# gDNA: Towards Generative Detailed Neural Avatars

arXiv: https://arxiv.org/abs/2201.04123 · HTML: https://mlsanity.com/paper/2201.04123/

## Key facts

- Cited by 72 papers in the map (data through 14 Oct 2026).
- Builds on 50 of its 64 references that are in the map.
- First posted on arXiv 11 Jan 2022.

## Builds on (most cited first, 30 of 50)

- [A Style-Based Generator Architecture for Generative Adversarial Networks](https://mlsanity.com/paper/1812.04948/) (2018)
- [Analyzing and Improving the Image Quality of StyleGAN](https://mlsanity.com/paper/1912.04958/) (2019)
- [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)
- [Arbitrary Style Transfer in Real-time with Adaptive Instance Normalization](https://mlsanity.com/paper/1703.06868/) (2017)
- [AMASS: Archive of Motion Capture as Surface Shapes](https://mlsanity.com/paper/1904.03278/) (2019)
- [Alias-Free Generative Adversarial Networks](https://mlsanity.com/paper/2106.12423/) (2021)
- [Learning Implicit Fields for Generative Shape Modeling](https://mlsanity.com/paper/1812.02822/) (2018)
- [PIFu: Pixel-Aligned Implicit Function for High-Resolution Clothed Human Digitization](https://mlsanity.com/paper/1905.05172/) (2019)
- [GIRAFFE: Representing Scenes as Compositional Generative Neural Feature Fields](https://mlsanity.com/paper/2011.12100/) (2020)
- [Differentiable Volumetric Rendering: Learning Implicit 3D Representations without 3D Supervision](https://mlsanity.com/paper/1912.07372/) (2019)
- [GRAF: Generative Radiance Fields for 3D-Aware Image Synthesis](https://mlsanity.com/paper/2007.02442/) (2020)
- [Which Training Methods for GANs do actually Converge?](https://mlsanity.com/paper/1801.04406/) (2018)
- [Learning a Probabilistic Latent Space of Object Shapes via 3D Generative-Adversarial Modeling](https://mlsanity.com/paper/1610.07584/) (2016)
- [PIFuHD: Multi-Level Pixel-Aligned Implicit Function for High-Resolution 3D Human Digitization](https://mlsanity.com/paper/2004.00452/) (2020)
- [Animatable Neural Radiance Fields for Modeling Dynamic Human Bodies](https://mlsanity.com/paper/2105.02872/) (2021)
- [ICON: Implicit Clothed humans Obtained from Normals](https://mlsanity.com/paper/2112.09127/) (2021)
- [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)
- [PaMIR: Parametric Model-Conditioned Implicit Representation for Image-based Human Reconstruction](https://mlsanity.com/paper/2007.03858/) (2020)
- [I M Avatar: Implicit Morphable Head Avatars from Videos](https://mlsanity.com/paper/2112.07471/) (2021)
- [SNARF: Differentiable Forward Skinning for Animating Non-Rigid Neural Implicit Shapes](https://mlsanity.com/paper/2104.03953/) (2021)
- [Neural Articulated Radiance Field](https://mlsanity.com/paper/2104.03110/) (2021)
- [STAR: Sparse Trained Articulated Human Body Regressor](https://mlsanity.com/paper/2008.08535/) (2020)
- [SCANimate: Weakly Supervised Learning of Skinned Clothed Avatar Networks](https://mlsanity.com/paper/2104.03313/) (2021)
- [ARCH++: Animation-Ready Clothed Human Reconstruction Revisited](https://mlsanity.com/paper/2108.07845/) (2021)
- [H-NeRF: Neural Radiance Fields for Rendering and Temporal Reconstruction of Humans in Motion](https://mlsanity.com/paper/2110.13746/) (2021)
- [SMPLicit: Topology-aware Generative Model for Clothed People](https://mlsanity.com/paper/2103.06871/) (2021)
- [Unconstrained Scene Generation with Locally Conditioned Radiance Fields](https://mlsanity.com/paper/2104.00670/) (2021)

## Built on by (most cited first, 30 of 72)

- [TransFuser: Imitation with Transformer-Based Sensor Fusion for Autonomous Driving](https://mlsanity.com/paper/2205.15997/) (2022)
- [ECON: Explicit Clothed humans Optimized via Normal integration](https://mlsanity.com/paper/2212.07422/) (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)
- [Next3D: Generative Neural Texture Rasterization for 3D-Aware Head Avatars](https://mlsanity.com/paper/2211.11208/) (2022)
- [EVA3D: Compositional 3D Human Generation from 2D Image Collections](https://mlsanity.com/paper/2210.04888/) (2022)
- [TeCH: Text-guided Reconstruction of Lifelike Clothed Humans](https://mlsanity.com/paper/2308.08545/) (2023)
- [Paint-it: Text-to-Texture Synthesis via Deep Convolutional Texture Map Optimization and Physically-Based Rendering](https://mlsanity.com/paper/2312.11360/) (2023)
- [Learning Neural Parametric Head Models](https://mlsanity.com/paper/2212.02761/) (2022)
- [X-Avatar: Expressive Human Avatars](https://mlsanity.com/paper/2303.04805/) (2023)
- [Advances in 3D Generation: A Survey](https://mlsanity.com/paper/2401.17807/) (2024)
- [AvatarCLIP: Zero-Shot Text-Driven Generation and Animation of 3D Avatars](https://mlsanity.com/paper/2205.08535/) (2022)
- [Fast-SNARF: A Fast Deformer for Articulated Neural Fields](https://mlsanity.com/paper/2211.15601/) (2022)
- [AG3D: Learning to Generate 3D Avatars from 2D Image Collections](https://mlsanity.com/paper/2305.02312/) (2023)
- [Learning Locally Editable Virtual Humans](https://mlsanity.com/paper/2305.00121/) (2023)
- [MPS-NeRF: Generalizable 3D Human Rendering from Multiview Images](https://mlsanity.com/paper/2203.16875/) (2022)
- [PhysAvatar: Learning the Physics of Dressed 3D Avatars from Visual Observations](https://mlsanity.com/paper/2404.04421/) (2024)
- [PINA: Learning a Personalized Implicit Neural Avatar from a Single RGB-D Video Sequence](https://mlsanity.com/paper/2203.01754/) (2022)
- [SplatArmor: Articulated Gaussian splatting for animatable humans from monocular RGB videos](https://mlsanity.com/paper/2311.10812/) (2023)
- [Learning Clothing and Pose Invariant 3D Shape Representation for Long-Term Person Re-Identification](https://mlsanity.com/paper/2308.10658/) (2023)
- [PrimDiffusion: Volumetric Primitives Diffusion for 3D Human Generation](https://mlsanity.com/paper/2312.04559/) (2023)
- [HumanGen: Generating Human Radiance Fields with Explicit Priors](https://mlsanity.com/paper/2212.05321/) (2022)
- [Disentangled Clothed Avatar Generation from Text Descriptions](https://mlsanity.com/paper/2312.05295/) (2023)
- [Human101: Training 100+FPS Human Gaussians in 100s from 1 View](https://mlsanity.com/paper/2312.15258/) (2023)
- [Neural Point-based Shape Modeling of Humans in Challenging Clothing](https://mlsanity.com/paper/2209.06814/) (2022)
- [A Comprehensive Survey on 3D Content Generation](https://mlsanity.com/paper/2402.01166/) (2024)
- [DIG: Draping Implicit Garment over the Human Body](https://mlsanity.com/paper/2209.10845/) (2022)
- [3D Segmentation of Humans in Point Clouds with Synthetic Data](https://mlsanity.com/paper/2212.00786/) (2022)
- [CloSe: A 3D Clothing Segmentation Dataset and Model](https://mlsanity.com/paper/2401.12051/) (2024)
- [CloSET: Modeling Clothed Humans on Continuous Surface with Explicit Template Decomposition](https://mlsanity.com/paper/2304.03167/) (2023)

## Abstract (arXiv)

To make 3D human avatars widely available, we must be able to generate a variety of 3D virtual humans with varied identities and shapes in arbitrary poses. This task is challenging due to the diversity of clothed body shapes, their complex articulations, and the resulting rich, yet stochastic geometric detail in clothing. Hence, current methods to represent 3D people do not provide a full generative model of people in clothing. In this paper, we propose a novel method that learns to generate detailed 3D shapes of people in a variety of garments with corresponding skinning weights. Specifically, we devise a multi-subject forward skinning module that is learned from only a few posed, un-rigged scans per subject. To capture the stochastic nature of high-frequency details in garments, we leverage an adversarial loss formulation that encourages the model to capture the underlying statistics. We provide empirical evidence that this leads to realistic generation of local details such as wrinkles. We show that our model is able to generate natural human avatars wearing diverse and detailed clothing. Furthermore, we show that our method can be used on the task of fitting human models to raw scans, outperforming the previous state-of-the-art.
