# UVA: Towards Unified Volumetric Avatar for View Synthesis, Pose rendering, Geometry and Texture Editing

arXiv: https://arxiv.org/abs/2304.06969 · HTML: https://mlsanity.com/paper/2304.06969/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 46 of its 62 references that are in the map.
- First posted on arXiv 14 Apr 2023.

## Builds on (most cited first, 30 of 46)

- [Adam: A Method for Stochastic Optimization](https://mlsanity.com/paper/1412.6980/) (2014)
- [The Unreasonable Effectiveness of Deep Features as a Perceptual Metric](https://mlsanity.com/paper/1801.03924/) (2018)
- [Fourier Features Let Networks Learn High Frequency Functions in Low Dimensional Domains](https://mlsanity.com/paper/2006.10739/) (2020)
- [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)
- [NeRF in the Wild: Neural Radiance Fields for Unconstrained Photo Collections](https://mlsanity.com/paper/2008.02268/) (2020)
- [Nerfies: Deformable Neural Radiance Fields](https://mlsanity.com/paper/2011.12948/) (2020)
- [Neural Sparse Voxel Fields](https://mlsanity.com/paper/2007.11571/) (2020)
- [Block-NeRF: Scalable Large Scene Neural View Synthesis](https://mlsanity.com/paper/2202.05263/) (2022)
- [Neural Body: Implicit Neural Representations with Structured Latent Codes for Novel View Synthesis of Dynamic Humans](https://mlsanity.com/paper/2012.15838/) (2020)
- [HumanNeRF: Free-viewpoint Rendering of Moving People from Monocular Video](https://mlsanity.com/paper/2201.04127/) (2022)
- [Mega-NeRF: Scalable Construction of Large-Scale NeRFs for Virtual Fly-Throughs](https://mlsanity.com/paper/2112.10703/) (2021)
- [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)
- [A-NeRF: Articulated Neural Radiance Fields for Learning Human Shape, Appearance, and Pose](https://mlsanity.com/paper/2102.06199/) (2021)
- [Editing Conditional Radiance Fields](https://mlsanity.com/paper/2105.06466/) (2021)
- [SNARF: Differentiable Forward Skinning for Animating Non-Rigid Neural Implicit Shapes](https://mlsanity.com/paper/2104.03953/) (2021)
- [NeRF-Editing: Geometry Editing of Neural Radiance Fields](https://mlsanity.com/paper/2205.04978/) (2022)
- [TAVA: Template-free Animatable Volumetric Actors](https://mlsanity.com/paper/2206.08929/) (2022)
- [Tex2Shape: Detailed Full Human Body Geometry From a Single Image](https://mlsanity.com/paper/1904.08645/) (2019)
- [Neural Human Performer: Learning Generalizable Radiance Fields for Human Performance Rendering](https://mlsanity.com/paper/2109.07448/) (2021)
- [SelfRecon: Self Reconstruction Your Digital Avatar from Monocular Video](https://mlsanity.com/paper/2201.12792/) (2022)
- [NeuMesh: Learning Disentangled Neural Mesh-based Implicit Field for Geometry and Texture Editing](https://mlsanity.com/paper/2207.11911/) (2022)
- [ARAH: Animatable Volume Rendering of Articulated Human SDFs](https://mlsanity.com/paper/2210.10036/) (2022)
- [Layered Neural Atlases for Consistent Video Editing](https://mlsanity.com/paper/2109.11418/) (2021)
- [Neural Rerendering in the Wild](https://mlsanity.com/paper/1904.04290/) (2019)
- [Structured Local Radiance Fields for Human Avatar Modeling](https://mlsanity.com/paper/2203.14478/) (2022)
- [NeuTex: Neural Texture Mapping for Volumetric Neural Rendering](https://mlsanity.com/paper/2103.00762/) (2021)
- [Neural 3D Reconstruction in the Wild](https://mlsanity.com/paper/2205.12955/) (2022)
- [Deforming Radiance Fields with Cages](https://mlsanity.com/paper/2207.12298/) (2022)

## Abstract (arXiv)

Neural radiance field (NeRF) has become a popular 3D representation method for human avatar reconstruction due to its high-quality rendering capabilities, e.g., regarding novel views and poses. However, previous methods for editing the geometry and appearance of the avatar only allow for global editing through body shape parameters and 2D texture maps. In this paper, we propose a new approach named Unified Volumetric Avatar (UVA) that enables local and independent editing of both geometry and texture, while retaining the ability to render novel views and poses. UVA transforms each observation point to a canonical space using a skinning motion field and represents geometry and texture in separate neural fields. Each field is composed of a set of structured latent codes that are attached to anchor nodes on a deformable mesh in canonical space and diffused into the entire space via interpolation, allowing for local editing. To address spatial ambiguity in code interpolation, we use a local signed height indicator. We also replace the view-dependent radiance color with a pose-dependent shading factor to better represent surface illumination in different poses. Experiments on multiple human avatars demonstrate that our UVA achieves competitive results in novel view synthesis and novel pose rendering while enabling local and independent editing of geometry and appearance. The source code will be released.
