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Digital Humans News

The latest Digital Humans coverage curated for game developers.

$\unicode{x1F493}$Heartian: Physiology-Aware Relightable Gaussian Head Avatar

arXiv cs.GR details Heartian, a Gaussian head-avatar system that bakes cardiac-cycle skin-color changes into relightable facial assets. The method uses synchronized contact PPG supervision to recover heart-rate signals while keeping …

Research arXiv cs.GR · 6 days, 23 hours ago
DEAL-Grasp: Decoupled Alignment Representation for Geometry-Aware Dexterous Grasp Generation

arXiv cs.GR details DEAL-Grasp, a dexterous grasp generator that separates rigid alignment from finger articulation. The method uses alignment-space generation and flow matching to produce more stable, physically plausible hand-object …

Research arXiv cs.GR · 1 week ago
GestureLSM: Latent Shortcut based Co-Speech Gesture Generation with Spatial-Temporal Modeling

A new co-speech gesture system aims to make digital humans move more naturally while cutting inference from dozens of steps to a faster flow-matching pipeline. GestureLSM models body-region interactions with …

Research arXiv cs.GR · 1 month, 1 week ago
Strand-based Hairstyle Generation via Large Reconstruction and Multimodal Models

A new strand-based hairstyle pipeline aims to turn a single image into production-ready hair geometry in minutes. It combines large reconstruction models, multimodal models, and classical geometry processing to handle …

Research arXiv cs.GR · 1 month, 2 weeks ago
Multi-View Face and Gesture Animation with Dynamic Gaussians

A new multi-view avatar pipeline combines separate face and hand modeling with a parametric upper-body mesh, then renders the result with dynamic 3D Gaussians. The goal is to preserve subtle …

Research arXiv cs.GR · 1 month, 3 weeks ago
URHead: A Unified UV-Space Representation for Joint Mesh-3DGS Optimization in Head Avatars

URHead proposes a UV-space bridge between mesh control and 3D Gaussian Splatting for animatable head avatars. The system jointly optimizes both representations so geometry stays controllable while fine facial detail …

Research arXiv cs.GR · 2 months ago
Head Avatars with Dynamic Explicit Hair

Researchers have introduced DynHair, a head-avatar system that tracks and animates explicit strand-based hair from video. It combines structured 3D Gaussian splatting with a temporal model that uses head motion, …

Research arXiv cs.GR · 2 months ago
Learn2Chat: Rethinking Dyadic Talking Heads via Interaction-Modulated Monologic Priors

Learn2Chat tackles dyadic talking-head animation by separating speech-driven motion from interaction-driven behavior. The system reuses pretrained monologic motion priors, then modulates them with learned interaction latents to produce synchronized two-person …

Research arXiv cs.GR · 2 months, 2 weeks ago
How to Build Digital Humans? From Priors to Photorealistic Avatars

A new state-of-the-art survey maps the current pipeline for controllable 3D digital humans, from learned priors to personalized avatars. It breaks the space into three stages—learning appearance and motion, building …

Research arXiv cs.GR · 2 months, 3 weeks ago
MetaHuman 5.8 Released!

UE 5.8 brings another round of MetaHuman updates, which matters most if your pipeline depends on high-fidelity digital humans. Epic says the release is available now through the Epic Games …

Official Unreal Engine · 3 months, 2 weeks ago
HAFMat: Hybrid Priors Guided Adaptive Fusion for Single-Image Human Material Estimation

A new arXiv paper tackles single-image human material estimation, a hard problem for relighting and digital human workflows because lighting, shape, and reflectance are tangled together. HAFMat uses hybrid priors …

Research arXiv cs.GR · 3 months, 2 weeks ago
Deploying Speech-Driven 3D Facial Animation in Unreal Engine for Production-Ready Digital Humans

A new Unreal Engine pipeline aims to make speech-driven facial animation usable in production, not just in papers. The authors convert MEAD into an ARKit-style blendshape dataset, retrain FaceDiffuser and …

Research arXiv cs.GR · 3 months, 3 weeks ago
Wispy to Voluminous: Prior-free Multi-view Capture of Strand-level Facial Hair

A new multi-view capture pipeline can turn facial hair into editable strand assets instead of baking it into face geometry. For teams shipping avatars, that matters because beards, brows, lashes, …

Research arXiv cs.GR · 3 months, 3 weeks ago
RelightAnyone: A Generalized Relightable 3D Gaussian Head Model

Disney Research’s new head-relighting model removes a big capture bottleneck: you no longer need OLAT footage for every subject. It can learn from ordinary single- or multi-view images, then generalize …

Research Disney Research Studios · 4 months ago
Multi-view Consistent 3D Gaussian Head Avatars 'without' Multi-view Generation

A paper from arXiv claims it can train high-fidelity 3D Gaussian head avatars from random 2D images alone, skipping multi-view capture, 3D supervision, and intermediate view synthesis. For teams building …

Research arXiv cs.GR · 4 months ago
PiG-Avatar: Hierarchical Neural-Field-Guided Gaussian Avatars

For teams working on avatar rendering, this paper pushes Gaussian avatars beyond surface-bound templates by moving the representation into a volumetric canonical space. The practical upside is better handling of …

Research arXiv cs.GR · 4 months, 1 week ago
Learning a Delighting Prior for Facial Appearance Capture in the Wild

A new approach to facial appearance capture leverages a delighting network, significantly improving quality from casual video inputs. This innovation allows developers to create photorealistic digital humans without the need …

Research arXiv cs.GR · 4 months, 3 weeks ago
Crafting stylized digital humans on Daughter of the Inner Stars with MetaHuman and UE5

A small team has successfully integrated Unreal Engine and MetaHuman to create stylized digital humans for their project, Daughter of the Inner Stars. This innovative approach combines real-time production with …

Official Unreal Engine · 4 months, 3 weeks ago