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Relightable and Animatable Neural Avatars from Videos
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Builds relightable, animatable neural human avatars from sparse videos under unknown lighting using an invertible deformation field for geometry and part-wise light visibility networks for pose-aware shadows.
Problem
Creating relightable and animatable 3D clothed human avatars from sparse videos under unknown illumination, requiring disentanglement of geometry, material, and lighting under complex pose-dependent self-shadowing.
Approach
An invertible neural deformation field (Real-NVP-style coupling blocks conditioned on pose and skinning weights) gives bidirectional canonical-observation mapping; skinning weights come from a deformed explicit body mesh; light visibility is predicted by 15 part-wise pose-aware networks whose outputs are multiplied.
Key results
- On synthetic data, relighting on novel poses reaches PSNR 19.86 vs 16.75 for Relighting4D, and geometry Chamfer distance averages 0.431 vs 0.541 for ARAH.
- The invertible deformation network has 1.66% relative cycle-consistency error versus 9.45% for a single-direction MLP.
- Rendering a 512x512 image takes about 40 s; training takes about 2.5 days on a single RTX 3090.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| add mesh-based inverse skinning using the extracted body mesh rather than SMPL mesh weights (ablation) | Ours geometry reconstruction · Synthetic geometry | P2S: 0.237 -> 0.182 | Helped |
| add mesh-based inverse skinning using the extracted body mesh rather than SMPL mesh weights (ablation) | Ours geometry reconstruction · Synthetic geometry | CD: 0.485 -> 0.431 | Helped |
| add skinning weights W as a deformation-network condition (ablation) | Ours geometry reconstruction · Synthetic geometry | P2S: 0.248 -> 0.182 | Helped |
| add skinning weights W as a deformation-network condition (ablation) | Ours geometry reconstruction · Synthetic geometry | CD: 0.507 -> 0.431 | Helped |
| add light visibility modeling (ablation) | Ours relighting · Synthetic relighting (training poses) | PSNR: 23.7758 -> 25.3477 | Helped |
| add light visibility modeling (ablation) | Ours relighting · Synthetic relighting (novel poses) | PSNR: 18.9768 -> 19.8622 | Helped |
| use part-wise visibility networks instead of a single visibility network (ablation) | Ours relighting · Synthetic relighting (training poses) | PSNR: 24.7064 -> 25.3477 | Helped |
| use part-wise visibility networks instead of a single visibility network (ablation) | Ours relighting · Synthetic relighting (novel poses) | PSNR: 19.7119 -> 19.8622 | Helped |
| use part-wise visibility networks instead of a single visibility network (ablation) | Ours albedo estimation · Synthetic albedo map | PSNR: 25.2150 -> 25.1666 | No clear effect |
| replace Relighting4D with Ours | Synthetic relighting · Synthetic relighting (novel poses) | PSNR: 16.7475 -> 19.8622 | Helped |
Surprising findings
- Removing the part-wise design yields nearly equal albedo quality and only modest relighting drops, while removing visibility entirely loses self-occlusion shadows.
- Against non-relightable methods on Human3.6M novel-view and novel-pose synthesis, the method is only comparable to state-of-the-art rather than clearly better.
Limitations
- Slow inference (about 40 s per image) and long training (about 2.5 days on one GPU).
- Cannot model pose-dependent wrinkles for loose clothing or global illumination effects.
- Only models body motion, not face and hands.
Experimental setup
Datasets: ZJU-MoCap Human3.6M DeepCap PeopleSnapshot AIST++ Mixamo
Benchmarks: Human3.6M ZJU-MoCap DeepCap PeopleSnapshot synthetic Mixamo relighting dataset
Metrics: PSNR SSIM LPIPS P2S Chamfer Distance
Baselines: Relighting4D ARAH Peng et al. NeuralBody Anim-NeRF A-NeRF DANBO TAVA NPC MonoHuman
Builds on: NeRF VolSDF Real-NVP SMPL Relighting4D
Closest papers by meaning
- Relightable and Animatable Neural Avatar from Sparse-View Video (CVPR 2024 · similarity 0.90)
- BecomingLit: Relightable Gaussian Avatars with Hybrid Neural Shading (NeurIPS 2025 · similarity 0.90)
- Artist-Friendly Relightable and Animatable Neural Heads (CVPR 2024 · similarity 0.89)
- NECA: Neural Customizable Human Avatar (CVPR 2024 · similarity 0.89)
- 3DGS-Avatar: Animatable Avatars via Deformable 3D Gaussian Splatting (CVPR 2024 · similarity 0.89)
- IntrinsicAvatar: Physically Based Inverse Rendering of Dynamic Humans from Monocular Videos via Explicit Ray Tracing (CVPR 2024 · similarity 0.88)
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