# TriHuman : A Real-time and Controllable Tri-plane Representation for Detailed Human Geometry and Appearance Synthesis

arXiv: https://arxiv.org/abs/2312.05161 · HTML: https://mlsanity.com/paper/2312.05161/

## Key facts

- Cited by 28 papers in the map (data through 14 Oct 2026).
- Builds on 51 of its 76 references that are in the map.
- First posted on arXiv 8 Dec 2023.

## Builds on (most cited first, 30 of 51)

- [PyTorch: An Imperative Style, High-Performance Deep Learning Library](https://mlsanity.com/paper/1912.01703/) (2019)
- [The Unreasonable Effectiveness of Deep Features as a Perceptual Metric](https://mlsanity.com/paper/1801.03924/) (2018)
- [Instant Neural Graphics Primitives with a Multiresolution Hash Encoding](https://mlsanity.com/paper/2201.05989/) (2022)
- [NeuS: Learning Neural Implicit Surfaces by Volume Rendering for Multi-view Reconstruction](https://mlsanity.com/paper/2106.10689/) (2021)
- [Plenoxels: Radiance Fields without Neural Networks](https://mlsanity.com/paper/2112.05131/) (2021)
- [D-NeRF: Neural Radiance Fields for Dynamic Scenes](https://mlsanity.com/paper/2011.13961/) (2020)
- [Nerfies: Deformable Neural Radiance Fields](https://mlsanity.com/paper/2011.12948/) (2020)
- [Volume Rendering of Neural Implicit Surfaces](https://mlsanity.com/paper/2106.12052/) (2021)
- [Scene Representation Networks: Continuous 3D-Structure-Aware Neural Scene Representations](https://mlsanity.com/paper/1906.01618/) (2019)
- [GIRAFFE: Representing Scenes as Compositional Generative Neural Feature Fields](https://mlsanity.com/paper/2011.12100/) (2020)
- [Implicit Geometric Regularization for Learning Shapes](https://mlsanity.com/paper/2002.10099/) (2020)
- [pi-GAN: Periodic Implicit Generative Adversarial Networks for 3D-Aware Image Synthesis](https://mlsanity.com/paper/2012.00926/) (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)
- [UNISURF: Unifying Neural Implicit Surfaces and Radiance Fields for Multi-View Reconstruction](https://mlsanity.com/paper/2104.10078/) (2021)
- [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)
- [Non-Rigid Neural Radiance Fields: Reconstruction and Novel View Synthesis of a Dynamic Scene From Monocular Video](https://mlsanity.com/paper/2012.12247/) (2020)
- [Baking Neural Radiance Fields for Real-Time View Synthesis](https://mlsanity.com/paper/2103.14645/) (2021)
- [Dynamic Neural Radiance Fields for Monocular 4D Facial Avatar Reconstruction](https://mlsanity.com/paper/2012.03065/) (2020)
- [Animatable Neural Radiance Fields for Modeling Dynamic Human Bodies](https://mlsanity.com/paper/2105.02872/) (2021)
- [NeuS2: Fast Learning of Neural Implicit Surfaces for Multi-view Reconstruction](https://mlsanity.com/paper/2212.05231/) (2022)
- [Rodin: A Generative Model for Sculpting 3D Digital Avatars Using Diffusion](https://mlsanity.com/paper/2212.06135/) (2022)
- [Video Based Reconstruction of 3D People Models](https://mlsanity.com/paper/1803.04758/) (2018)
- [A-NeRF: Articulated Neural Radiance Fields for Learning Human Shape, Appearance, and Pose](https://mlsanity.com/paper/2102.06199/) (2021)
- [Neural Articulated Radiance Field](https://mlsanity.com/paper/2104.03110/) (2021)
- [SCANimate: Weakly Supervised Learning of Skinned Clothed Avatar Networks](https://mlsanity.com/paper/2104.03313/) (2021)
- [TAVA: Template-free Animatable Volumetric Actors](https://mlsanity.com/paper/2206.08929/) (2022)
- [Optimizing the Latent Space of Generative Networks](https://mlsanity.com/paper/1707.05776/) (2017)
- [H-NeRF: Neural Radiance Fields for Rendering and Temporal Reconstruction of Humans in Motion](https://mlsanity.com/paper/2110.13746/) (2021)

## Built on by (most cited first, 28 of 28)

- [ASH: Animatable Gaussian Splats for Efficient and Photoreal Human Rendering](https://mlsanity.com/paper/2312.05941/) (2023)
- [Vid2Avatar-Pro: Authentic Avatar from Videos in the Wild via Universal Prior](https://mlsanity.com/paper/2503.01610/) (2025)
- [Robust Dual Gaussian Splatting for Immersive Human-centric Volumetric Videos](https://mlsanity.com/paper/2409.08353/) (2024)
- [iHuman: Instant Animatable Digital Humans From Monocular Videos](https://mlsanity.com/paper/2407.11174/) (2024)
- [Generative AI for Film Creation: A Survey of Recent Advances](https://mlsanity.com/paper/2504.08296/) (2025)
- [MetaCap: Meta-learning Priors from Multi-View Imagery for Sparse-view Human Performance Capture and Rendering](https://mlsanity.com/paper/2403.18820/) (2024)
- [SqueezeMe: Mobile-Ready Distillation of Gaussian Full-Body Avatars](https://mlsanity.com/paper/2412.15171/) (2024)
- [EgoAvatar: Egocentric View-Driven and Photorealistic Full-body Avatars](https://mlsanity.com/paper/2410.01835/) (2024)
- [RePerformer: Immersive Human-centric Volumetric Videos from Playback to Photoreal Reperformance](https://mlsanity.com/paper/2503.12242/) (2025)
- [Real-time Free-view Human Rendering from Sparse-view RGB Videos using Double Unprojected Textures](https://mlsanity.com/paper/2412.13183/) (2024)
- [3D Representation Methods: A Survey](https://mlsanity.com/paper/2410.06475/) (2024)
- [BEAM: Bridging Physically-based Rendering and Gaussian Modeling for Relightable Volumetric Video](https://mlsanity.com/paper/2502.08297/) (2025)
- [GASPACHO: Gaussian Splatting for Controllable Humans and Objects](https://mlsanity.com/paper/2503.09342/) (2025)
- [AHA! Animating Human Avatars in Diverse Scenes with Gaussian Splatting](https://mlsanity.com/paper/2511.09827/) (2025)
- [UMA: Ultra-detailed Human Avatars via Multi-level Surface Alignment](https://mlsanity.com/paper/2506.01802/) (2025)
- [Parametric Gaussian Human Model: Generalizable Prior for Efficient and Realistic Human Avatar Modeling](https://mlsanity.com/paper/2506.06645/) (2025)
- [Relightable Holoported Characters: Capturing and Relighting Dynamic Human Performance from Sparse Views](https://mlsanity.com/paper/2512.00255/) (2025)
- [AHOY! Animatable Humans under Occlusion from YouTube Videos with Gaussian Splatting and Video Diffusion Priors](https://mlsanity.com/paper/2603.17975/) (2026)
- [TEDRA: Text-based Editing of Dynamic and Photoreal Actors](https://mlsanity.com/paper/2408.15995/) (2024)
- [Hyper Diffusion Avatars: Dynamic Human Avatar Generation using Network Weight Space Diffusion](https://mlsanity.com/paper/2509.04145/) (2025)
- [Revisiting Avatar-As-Image: High-Fidelity Registration is All You Need](https://mlsanity.com/paper/2609.11722/) (2026)
- [Animated 3DGS Avatars in Diverse Scenes with Consistent Lighting and Shadows](https://mlsanity.com/paper/2601.01660/) (2026)
- [GenFusion: Feed-forward Human Performance Capture via Progressive Canonical Space Updates](https://mlsanity.com/paper/2603.28997/) (2026)
- [MUA: Mobile Ultra-detailed Animatable Avatars](https://mlsanity.com/paper/2604.18583/) (2026)
- [SOMA: From Surface Observations to Muscle Anatomy](https://mlsanity.com/paper/2606.09246/) (2026)
- [RAGA: Real Time Ray Traced Gaussian Shadow Casting for 3DGS Avatar-Scene Interaction](https://mlsanity.com/paper/2606.29329/) (2026)
- [LUNA: Learning Universal 3D Human Animation Beyond Skinning](https://mlsanity.com/paper/2606.31981/) (2026)
- [AvatarDynamizer: From Static to Dynamic Human Avatars via Generative Dynamic Textures](https://mlsanity.com/paper/2608.19900/) (2026)

## Abstract (arXiv)

Creating controllable, photorealistic, and geometrically detailed digital doubles of real humans solely from video data is a key challenge in Computer Graphics and Vision, especially when real-time performance is required. Recent methods attach a neural radiance field (NeRF) to an articulated structure, e.g., a body model or a skeleton, to map points into a pose canonical space while conditioning the NeRF on the skeletal pose. These approaches typically parameterize the neural field with a multi-layer perceptron (MLP) leading to a slow runtime. To address this drawback, we propose TriHuman a novel human-tailored, deformable, and efficient tri-plane representation, which achieves real-time performance, state-of-the-art pose-controllable geometry synthesis as well as photorealistic rendering quality. At the core, we non-rigidly warp global ray samples into our undeformed tri-plane texture space, which effectively addresses the problem of global points being mapped to the same tri-plane locations. We then show how such a tri-plane feature representation can be conditioned on the skeletal motion to account for dynamic appearance and geometry changes. Our results demonstrate a clear step towards higher quality in terms of geometry and appearance modeling of humans as well as runtime performance.
