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Main Authors: Wang, Yifan, Molodetskikh, Ivan, Texler, Ondrej, Dinev, Dimitar
Format: Preprint
Published: 2025
Subjects:
Online Access:https://arxiv.org/abs/2503.14943
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author Wang, Yifan
Molodetskikh, Ivan
Texler, Ondrej
Dinev, Dimitar
author_facet Wang, Yifan
Molodetskikh, Ivan
Texler, Ondrej
Dinev, Dimitar
contents As the digital and physical worlds become more intertwined, there has been a lot of interest in digital avatars that closely resemble their real-world counterparts. Current digitization methods used in 3D production pipelines require costly capture setups, making them impractical for mass usage among common consumers. Recent academic literature has found success in reconstructing humans from limited data using implicit representations (e.g., voxels used in NeRFs), which are able to produce impressive videos. However, these methods are incompatible with traditional rendering pipelines, making it difficult to use them in applications such as games. In this work, we propose an end-to-end pipeline that builds explicitly-represented photorealistic 3D avatars using standard 3D assets. Our key idea is the use of dynamically-generated textures to enhance the realism and visually mask deficiencies in the underlying mesh geometry. This allows for seamless integration with current graphics pipelines while achieving comparable visual quality to state-of-the-art 3D avatar generation methods.
format Preprint
id arxiv_https___arxiv_org_abs_2503_14943
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle 3D Engine-ready Photorealistic Avatars via Dynamic Textures
Wang, Yifan
Molodetskikh, Ivan
Texler, Ondrej
Dinev, Dimitar
Computer Vision and Pattern Recognition
As the digital and physical worlds become more intertwined, there has been a lot of interest in digital avatars that closely resemble their real-world counterparts. Current digitization methods used in 3D production pipelines require costly capture setups, making them impractical for mass usage among common consumers. Recent academic literature has found success in reconstructing humans from limited data using implicit representations (e.g., voxels used in NeRFs), which are able to produce impressive videos. However, these methods are incompatible with traditional rendering pipelines, making it difficult to use them in applications such as games. In this work, we propose an end-to-end pipeline that builds explicitly-represented photorealistic 3D avatars using standard 3D assets. Our key idea is the use of dynamically-generated textures to enhance the realism and visually mask deficiencies in the underlying mesh geometry. This allows for seamless integration with current graphics pipelines while achieving comparable visual quality to state-of-the-art 3D avatar generation methods.
title 3D Engine-ready Photorealistic Avatars via Dynamic Textures
topic Computer Vision and Pattern Recognition
url https://arxiv.org/abs/2503.14943