# Relightable Full-Body Gaussian Codec Avatars

arXiv: https://arxiv.org/abs/2501.14726 · HTML: https://mlsanity.com/paper/2501.14726/

## Key facts

- Cited by 22 papers in the map (data through 14 Oct 2026).
- Builds on 44 of its 85 references that are in the map.
- First posted on arXiv 24 Jan 2025.

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

- [Denoising Diffusion Probabilistic Models](https://mlsanity.com/paper/2006.11239/) (2020)
- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [2D Gaussian Splatting for Geometrically Accurate Radiance Fields](https://mlsanity.com/paper/2403.17888/) (2024)
- [Dynamic 3D Gaussians: Tracking by Persistent Dynamic View Synthesis](https://mlsanity.com/paper/2308.09713/) (2023)
- [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)
- [PGSR: Planar-based Gaussian Splatting for Efficient and High-Fidelity Surface Reconstruction](https://mlsanity.com/paper/2406.06521/) (2024)
- [Mixture of Volumetric Primitives for Efficient Neural Rendering](https://mlsanity.com/paper/2103.01954/) (2021)
- [Deferred Neural Rendering: Image Synthesis using Neural Textures](https://mlsanity.com/paper/1904.12356/) (2019)
- [A-NeRF: Articulated Neural Radiance Fields for Learning Human Shape, Appearance, and Pose](https://mlsanity.com/paper/2102.06199/) (2021)
- [Gaussian Opacity Fields: Efficient Adaptive Surface Reconstruction in Unbounded Scenes](https://mlsanity.com/paper/2404.10772/) (2024)
- [GS-IR: 3D Gaussian Splatting for Inverse Rendering](https://mlsanity.com/paper/2311.16473/) (2023)
- [PointAvatar: Deformable Point-based Head Avatars from Videos](https://mlsanity.com/paper/2212.08377/) (2022)
- [TAVA: Template-free Animatable Volumetric Actors](https://mlsanity.com/paper/2206.08929/) (2022)
- [GauHuman: Articulated Gaussian Splatting from Monocular Human Videos](https://mlsanity.com/paper/2312.02973/) (2023)
- [Shape, Light, and Material Decomposition from Images using Monte Carlo Rendering and Denoising](https://mlsanity.com/paper/2206.03380/) (2022)
- [Single Image Portrait Relighting](https://mlsanity.com/paper/1905.00824/) (2019)
- [ARAH: Animatable Volume Rendering of Articulated Human SDFs](https://mlsanity.com/paper/2210.10036/) (2022)
- [NeRFactor: Neural Factorization of Shape and Reflectance Under an Unknown Illumination](https://mlsanity.com/paper/2106.01970/) (2021)
- [Real-time Deep Dynamic Characters](https://mlsanity.com/paper/2105.01794/) (2021)
- [Neural Actor: Neural Free-view Synthesis of Human Actors with Pose Control](https://mlsanity.com/paper/2106.02019/) (2021)
- [ASH: Animatable Gaussian Splats for Efficient and Photoreal Human Rendering](https://mlsanity.com/paper/2312.05941/) (2023)
- [Driving-Signal Aware Full-Body Avatars](https://mlsanity.com/paper/2105.10441/) (2021)
- [Neural Light Transport for Relighting and View Synthesis](https://mlsanity.com/paper/2008.03806/) (2020)
- [SwitchLight: Co-design of Physics-driven Architecture and Pre-training Framework for Human Portrait Relighting](https://mlsanity.com/paper/2402.18848/) (2024)
- [3D Gaussian Splatting with Deferred Reflection](https://mlsanity.com/paper/2404.18454/) (2024)
- [Drivable Volumetric Avatars using Texel-Aligned Features](https://mlsanity.com/paper/2207.09774/) (2022)
- [PhysAvatar: Learning the Physics of Dressed 3D Avatars from Visual Observations](https://mlsanity.com/paper/2404.04421/) (2024)
- [URAvatar: Universal Relightable Gaussian Codec Avatars](https://mlsanity.com/paper/2410.24223/) (2024)
- [Relighting4D: Neural Relightable Human from Videos](https://mlsanity.com/paper/2207.07104/) (2022)

## Built on by (most cited first, 22 of 22)

- [LuxRemix: Lighting Decomposition and Remixing for Indoor Scenes](https://mlsanity.com/paper/2601.15283/) (2026)
- [HumanOLAT: A Large-Scale Dataset for Full-Body Human Relighting and Novel-View Synthesis](https://mlsanity.com/paper/2508.09137/) (2025)
- [BecomingLit: Relightable Gaussian Avatars with Hybrid Neural Shading](https://mlsanity.com/paper/2506.06271/) (2025)
- [OLATverse: A Large-scale Real-world Object Dataset with Precise Lighting Control](https://mlsanity.com/paper/2511.02483/) (2025)
- [Bringing Your Portrait to 3D Presence](https://mlsanity.com/paper/2511.22553/) (2025)
- [Large-scale Codec Avatars: The Unreasonable Effectiveness of Large-scale Avatar Pretraining](https://mlsanity.com/paper/2604.02320/) (2026)
- [GeoRelight: Learning Joint Geometrical Relighting and Reconstruction with Flexible Multi-Modal Diffusion Transformers](https://mlsanity.com/paper/2604.20715/) (2026)
- [DNF-Avatar: Distilling Neural Fields for Real-time Animatable Avatar Relighting](https://mlsanity.com/paper/2504.10486/) (2025)
- [Relightable Holoported Characters: Capturing and Relighting Dynamic Human Performance from Sparse Views](https://mlsanity.com/paper/2512.00255/) (2025)
- [High-Fidelity Mobile Avatars with Pruned Local Blendshapes](https://mlsanity.com/paper/2605.01854/) (2026)
- [DAMA: Disentangled Body-Anchored Gaussians for Controllable Multi-Layered Avatars](https://mlsanity.com/paper/2605.21001/) (2026)
- [Frequency-Decomposed Avatar Representation for Varying Camera Distances](https://mlsanity.com/paper/2512.03593/) (2025)
- [GenLCA: 3D Diffusion for Full-Body Avatars from In-the-Wild Videos](https://mlsanity.com/paper/2604.07273/) (2026)
- [LumiMotion: Improving Gaussian Relighting with Scene Dynamics](https://mlsanity.com/paper/2604.10994/) (2026)
- [Animated 3DGS Avatars in Diverse Scenes with Consistent Lighting and Shadows](https://mlsanity.com/paper/2601.01660/) (2026)
- [Autoregressive Appearance Prediction for 3D Gaussian Avatars](https://mlsanity.com/paper/2604.00928/) (2026)
- [HyperBones: Realtime Bone-driven Neural Garment Simulation with Hypernetwork Conditioning](https://mlsanity.com/paper/2605.20460/) (2026)
- [EgoRelight: Egocentric Human Capture and Illumination Recovery for Relightable and Photoreal Avatar Rendering](https://mlsanity.com/paper/2605.28401/) (2026)
- [Generative Relightable Avatars](https://mlsanity.com/paper/2606.22718/) (2026)
- [RAGA: Real Time Ray Traced Gaussian Shadow Casting for 3DGS Avatar-Scene Interaction](https://mlsanity.com/paper/2606.29329/) (2026)
- [JacobianAvatar: Temporally Consistent Semi-rigid Avatar Reconstruction from a Monocular Video](https://mlsanity.com/paper/2606.31115/) (2026)
- [Relightable 3D Avatar Reconstruction with Semantic-Adaptive Motion-Illumination Responses](https://mlsanity.com/paper/2609.24158/) (2026)

## Abstract (arXiv)

We propose Relightable Full-Body Gaussian Codec Avatars, a new approach for modeling relightable full-body avatars with fine-grained details including face and hands. The unique challenge for relighting full-body avatars lies in the large deformations caused by body articulation and the resulting impact on appearance caused by light transport. Changes in body pose can dramatically change the orientation of body surfaces with respect to lights, resulting in both local appearance changes due to changes in local light transport functions, as well as non-local changes due to occlusion between body parts. To address this, we decompose the light transport into local and non-local effects. Local appearance changes are modeled using learnable zonal harmonics for diffuse radiance transfer. Unlike spherical harmonics, zonal harmonics are highly efficient to rotate under articulation. This allows us to learn diffuse radiance transfer in a local coordinate frame, which disentangles the local radiance transfer from the articulation of the body. To account for non-local appearance changes, we introduce a shadow network that predicts shadows given precomputed incoming irradiance on a base mesh. This facilitates the learning of non-local shadowing between the body parts. Finally, we use a deferred shading approach to model specular radiance transfer and better capture reflections and highlights such as eye glints. We demonstrate that our approach successfully models both the local and non-local light transport required for relightable full-body avatars, with a superior generalization ability under novel illumination conditions and unseen poses.
