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FRESA: Feedforward Reconstruction of Personalized Skinned Avatars from Few Images
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Feed-forward method that reconstructs personalized skinned 3D human avatars (canonical shape, personalized skinning weights, pose-dependent deformation) from a few front/back posed images via a universal clothed-human model trained on a 1100-subject dome dataset.
Problem
Reconstructing animatable personalized 3D clothed human avatars from only a few casually captured images currently requires hours of per-subject optimization, and fixed/nearest-vertex skinning causes deformation artifacts.
Approach
Learn a universal prior over many clothed humans that jointly infers personalized canonical geometry (DMTet on a tetrahedral grid), personalized skinning weights, and pose-dependent displacements, using 3D canonicalization (unposed normal/segmentation images) and multi-frame averaged bi-plane features, trained in canonical-space then posed-space stages.
Key results
- On Dome Data, the full model reaches P2S 0.37 cm and CD 0.43 cm versus 0.98/1.12 cm for Vid2Avatar and 1.47/1.63 cm for PuzzleAvatar.
- Inference takes about 18 s per avatar, compared with 8 h for Vid2Avatar and 3 h for PuzzleAvatar.
- On RenderPeople, the full model reaches P2S 0.30 cm, versus 2.44 cm for ARCH++ and 1.79 cm for PuzzleAvatar.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| add pose-dependent deformation (ablation) | FRESA · Dome Data | Normal: 0.030 -> 0.026 | Helped |
| add pose-dependent deformation (ablation) | FRESA · Dome Data | P2S: 0.43 -> 0.37 | Helped |
| add pose-dependent deformation (ablation) | FRESA · Dome Data | CD: 0.49 -> 0.43 | Helped |
| add pose-dependent deformation (ablation) | FRESA · RenderPeople | Normal: 0.026 -> 0.024 | Helped |
| add pose-dependent deformation (ablation) | FRESA · RenderPeople | P2S: 0.33 -> 0.30 | Helped |
| add pose-dependent deformation (ablation) | FRESA · RenderPeople | CD: 0.38 -> 0.34 | Helped |
| canonicalize inputs instead of sampling features from posed inputs via forward warping (ablation) | FRESA · Canonical geometry reconstruction | geometric fidelity | Helped |
| aggregate multiple reference frames instead of using one frame (ablation) | FRESA · Canonical geometry reconstruction | plausibility | Helped |
| predict personalized skinning weights instead of using nearest-template weights (ablation) | FRESA · Avatar animation | deformation artifacts | Helped |
| train with multiple input and target frames (N=5) instead of the same input and target frame (N=1) (ablation) | FRESA skinning weights · Avatar animation | skinning-weight robustness | Helped |
| add pose-dependent deformation (ablation) | FRESA · Avatar animation | animation realism | Helped |
Limitations
- Geometric fidelity bounded by tetrahedral grid resolution, missing tiny accessories.
- Only pose-dependent deformations modeled; body-cloth dynamics, long hair, and loose garments not captured.
Experimental setup
Datasets: Dome Data (1100 subjects, in-house) RenderPeople (130 synthetic subjects, test)
Benchmarks: Dome Data (35 unseen subjects) RenderPeople
Metrics: Normal error P2S Chamfer distance inference time
Baselines: ARCH++ Vid2Avatar PuzzleAvatar
Builds on: ARCH++ PuzzleAvatar DMTet LBS Vid2Avatar
Closest papers by meaning
- Vid2Avatar-Pro: Authentic Avatar from Videos in the Wild via Universal Prior (CVPR 2025 · similarity 0.90)
- DLCA-Recon: Dynamic Loose Clothing Avatar Reconstruction from Monocular Videos (AAAI 2024 · similarity 0.88)
- GeoAvatar: Geometrically-Consistent Multi-Person Avatar Reconstruction from Sparse Multi-View Videos (CVPR 2025 · similarity 0.87)
- MPMAvatar: Learning 3D Gaussian Avatars with Accurate and Robust Physics-Based Dynamics (NeurIPS 2025 · similarity 0.87)
- CtrlAvatar: Controllable Avatars Generation via Disentangled Invertible Networks (AAAI 2025 · similarity 0.87)
- 3DGS-Avatar: Animatable Avatars via Deformable 3D Gaussian Splatting (CVPR 2024 · similarity 0.87)
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