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Egor Zakharov

Publications and source records attributed to Egor Zakharov.

At least 19 recordsLinked to original sources

GeomHair: Reconstruction of Hair Strands from Colorless 3D Scans

We propose a novel method that reconstructs hair strands directly from colorless 3D scans by leveraging multi-modal hair orientation extraction. Hair strand reconstruction is a fundamental problem in computer vision and graphics, essential for high-fidelity digital avatar synthesis, animation, and AR/VR applications. However, accurately recovering hair strands from raw scan data remains challenging due to the complex and fine-grained structure of human hair, and none of the existing methods operate on colorless 3D geometry alone. To address this gap, our method directly identifies sharp surface features on the scan and estimates strand orientation using a neural 2D line detector applied to the renderings of scan shading. Additionally, we incorporate a diffusion prior trained on a diverse set of synthetic hair scans, refined with a noise schedule, and adapted to the reconstructed contents via a scan-specific text prompt. We demonstrate that this combination of supervision signals enables accurate reconstruction of both simple and intricate hairstyles from geometry alone. By enabling strand extraction from 3D scans, we compile Strands400, the largest publicly available dataset of hair strands with detailed surface geometry extracted from real-world data, comprising reconstructions from 400 subjects' scans. Strands400 enables training data-driven generative models for downstream tasks such as image-to-strands and text-to-strands. Moreover, our method applies to designer mesh assets, supporting a practical CG workflow where artists model hair as meshes and need strand-level representations for simulation and rendering. All code and data will be released for research purposes on https://seva100.github.io/GeomHair/.

cs.CV

GeoRelight: Learning Joint Geometrical Relighting and Reconstruction with Flexible Multi-Modal Diffusion Transformers

Relighting a person from a single photo is an attractive but ill-posed task, as a 2D image ambiguously entangles 3D geometry, intrinsic appearance, and illumination. Current methods either use sequential pipelines that suffer from error accumulation, or they do not explicitly leverage 3D geometry during relighting, which limits physical consistency. Since relighting and estimation of 3D geometry are mutually beneficial tasks, we propose a unified Multi-Modal Diffusion Transformer (DiT) that jointly solves for both: GeoRelight. We make this possible through two key technical contributions: isotropic NDC-Orthographic Depth (iNOD), a distortion-free 3D representation compatible with latent diffusion models; and a strategic mixed-data training method that combines synthetic and auto-labeled real data. By solving geometry and relighting jointly, GeoRelight achieves better performance than both sequential models and previous systems that ignored geometry.

cs.CV

GenLCA: 3D Diffusion for Full-Body Avatars from In-the-Wild Videos

We present GenLCA, a diffusion-based generative model for generating and editing photorealistic full-body avatars from text and image inputs. The generated avatars are faithful to the inputs, while supporting high-fidelity facial and full-body animations. The core idea is a novel paradigm that enables training a full-body 3D diffusion model from partially observable 2D data, allowing the training dataset to scale to millions of real-world videos. This scalability contributes to the superior photorealism and generalizability of GenLCA. Specifically, we scale up the dataset by repurposing a pretrained feed-forward avatar reconstruction model as an animatable 3D tokenizer, which encodes unstructured video frames into structured 3D tokens. However, most real-world videos only provide partial observations of body parts, resulting in excessive blurring or transparency artifacts in the 3D tokens. To address this, we propose a novel visibility-aware diffusion training strategy that replaces invalid regions with learnable tokens and computes losses only over valid regions. We then train a flow-based diffusion model on the token dataset, inherently maintaining the photorealism and animatability provided by the pretrained avatar reconstruction model. Our approach effectively enables the use of large-scale real-world video data to train a diffusion model natively in 3D. We demonstrate the efficacy of our method through diverse and high-fidelity generation and editing results, outperforming existing solutions by a large margin. The project page is available at https://onethousandwu.com/GenLCA-Page.

cs.CV

Large-scale Codec Avatars: The Unreasonable Effectiveness of Large-scale Avatar Pretraining

High-quality 3D avatar modeling faces a critical trade-off between fidelity and generalization. On the one hand, multi-view studio data enables high-fidelity modeling of humans with precise control over expressions and poses, but it struggles to generalize to real-world data due to limited scale and the domain gap between the studio environment and the real world. On the other hand, recent large-scale avatar models trained on millions of in-the-wild samples show promise for generalization across a wide range of identities, yet the resulting avatars are often of low-quality due to inherent 3D ambiguities. To address this, we present Large-Scale Codec Avatars (LCA), a high-fidelity, full-body 3D avatar model that generalizes to world-scale populations in a feedforward manner, enabling efficient inference. Inspired by the success of large language models and vision foundation models, we present, for the first time, a pre/post-training paradigm for 3D avatar modeling at scale: we pretrain on 1M in-the-wild videos to learn broad priors over appearance and geometry, then post-train on high-quality curated data to enhance expressivity and fidelity. LCA generalizes across hair styles, clothing, and demographics while providing precise, fine-grained facial expressions and finger-level articulation control, with strong identity preservation. Notably, we observe emergent generalization to relightability and loose garment support to unconstrained inputs, and zero-shot robustness to stylized imagery, despite the absence of direct supervision.

cs.CV

Realiz3D: 3D Generation Made Photorealistic via Domain-Aware Learning

We often aim to generate images that are both photorealistic and 3D-consistent, adhering to precise geometry, material, and viewpoint controls. Typically, this is achieved by fine-tuning an image generator, pre-trained on billions of real images, using renders of synthetic 3D assets, where annotations for control signals are available. While this approach can learn the desired controls, it often compromises the realism of the images due to domain gap between photographs and renders. We observe that this issue largely arises from the model learning an unintended association between the presence of control signals and the synthetic appearance of the images. To address this, we introduce Realiz3D, a lightweight framework for training diffusion models, that decouples controls and visual domain. The key idea is to explicitly learn visual domain, real or synthetic, separately from other control signals by introducing a co-variate that, fed into small residual adapters, shifts the domain. Then, the generator can be trained to gain controllability, without fitting to specific visual domain. In this way, the model can be guided to produce realistic images even when controls are applied. We enhance control transferability to the real domain by leveraging insights about roles of different layers and denoising steps in diffusion-based generators, informing new training and inference strategies that further mitigate the gap. We demonstrate the advantages of Realiz3D in tasks as text-to-multiview generation and texturing from 3D inputs, producing outputs that are 3D-consistent and photorealistic.

cs.GR

CamLit: Unified Video Diffusion with Explicit Camera and Lighting Control

We present CamLit, the first unified video diffusion model that jointly performs novel view synthesis (NVS) and relighting from a single input image. Given one reference image, a user-defined camera trajectory, and an environment map, CamLit synthesizes a video of the scene from new viewpoints under the specified illumination. Within a single generative process, our model produces temporally coherent and spatially aligned outputs, including relit novel-view frames and corresponding albedo frames, enabling high-quality control of both camera pose and lighting. Qualitative and quantitative experiments demonstrate that CamLit achieves high-fidelity outputs on par with state-of-the-art methods in both novel view synthesis and relighting, without sacrificing visual quality in either task. We show that a single generative model can effectively integrate camera and lighting control, simplifying the video generation pipeline while maintaining competitive performance and consistent realism.

cs.CV

FactorPortrait: Controllable Portrait Animation via Disentangled Expression, Pose, and Viewpoint

We introduce FactorPortrait, a video diffusion method for controllable portrait animation that enables lifelike synthesis from disentangled control signals of facial expressions, head movement, and camera viewpoints. Given a single portrait image, a driving video, and camera trajectories, our method animates the portrait by transferring facial expressions and head movements from the driving video while simultaneously enabling novel view synthesis from arbitrary viewpoints. We utilize a pre-trained image encoder to extract facial expression latents from the driving video as control signals for animation generation. Such latents implicitly capture nuanced facial expression dynamics with identity and pose information disentangled, and they are efficiently injected into the video diffusion transformer through our proposed expression controller. For camera and head pose control, we employ Plücker ray maps and normal maps rendered from 3D body mesh tracking. To train our model, we curate a large-scale synthetic dataset containing diverse combinations of camera viewpoints, head poses, and facial expression dynamics. Extensive experiments demonstrate that our method outperforms existing approaches in realism, expressiveness, control accuracy, and view consistency.

cs.CV

Im2Haircut: Single-view Strand-based Hair Reconstruction for Human Avatars

We present a novel approach for 3D hair reconstruction from single photographs based on a global hair prior combined with local optimization. Capturing strand-based hair geometry from single photographs is challenging due to the variety and geometric complexity of hairstyles and the lack of ground truth training data. Classical reconstruction methods like multi-view stereo only reconstruct the visible hair strands, missing the inner structure of hairstyles and hampering realistic hair simulation. To address this, existing methods leverage hairstyle priors trained on synthetic data. Such data, however, is limited in both quantity and quality since it requires manual work from skilled artists to model the 3D hairstyles and create near-photorealistic renderings. To address this, we propose a novel approach that uses both, real and synthetic data to learn an effective hairstyle prior. Specifically, we train a transformer-based prior model on synthetic data to obtain knowledge of the internal hairstyle geometry and introduce real data in the learning process to model the outer structure. This training scheme is able to model the visible hair strands depicted in an input image, while preserving the general 3D structure of hairstyles. We exploit this prior to create a Gaussian-splatting-based reconstruction method that creates hairstyles from one or more images. Qualitative and quantitative comparisons with existing reconstruction pipelines demonstrate the effectiveness and superior performance of our method for capturing detailed hair orientation, overall silhouette, and backside consistency. For additional results and code, please refer to https://im2haircut.is.tue.mpg.de.

cs.CV

Joker: Conditional 3D Head Synthesis with Extreme Facial Expressions

We introduce Joker, a new method for the conditional synthesis of 3D human heads with extreme expressions. Given a single reference image of a person, we synthesize a volumetric human head with the reference identity and a new expression. We offer control over the expression via a 3D morphable model (3DMM) and textual inputs. This multi-modal conditioning signal is essential since 3DMMs alone fail to define subtle emotional changes and extreme expressions, including those involving the mouth cavity and tongue articulation. Our method is built upon a 2D diffusion-based prior that generalizes well to out-of-domain samples, such as sculptures, heavy makeup, and paintings while achieving high levels of expressiveness. To improve view consistency, we propose a new 3D distillation technique that converts predictions of our 2D prior into a neural radiance field (NeRF). Both the 2D prior and our distillation technique produce state-of-the-art results, which are confirmed by our extensive evaluations. Also, to the best of our knowledge, our method is the first to achieve view-consistent extreme tongue articulation.

cs.CV

Human Hair Reconstruction with Strand-Aligned 3D Gaussians

We introduce a new hair modeling method that uses a dual representation of classical hair strands and 3D Gaussians to produce accurate and realistic strand-based reconstructions from multi-view data. In contrast to recent approaches that leverage unstructured Gaussians to model human avatars, our method reconstructs the hair using 3D polylines, or strands. This fundamental difference allows the use of the resulting hairstyles out-of-the-box in modern computer graphics engines for editing, rendering, and simulation. Our 3D lifting method relies on unstructured Gaussians to generate multi-view ground truth data to supervise the fitting of hair strands. The hairstyle itself is represented in the form of the so-called strand-aligned 3D Gaussians. This representation allows us to combine strand-based hair priors, which are essential for realistic modeling of the inner structure of hairstyles, with the differentiable rendering capabilities of 3D Gaussian Splatting. Our method, named Gaussian Haircut, is evaluated on synthetic and real scenes and demonstrates state-of-the-art performance in the task of strand-based hair reconstruction.

cs.CV

VOODOO XP: Expressive One-Shot Head Reenactment for VR Telepresence

We introduce VOODOO XP: a 3D-aware one-shot head reenactment method that can generate highly expressive facial expressions from any input driver video and a single 2D portrait. Our solution is real-time, view-consistent, and can be instantly used without calibration or fine-tuning. We demonstrate our solution on a monocular video setting and an end-to-end VR telepresence system for two-way communication. Compared to 2D head reenactment methods, 3D-aware approaches aim to preserve the identity of the subject and ensure view-consistent facial geometry for novel camera poses, which makes them suitable for immersive applications. While various facial disentanglement techniques have been introduced, cutting-edge 3D-aware neural reenactment techniques still lack expressiveness and fail to reproduce complex and fine-scale facial expressions. We present a novel cross-reenactment architecture that directly transfers the driver's facial expressions to transformer blocks of the input source's 3D lifting module. We show that highly effective disentanglement is possible using an innovative multi-stage self-supervision approach, which is based on a coarse-to-fine strategy, combined with an explicit face neutralization and 3D lifted frontalization during its initial training stage. We further integrate our novel head reenactment solution into an accessible high-fidelity VR telepresence system, where any person can instantly build a personalized neural head avatar from any photo and bring it to life using the headset. We demonstrate state-of-the-art performance in terms of expressiveness and likeness preservation on a large set of diverse subjects and capture conditions.

cs.CV

HAAR: Text-Conditioned Generative Model of 3D Strand-based Human Hairstyles

We present HAAR, a new strand-based generative model for 3D human hairstyles. Specifically, based on textual inputs, HAAR produces 3D hairstyles that could be used as production-level assets in modern computer graphics engines. Current AI-based generative models take advantage of powerful 2D priors to reconstruct 3D content in the form of point clouds, meshes, or volumetric functions. However, by using the 2D priors, they are intrinsically limited to only recovering the visual parts. Highly occluded hair structures can not be reconstructed with those methods, and they only model the ''outer shell'', which is not ready to be used in physics-based rendering or simulation pipelines. In contrast, we propose a first text-guided generative method that uses 3D hair strands as an underlying representation. Leveraging 2D visual question-answering (VQA) systems, we automatically annotate synthetic hair models that are generated from a small set of artist-created hairstyles. This allows us to train a latent diffusion model that operates in a common hairstyle UV space. In qualitative and quantitative studies, we demonstrate the capabilities of the proposed model and compare it to existing hairstyle generation approaches.

cs.CV

VOODOO 3D: Volumetric Portrait Disentanglement for One-Shot 3D Head Reenactment

We present a 3D-aware one-shot head reenactment method based on a fully volumetric neural disentanglement framework for source appearance and driver expressions. Our method is real-time and produces high-fidelity and view-consistent output, suitable for 3D teleconferencing systems based on holographic displays. Existing cutting-edge 3D-aware reenactment methods often use neural radiance fields or 3D meshes to produce view-consistent appearance encoding, but, at the same time, they rely on linear face models, such as 3DMM, to achieve its disentanglement with facial expressions. As a result, their reenactment results often exhibit identity leakage from the driver or have unnatural expressions. To address these problems, we propose a neural self-supervised disentanglement approach that lifts both the source image and driver video frame into a shared 3D volumetric representation based on tri-planes. This representation can then be freely manipulated with expression tri-planes extracted from the driving images and rendered from an arbitrary view using neural radiance fields. We achieve this disentanglement via self-supervised learning on a large in-the-wild video dataset. We further introduce a highly effective fine-tuning approach to improve the generalizability of the 3D lifting using the same real-world data. We demonstrate state-of-the-art performance on a wide range of datasets, and also showcase high-quality 3D-aware head reenactment on highly challenging and diverse subjects, including non-frontal head poses and complex expressions for both source and driver.

cs.CV

Neural Haircut: Prior-Guided Strand-Based Hair Reconstruction

Generating realistic human 3D reconstructions using image or video data is essential for various communication and entertainment applications. While existing methods achieved impressive results for body and facial regions, realistic hair modeling still remains challenging due to its high mechanical complexity. This work proposes an approach capable of accurate hair geometry reconstruction at a strand level from a monocular video or multi-view images captured in uncontrolled lighting conditions. Our method has two stages, with the first stage performing joint reconstruction of coarse hair and bust shapes and hair orientation using implicit volumetric representations. The second stage then estimates a strand-level hair reconstruction by reconciling in a single optimization process the coarse volumetric constraints with hair strand and hairstyle priors learned from the synthetic data. To further increase the reconstruction fidelity, we incorporate image-based losses into the fitting process using a new differentiable renderer. The combined system, named Neural Haircut, achieves high realism and personalization of the reconstructed hairstyles.

cs.CV

Sphere-Guided Training of Neural Implicit Surfaces

In recent years, neural distance functions trained via volumetric ray marching have been widely adopted for multi-view 3D reconstruction. These methods, however, apply the ray marching procedure for the entire scene volume, leading to reduced sampling efficiency and, as a result, lower reconstruction quality in the areas of high-frequency details. In this work, we address this problem via joint training of the implicit function and our new coarse sphere-based surface reconstruction. We use the coarse representation to efficiently exclude the empty volume of the scene from the volumetric ray marching procedure without additional forward passes of the neural surface network, which leads to an increased fidelity of the reconstructions compared to the base systems. We evaluate our approach by incorporating it into the training procedures of several implicit surface modeling methods and observe uniform improvements across both synthetic and real-world datasets. Our codebase can be accessed via the project page: https://andreeadogaru.github.io/SphereGuided

cs.CV

MegaPortraits: One-shot Megapixel Neural Head Avatars

In this work, we advance the neural head avatar technology to the megapixel resolution while focusing on the particularly challenging task of cross-driving synthesis, i.e., when the appearance of the driving image is substantially different from the animated source image. We propose a set of new neural architectures and training methods that can leverage both medium-resolution video data and high-resolution image data to achieve the desired levels of rendered image quality and generalization to novel views and motion. We demonstrate that suggested architectures and methods produce convincing high-resolution neural avatars, outperforming the competitors in the cross-driving scenario. Lastly, we show how a trained high-resolution neural avatar model can be distilled into a lightweight student model which runs in real-time and locks the identities of neural avatars to several dozens of pre-defined source images. Real-time operation and identity lock are essential for many practical applications head avatar systems.

cs.CV

Realistic One-shot Mesh-based Head Avatars

We present a system for realistic one-shot mesh-based human head avatars creation, ROME for short. Using a single photograph, our model estimates a person-specific head mesh and the associated neural texture, which encodes both local photometric and geometric details. The resulting avatars are rigged and can be rendered using a neural network, which is trained alongside the mesh and texture estimators on a dataset of in-the-wild videos. In the experiments, we observe that our system performs competitively both in terms of head geometry recovery and the quality of renders, especially for the cross-person reenactment. See results https://samsunglabs.github.io/rome/

cs.CV

Fast Bi-layer Neural Synthesis of One-Shot Realistic Head Avatars

We propose a neural rendering-based system that creates head avatars from a single photograph. Our approach models a person's appearance by decomposing it into two layers. The first layer is a pose-dependent coarse image that is synthesized by a small neural network. The second layer is defined by a pose-independent texture image that contains high-frequency details. The texture image is generated offline, warped and added to the coarse image to ensure a high effective resolution of synthesized head views. We compare our system to analogous state-of-the-art systems in terms of visual quality and speed. The experiments show significant inference speedup over previous neural head avatar models for a given visual quality. We also report on a real-time smartphone-based implementation of our system.

cs.CV