# NBAvatar: Neural Billboards Avatars with Realistic Hand-Face Interaction

arXiv: https://arxiv.org/abs/2603.12063 · HTML: https://mlsanity.com/paper/2603.12063/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Builds on 49 of its 65 references that are in the map.
- First posted on arXiv 12 Mar 2026.

## Builds on (most cited first, 30 of 49)

- [Adam: A Method for Stochastic Optimization](https://mlsanity.com/paper/1412.6980/) (2014)
- [U-Net: Convolutional Networks for Biomedical Image Segmentation](https://mlsanity.com/paper/1505.04597/) (2015)
- [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)
- [PointNet++: Deep Hierarchical Feature Learning on Point Sets in a Metric Space](https://mlsanity.com/paper/1706.02413/) (2017)
- [Instant Neural Graphics Primitives with a Multiresolution Hash Encoding](https://mlsanity.com/paper/2201.05989/) (2022)
- [V-Net: Fully Convolutional Neural Networks for Volumetric Medical Image Segmentation](https://mlsanity.com/paper/1606.04797/) (2016)
- [Arbitrary Style Transfer in Real-time with Adaptive Instance Normalization](https://mlsanity.com/paper/1703.06868/) (2017)
- [Plenoxels: Radiance Fields without Neural Networks](https://mlsanity.com/paper/2112.05131/) (2021)
- [TensoRF: Tensorial Radiance Fields](https://mlsanity.com/paper/2203.09517/) (2022)
- [2D Gaussian Splatting for Geometrically Accurate Radiance Fields](https://mlsanity.com/paper/2403.17888/) (2024)
- [SAM 3: Segment Anything with Concepts](https://mlsanity.com/paper/2511.16719/) (2025)
- [Learning an Animatable Detailed 3D Face Model from In-The-Wild Images](https://mlsanity.com/paper/2012.04012/) (2020)
- [Dynamic Neural Radiance Fields for Monocular 4D Facial Avatar Reconstruction](https://mlsanity.com/paper/2012.03065/) (2020)
- [GaussianAvatars: Photorealistic Head Avatars with Rigged 3D Gaussians](https://mlsanity.com/paper/2312.02069/) (2023)
- [I M Avatar: Implicit Morphable Head Avatars from Videos](https://mlsanity.com/paper/2112.07471/) (2021)
- [Neural Head Avatars from Monocular RGB Videos](https://mlsanity.com/paper/2112.01554/) (2021)
- [NeRSemble: Multi-view Radiance Field Reconstruction of Human Heads](https://mlsanity.com/paper/2305.03027/) (2023)
- [PointAvatar: Deformable Point-based Head Avatars from Videos](https://mlsanity.com/paper/2212.08377/) (2022)
- [SplattingAvatar: Realistic Real-Time Human Avatars with Mesh-Embedded Gaussian Splatting](https://mlsanity.com/paper/2403.05087/) (2024)
- [Deep Appearance Models for Face Rendering](https://mlsanity.com/paper/1808.00362/) (2018)
- [Instant Volumetric Head Avatars](https://mlsanity.com/paper/2211.12499/) (2022)
- [GANFIT: Generative Adversarial Network Fitting for High Fidelity 3D Face Reconstruction](https://mlsanity.com/paper/1902.05978/) (2019)
- [Relightable Gaussian Codec Avatars](https://mlsanity.com/paper/2312.03704/) (2023)
- [GART: Gaussian Articulated Template Models](https://mlsanity.com/paper/2311.16099/) (2023)
- [StopThePop: Sorted Gaussian Splatting for View-Consistent Real-time Rendering](https://mlsanity.com/paper/2402.00525/) (2024)
- [AvatarMAV: Fast 3D Head Avatar Reconstruction Using Motion-Aware Neural Voxels](https://mlsanity.com/paper/2211.13206/) (2022)
- [LISA: Learning Implicit Shape and Appearance of Hands](https://mlsanity.com/paper/2204.01695/) (2022)
- [StylePeople: A Generative Model of Fullbody Human Avatars](https://mlsanity.com/paper/2104.08363/) (2021)
- [URAvatar: Universal Relightable Gaussian Codec Avatars](https://mlsanity.com/paper/2410.24223/) (2024)

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

- [Deepfakes and Synthetic Media: Generation, Detection, and Governance](https://mlsanity.com/paper/2609.25017/) (2026)

## Abstract (arXiv)

We present NBAvatar - a method for realistic rendering of head avatars handling non-rigid deformations caused by hand-face interaction. To this end, we introduce a novel hybrid implicit-explicit representation for animated avatars by combining the training of explicit oriented planar primitives with implicit neural rendering. Such a combination of representations in the end-to-end pipeline enables NBAvatar to handle temporally and pose-consistent geometry, along with fine-grained appearance details provided by the neural rendering technique. To enable joint optimization of different representations we propose a geometry-aware training scheme that allows our hybrid representation to surpass existing approaches in terms of novel-view and novel-pose rendering quality. Specifically, NBAvatar achieves up to 53% LPIPS reduction compared to Gaussian-based avatar methods, while also improving PSNR and SSIM, and achieves higher structural similarity compared to the state-of-the-art hand-face interaction method InteractAvatar.
