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BecomingLit: Relightable Gaussian Avatars with Hybrid Neural Shading
We introduce BecomingLit, a novel method for reconstructing relightable, highresolution head avatars that can be rendered from novel viewpoints at interactive rates. Therefore, we propose a new low-cost light stage capture setup, tailored specifically towards capturing faces. Using this setup, we collect a novel dataset consisting of diverse multi-view sequences of numerous subjects under varying illumination conditions and facial expressions. By leveraging our new dataset, we introduce a new relightable avatar representation based on 3DGaussian primitives that we animate with a parametric head model and an expression-dependent dynamics module. We propose a new hybrid neural shading approach, combining a neural diffuse BRDF with an analytical specular term. Our method reconstructs disentangled materials from our dynamic light stage recordings and enables allfrequency relighting of our avatars with both point lights and environment maps. In addition, our avatars can easily be animated and controlled from monocular videos. We validate our approach in extensive experiments on our dataset, where we consistently outperform existing state-of-the-art methods in relighting and reenactment by a significant margin.
TGA: True-to-Geometry Avatar Dynamic Reconstruction
Recent advances in 3DGaussian Splatting (3DGS) have improved the visual fidelity of dynamic avatar reconstruction. However, existing methods often overlook the inherent chromatic similarity of human skin tones, leading to poor capture of intricate facial geometry under subtle appearance changes. This is caused by the affine approximation of Gaussian projection, which fails to be perspective-aware to depth-induced shear effects. To this end, we propose True-to-Geometry Avatar Dynamic Reconstruction (TGA), a perspective-aware 4DGaussian avatar framework that sensitively captures fine-grained facial variations for accurate 3D geometry reconstruction. Specifically, to enable color-sensitive and geometry-consistent Gaussian representations under dynamic conditions, we introduce the PerspectiveAware Gaussian Transformation that jointly models temporal deformations and spatial projection by integrating Jacobian-guided adaptive deformation into the homogeneous formulation. Furthermore, we develop Incremental BVHTree Pivoting to enable fast frame-by-frame mesh extraction for 4DGaussian representations. A dynamic Gaussian Bounding Volume Hierarchy (BVH) tree is used to model the topological relationships among points, where active ones are filtered out by BVH pivoting and subsequently re-triangulated for surface reconstruction. Extensive experiments demonstrate that TGA achieves superior geometric accuracy.
BecomingLit: Relightable Gaussian Avatars with Hybrid Neural Shading
We introduce, a novel method for reconstructing relightable, high-resolution head avatars that can be rendered from novel viewpoints at interactive rates. Therefore, we propose a new low-cost light stage capture setup, tailored specifically towards capturing faces. Using this setup, we collect a novel dataset consisting of diverse multi-view sequences of numerous subjects under varying illumination conditions and facial expressions. By leveraging our new dataset, we introduce a new relightable avatar representation based on 3D Gaussian primitives that we animate with a parametric head model and an expression-dependent dynamics module. We propose a new hybrid neural shading approach, combining a neural diffuse BRDF with an analytical specular term. Our method reconstructs disentangled materials from our dynamic light stage recordings and enables all-frequency relighting of our avatars with both point lights and environment maps. In addition, our avatars can easily be animated and controlled from monocular videos. We validate our approach in extensive experiments on our dataset, where we consistently outperform existing state-of-the-art methods in relighting and reenactment by a significant margin.
Cameras, Sensors, and 3D Body Scans: All the Tech Helping Eliminate Blown Calls
Soccer officials already rely on cameras to see who's offside and who sent the ball out of bounds. But during this World Cup, refs will use digital twins of each player to view plays from every angle. At the 2026 World Cup, the refs on the field and the officials on the sidelines will be able to use an abundance of tech to help call penalties, spot offside violations, and make other consequential decisions. The video assistant referee system, known as VAR, and the semi-automated offside technology (SAOT) have been used in soccer for years. But the setup at this summer's World Cup represents some of the most advanced uses of adjudication tech to date--not just in soccer, but across all high-level sports.
AI-powered version of Ozzy to appear in city
A new AI-powered avatar of Black Sabbath singer Ozzy Osbourne could make its first UK appearance in Birmingham. Osbourne's wife Sharon and son Jack announced plans for the hyper-real version of the Birmingham-born singer at an expo in the US last week. Talking to Ed James on BBC Radio WM, she said that plans for the avatar were brilliant. I've seen the tests that they've done of Ozzy and you can see every pore on his face, his beard's coming through, it's that detailed, she said. Osbourne died in July aged 76, less than three weeks after he had performed at Villa Park with Black Sabbath.
Actress sues Avatar director for 'theft' of facial features
Film-maker James Cameron and Disney are being sued by an actress who has accused the director of using her likeness as the basis for one of the lead characters in his hit film series Avatar. German-born US actress Q'orianka Kilcher, who is of indigenous Peruvian descent, alleged that in 2005 - when she was 14 - Cameron extracted her facial features from a photograph of her portraying Pocahontas in another film, The New World. In court documents filed on Tuesday in California, her team claimed Cameron directed his design team to use it as the foundation for the character of Neytiri, depicted on screen by Zoe Saldaรฑa. BBC News has contacted Cameron and Disney for a comment. The Avatar movies contain a hybrid of live-action performance mixed with computer-generated characters.
DreamWaltz: Make a Scene with Complex 3D Animatable Avatars
We present DreamWaltz, a novel framework for generating and animating complex 3D avatars given text guidance and parametric human body prior. While recent methods objects, creating have sho high-quality wn encouraging and animatable results for 3D text-to-3D avatars remains generation challenging. of common To create high-quality 3D avatars, DreamWaltz proposes 3D-consistent occlusionaware Score Distillation Sampling (SDS) to optimize implicit neural representations with canonical poses. It provides view-aligned supervision via 3D-aware skeleton conditioning which enables complex avatar generation without artifacts and multiple faces. For animation, our method learns an animatable 3D avatar representation from abundant image priors of diffusion model conditioned on various poses, which could animate complex non-rigged avatars given arbitrary poses without retraining. Extensive evaluations demonstrate that DreamWaltz is an effective and robust approach for creating 3D avatars that can take on complex shapes and appearances as well as novel poses for animation. The proposed framework further enables the creation of complex scenes with diverse compositions, including avatar-avatar, avatar-object and avatar-scene interactions.