# Frequency-Decomposed Avatar Representation for Varying Camera Distances

arXiv: https://arxiv.org/abs/2512.03593 · HTML: https://mlsanity.com/paper/2512.03593/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Builds on 50 of its 62 references that are in the map.
- First posted on arXiv 3 Dec 2025.

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

- [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)
- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [Mip-NeRF: A Multiscale Representation for Anti-Aliasing Neural Radiance Fields](https://mlsanity.com/paper/2103.13415/) (2021)
- [AMASS: Archive of Motion Capture as Surface Shapes](https://mlsanity.com/paper/1904.03278/) (2019)
- [2D Gaussian Splatting for Geometrically Accurate Radiance Fields](https://mlsanity.com/paper/2403.17888/) (2024)
- [PIFu: Pixel-Aligned Implicit Function for High-Resolution Clothed Human Digitization](https://mlsanity.com/paper/1905.05172/) (2019)
- [Scaffold-GS: Structured 3D Gaussians for View-Adaptive Rendering](https://mlsanity.com/paper/2312.00109/) (2023)
- [The Perception-Distortion Tradeoff](https://mlsanity.com/paper/1711.06077/) (2017)
- [HumanNeRF: Free-viewpoint Rendering of Moving People from Monocular Video](https://mlsanity.com/paper/2201.04127/) (2022)
- [ARCH: Animatable Reconstruction of Clothed Humans](https://mlsanity.com/paper/2004.04572/) (2020)
- [Video Based Reconstruction of 3D People Models](https://mlsanity.com/paper/1803.04758/) (2018)
- [Octree-GS: Towards Consistent Real-time Rendering with LOD-Structured 3D Gaussians](https://mlsanity.com/paper/2403.17898/) (2024)
- [A Hierarchical 3D Gaussian Representation for Real-Time Rendering of Very Large Datasets](https://mlsanity.com/paper/2406.12080/) (2024)
- [3DGS-Avatar: Animatable Avatars via Deformable 3D Gaussian Splatting](https://mlsanity.com/paper/2312.09228/) (2023)
- [CityGaussian: Real-time High-quality Large-Scale Scene Rendering with Gaussians](https://mlsanity.com/paper/2404.01133/) (2024)
- [GaussianAvatar: Towards Realistic Human Avatar Modeling from a Single Video via Animatable 3D Gaussians](https://mlsanity.com/paper/2312.02134/) (2023)
- [ARCH++: Animation-Ready Clothed Human Reconstruction Revisited](https://mlsanity.com/paper/2108.07845/) (2021)
- [TAVA: Template-free Animatable Volumetric Actors](https://mlsanity.com/paper/2206.08929/) (2022)
- [Learning to Reconstruct People in Clothing from a Single RGB Camera](https://mlsanity.com/paper/1903.05885/) (2019)
- [HumanRF: High-Fidelity Neural Radiance Fields for Humans in Motion](https://mlsanity.com/paper/2305.06356/) (2023)
- [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)
- [Pixel Codec Avatars](https://mlsanity.com/paper/2104.04638/) (2021)
- [Relightable Gaussian Codec Avatars](https://mlsanity.com/paper/2312.03704/) (2023)
- [Photorealistic Monocular 3D Reconstruction of Humans Wearing Clothing](https://mlsanity.com/paper/2204.08906/) (2022)
- [GART: Gaussian Articulated Template Models](https://mlsanity.com/paper/2311.16099/) (2023)
- [Structured Local Radiance Fields for Human Avatar Modeling](https://mlsanity.com/paper/2203.14478/) (2022)
- [Detailed Human Avatars from Monocular Video](https://mlsanity.com/paper/1808.01338/) (2018)
- [Animatable Neural Radiance Fields from Monocular RGB Videos](https://mlsanity.com/paper/2106.13629/) (2021)

## Built on by (most cited first, 1 of 1)

- [NBAvatar: Neural Billboards Avatars with Realistic Hand-Face Interaction](https://mlsanity.com/paper/2603.12063/) (2026)

## Abstract (arXiv)

We present a CloseUpAvatar - a novel approach for articulated human avatar representation supporting a wider range of camera motions, while preserving rendering quality for close-up views. CloseUpAvatar represents an avatar as a set of textured planes with frequency-decomposed learnable textures for low and high-frequency detail. The method automatically switches to high-frequency textures when the camera comes close to the avatar's surface and gradually reduces their impact as the camera moves farther away. Such parametrization of the avatar enables CloseUpAvatar to adjust rendering quality based on camera distance ensuring realistic rendering across a wider range of camera orientations than previous approaches. We provide experiments on the ActorsHQ dataset with high-resolution input images and the THuman4.0 dataset with diverse articulated poses. CloseUpAvatar demonstrates both qualitative and quantitative improvements over existing methods in rendering from novel wide range camera positions, while maintaining high FPS by limiting the number of required primitives.
