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Detalles Bibliográficos
Autores principales: Guo, Zhilin, Yang, Jing, Fogarty, Kyle, Wan, Jingyi, Zhang, Boqiao, Wu, Tianhao, Xia, Weihao, Zhou, Chenliang, Khattar, Sakar, Zhong, Fangcheng, Vasconcelos, Cristina Nader, Oztireli, Cengiz
Formato: Preprint
Publicado: 2026
Materias:
Acceso en línea:https://arxiv.org/abs/2602.19350
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  • Digitizing humans and synthesizing photorealistic avatars with explicit 3D pose and camera controls are central to VR, telepresence, and entertainment. Existing skinning-based workflows require laborious manual rigging or template-based fittings, while neural volumetric methods rely on canonical templates and re-optimization for each unseen pose. We present PoseCraft, a diffusion framework built around tokenized 3D interface: instead of relying only on rasterized geometry as 2D control images, we encode sparse 3D landmarks and camera extrinsics as discrete conditioning tokens and inject them into diffusion via cross-attention. Our approach preserves 3D semantics by avoiding 2D re-projection ambiguity under large pose and viewpoint changes, and produces photorealistic imagery that faithfully captures identity and appearance. To train and evaluate at scale, we also implement GenHumanRF, a data generation workflow that renders diverse supervision from volumetric reconstructions. Our experiments show that PoseCraft achieves significant perceptual quality improvement over diffusion-centric methods, and attains better or comparable metrics to latest volumetric rendering SOTA while better preserving fabric and hair details.