinning alone cannot model high-frequency deformations
Experimental setup
Datasets: DynaCap D2 DynaCap D5 V6 (newly captured)
Benchmarks: D2 D5 V6
Metrics: Chamfer distance M2S S2M
Baselines: Pinocchio SCANimate SNARF RigNet
Builds on: Pinocchio NeuS SCANimate SNARF DynaCap
Closest papers by meaning
- Pose Modulated Avatars from Video (ICLR 2024 · similarity 0.88)
- 3DGS-Avatar: Animatable Avatars via Deformable 3D Gaussian Splatting (CVPR 2024 · similarity 0.87)
- HumanRig: Learning Automatic Rigging for Humanoid Character in a Large Scale Dataset (CVPR 2025 · similarity 0.87)
- RAM-Avatar: Real-time Photo-Realistic Avatar from Monocular Videos with Full-body Control (CVPR 2024 · similarity 0.86)
- FRESA: Feedforward Reconstruction of Personalized Skinned Avatars from Few Images (CVPR 2025 · similarity 0.86)
- Human Gaussian Splatting: Real-time Rendering of Animatable Avatars (CVPR 2024 · similarity 0.86)
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