# Animatable Neural Radiance Fields for Modeling Dynamic Human Bodies

arXiv: https://arxiv.org/abs/2105.02872 · HTML: https://mlsanity.com/paper/2105.02872/

## Key facts

- Cited by 361 papers in the map (data through 14 Oct 2026).
- Builds on 44 of its 68 references that are in the map.
- First posted on arXiv 6 May 2021.

## Builds on (most cited first, 30 of 44)

- [Adam: A Method for Stochastic Optimization](https://mlsanity.com/paper/1412.6980/) (2014)
- [Image-to-Image Translation with Conditional Adversarial Networks](https://mlsanity.com/paper/1611.07004/) (2016)
- [DeepSDF: Learning Continuous Signed Distance Functions for Shape Representation](https://mlsanity.com/paper/1901.05103/) (2019)
- [Occupancy Networks: Learning 3D Reconstruction in Function Space](https://mlsanity.com/paper/1812.03828/) (2018)
- [Expressive Body Capture: 3D Hands, Face, and Body from a Single Image](https://mlsanity.com/paper/1904.05866/) (2019)
- [D-NeRF: Neural Radiance Fields for Dynamic Scenes](https://mlsanity.com/paper/2011.13961/) (2020)
- [OpenPose: Realtime Multi-Person 2D Pose Estimation using Part Affinity Fields](https://mlsanity.com/paper/1812.08008/) (2018)
- [Neural Sparse Voxel Fields](https://mlsanity.com/paper/2007.11571/) (2020)
- [PlenOctrees for Real-time Rendering of Neural Radiance Fields](https://mlsanity.com/paper/2103.14024/) (2021)
- [End-to-end Recovery of Human Shape and Pose](https://mlsanity.com/paper/1712.06584/) (2017)
- [Scene Representation Networks: Continuous 3D-Structure-Aware Neural Scene Representations](https://mlsanity.com/paper/1906.01618/) (2019)
- [PIFu: Pixel-Aligned Implicit Function for High-Resolution Clothed Human Digitization](https://mlsanity.com/paper/1905.05172/) (2019)
- [Neural Scene Flow Fields for Space-Time View Synthesis of Dynamic Scenes](https://mlsanity.com/paper/2011.13084/) (2020)
- [Differentiable Volumetric Rendering: Learning Implicit 3D Representations without 3D Supervision](https://mlsanity.com/paper/1912.07372/) (2019)
- [Neural Body: Implicit Neural Representations with Structured Latent Codes for Novel View Synthesis of Dynamic Humans](https://mlsanity.com/paper/2012.15838/) (2020)
- [PIFuHD: Multi-Level Pixel-Aligned Implicit Function for High-Resolution 3D Human Digitization](https://mlsanity.com/paper/2004.00452/) (2020)
- [Baking Neural Radiance Fields for Real-Time View Synthesis](https://mlsanity.com/paper/2103.14645/) (2021)
- [Implicit Functions in Feature Space for 3D Shape Reconstruction and Completion](https://mlsanity.com/paper/2003.01456/) (2020)
- [Neural Point-Based Graphics](https://mlsanity.com/paper/1906.08240/) (2019)
- [Everybody Dance Now](https://mlsanity.com/paper/1808.07371/) (2018)
- [Convolutional Mesh Regression for Single-Image Human Shape Reconstruction](https://mlsanity.com/paper/1905.03244/) (2019)
- [ARCH: Animatable Reconstruction of Clothed Humans](https://mlsanity.com/paper/2004.04572/) (2020)
- [Pose Guided Person Image Generation](https://mlsanity.com/paper/1705.09368/) (2017)
- [Total Capture: A 3D Deformation Model for Tracking Faces, Hands, and Bodies](https://mlsanity.com/paper/1801.01615/) (2018)
- [Video Based Reconstruction of 3D People Models](https://mlsanity.com/paper/1803.04758/) (2018)
- [Learning to Estimate 3D Human Pose and Shape from a Single Color Image](https://mlsanity.com/paper/1805.04092/) (2018)
- [DeepHuman: 3D Human Reconstruction from a Single Image](https://mlsanity.com/paper/1903.06473/) (2019)
- [Learning to Reconstruct People in Clothing from a Single RGB Camera](https://mlsanity.com/paper/1903.05885/) (2019)
- [Tex2Shape: Detailed Full Human Body Geometry From a Single Image](https://mlsanity.com/paper/1904.08645/) (2019)
- [Controllable Person Image Synthesis with Attribute-Decomposed GAN](https://mlsanity.com/paper/2003.12267/) (2020)

## Built on by (most cited first, 30 of 361)

- [Ref-NeRF: Structured View-Dependent Appearance for Neural Radiance Fields](https://mlsanity.com/paper/2112.03907/) (2021)
- [HumanNeRF: Free-viewpoint Rendering of Moving People from Monocular Video](https://mlsanity.com/paper/2201.04127/) (2022)
- [GaussianAvatars: Photorealistic Head Avatars with Rigged 3D Gaussians](https://mlsanity.com/paper/2312.02069/) (2023)
- [CelebV-HQ: A Large-Scale Video Facial Attributes Dataset](https://mlsanity.com/paper/2207.12393/) (2022)
- [NeuMan: Neural Human Radiance Field from a Single Video](https://mlsanity.com/paper/2203.12575/) (2022)
- [A Survey on 3D Gaussian Splatting](https://mlsanity.com/paper/2401.03890/) (2024)
- [NeRF-Editing: Geometry Editing of Neural Radiance Fields](https://mlsanity.com/paper/2205.04978/) (2022)
- [BANMo: Building Animatable 3D Neural Models from Many Casual Videos](https://mlsanity.com/paper/2112.12761/) (2021)
- [3DGS-Avatar: Animatable Avatars via Deformable 3D Gaussian Splatting](https://mlsanity.com/paper/2312.09228/) (2023)
- [TAVA: Template-free Animatable Volumetric Actors](https://mlsanity.com/paper/2206.08929/) (2022)
- [SplattingAvatar: Realistic Real-Time Human Avatars with Mesh-Embedded Gaussian Splatting](https://mlsanity.com/paper/2403.05087/) (2024)
- [GauHuman: Articulated Gaussian Splatting from Monocular Human Videos](https://mlsanity.com/paper/2312.02973/) (2023)
- [Fourier PlenOctrees for Dynamic Radiance Field Rendering in Real-time](https://mlsanity.com/paper/2202.08614/) (2022)
- [Neural Human Performer: Learning Generalizable Radiance Fields for Human Performance Rendering](https://mlsanity.com/paper/2109.07448/) (2021)
- [NeRF: Neural Radiance Field in 3D Vision: A Comprehensive Review (Updated Post-Gaussian Splatting)](https://mlsanity.com/paper/2210.00379/) (2022)
- [NeRFPlayer: A Streamable Dynamic Scene Representation with Decomposed Neural Radiance Fields](https://mlsanity.com/paper/2210.15947/) (2022)
- [Efficient Neural Radiance Fields for Interactive Free-viewpoint Video](https://mlsanity.com/paper/2112.01517/) (2021)
- [SelfRecon: Self Reconstruction Your Digital Avatar from Monocular Video](https://mlsanity.com/paper/2201.12792/) (2022)
- [ARAH: Animatable Volume Rendering of Articulated Human SDFs](https://mlsanity.com/paper/2210.10036/) (2022)
- [InstantAvatar: Learning Avatars from Monocular Video in 60 Seconds](https://mlsanity.com/paper/2212.10550/) (2022)
- [Vid2Avatar: 3D Avatar Reconstruction from Videos in the Wild via Self-supervised Scene Decomposition](https://mlsanity.com/paper/2302.11566/) (2023)
- [Reconstructing Personalized Semantic Facial NeRF Models From Monocular Video](https://mlsanity.com/paper/2210.06108/) (2022)
- [RigNeRF: Fully Controllable Neural 3D Portraits](https://mlsanity.com/paper/2206.06481/) (2022)
- [NeRF-Art: Text-Driven Neural Radiance Fields Stylization](https://mlsanity.com/paper/2212.08070/) (2022)
- [GART: Gaussian Articulated Template Models](https://mlsanity.com/paper/2311.16099/) (2023)
- [Streaming Radiance Fields for 3D Video Synthesis](https://mlsanity.com/paper/2210.14831/) (2022)
- [Structured Local Radiance Fields for Human Avatar Modeling](https://mlsanity.com/paper/2203.14478/) (2022)
- [FENeRF: Face Editing in Neural Radiance Fields](https://mlsanity.com/paper/2111.15490/) (2021)
- [HumanNeRF: Efficiently Generated Human Radiance Field from Sparse Inputs](https://mlsanity.com/paper/2112.02789/) (2021)
- [EfficientNeRF: Efficient Neural Radiance Fields](https://mlsanity.com/paper/2206.00878/) (2022)

## Abstract (arXiv)

This paper addresses the challenge of reconstructing an animatable human model from a multi-view video. Some recent works have proposed to decompose a non-rigidly deforming scene into a canonical neural radiance field and a set of deformation fields that map observation-space points to the canonical space, thereby enabling them to learn the dynamic scene from images. However, they represent the deformation field as translational vector field or SE(3) field, which makes the optimization highly under-constrained. Moreover, these representations cannot be explicitly controlled by input motions. Instead, we introduce neural blend weight fields to produce the deformation fields. Based on the skeleton-driven deformation, blend weight fields are used with 3D human skeletons to generate observation-to-canonical and canonical-to-observation correspondences. Since 3D human skeletons are more observable, they can regularize the learning of deformation fields. Moreover, the learned blend weight fields can be combined with input skeletal motions to generate new deformation fields to animate the human model. Experiments show that our approach significantly outperforms recent human synthesis methods. The code and supplementary materials are available at https://zju3dv.github.io/animatable_nerf/.
