# Latent Dynamics for Full Body Avatar Animation

arXiv: https://arxiv.org/abs/2605.21478 · HTML: https://mlsanity.com/paper/2605.21478/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 27 of its 53 references that are in the map.
- First posted on arXiv 20 May 2026.

## Builds on (most cited first, 27 of 27)

- [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)
- [Layer Normalization](https://mlsanity.com/paper/1607.06450/) (2016)
- [Demystifying MMD GANs](https://mlsanity.com/paper/1801.01401/) (2018)
- [Neural Body: Implicit Neural Representations with Structured Latent Codes for Novel View Synthesis of Dynamic Humans](https://mlsanity.com/paper/2012.15838/) (2020)
- [Perceiver IO: A General Architecture for Structured Inputs & Outputs](https://mlsanity.com/paper/2107.14795/) (2021)
- [Animatable Neural Radiance Fields for Modeling Dynamic Human Bodies](https://mlsanity.com/paper/2105.02872/) (2021)
- [Sapiens: Foundation for Human Vision Models](https://mlsanity.com/paper/2408.12569/) (2024)
- [GauHuman: Articulated Gaussian Splatting from Monocular Human Videos](https://mlsanity.com/paper/2312.02973/) (2023)
- [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)
- [Real-time Deep Dynamic Characters](https://mlsanity.com/paper/2105.01794/) (2021)
- [DNA-Rendering: A Diverse Neural Actor Repository for High-Fidelity Human-centric Rendering](https://mlsanity.com/paper/2307.10173/) (2023)
- [Driving-Signal Aware Full-Body Avatars](https://mlsanity.com/paper/2105.10441/) (2021)
- [HOOD: Hierarchical Graphs for Generalized Modelling of Clothing Dynamics](https://mlsanity.com/paper/2212.07242/) (2022)
- [Modeling Clothing as a Separate Layer for an Animatable Human Avatar](https://mlsanity.com/paper/2106.14879/) (2021)
- [MVHumanNet: A Large-scale Dataset of Multi-view Daily Dressing Human Captures](https://mlsanity.com/paper/2312.02963/) (2023)
- [PhysAvatar: Learning the Physics of Dressed 3D Avatars from Visual Observations](https://mlsanity.com/paper/2404.04421/) (2024)
- [Predicting Loose-Fitting Garment Deformations Using Bone-Driven Motion Networks](https://mlsanity.com/paper/2205.01355/) (2022)
- [Animatable Implicit Neural Representations for Creating Realistic Avatars from Videos](https://mlsanity.com/paper/2203.08133/) (2022)
- [Within the Dynamic Context: Inertia-aware 3D Human Modeling with Pose Sequence](https://mlsanity.com/paper/2403.19160/) (2024)
- [Sequential Gaussian Avatars with Hierarchical Motion Context](https://mlsanity.com/paper/2411.16768/) (2024)
- [MPMAvatar: Learning 3D Gaussian Avatars with Accurate and Robust Physics-Based Dynamics](https://mlsanity.com/paper/2510.01619/) (2025)
- [R3-Avatar: Record and Retrieve Temporal Codebook for Reconstructing Photorealistic Human Avatars](https://mlsanity.com/paper/2503.12751/) (2025)
- [Zero-Shot Reconstruction of Animatable 3D Avatars with Cloth Dynamics from a Single Image](https://mlsanity.com/paper/2603.14772/) (2026)
- [RealityAvatar: Towards Realistic Loose Clothing Modeling in Animatable 3D Gaussian Avatars](https://mlsanity.com/paper/2504.01559/) (2025)

## Abstract (arXiv)

Pose-driven full-body avatars built on neural rendering produce high-quality novel views of a captured subject. Yet loose clothing and other dynamic elements deform in ways pose alone cannot explain: the same pose can correspond to many different states, because their motion depends on history, inertia, and contact. Explicit simulation and layered-garment methods can model such dynamics, but they require either a dedicated garment template, which raw multi-view capture does not naturally provide, or a test-time physics simulator with non-trivial runtime cost. A parallel line of work learns data-driven clothing avatars that avoid explicit garment layers. These methods add an auxiliary latent for variation beyond pose; at inference, they fix it, regress it from pose, or retrieve it from training data, without explicitly modeling how the latent evolves with its own dynamics. Additionally, even in everyday motion with loose clothing, existing architectures often struggle to capture fine-grained detail, producing blurry renderings and temporal artifacts. We augment a pose-conditioned 3D Gaussian avatar with a transformer-based decoder and a dynamics residual latent that captures temporal appearance and geometry variation beyond the driving signals. At inference, a learned latent dynamics model evolves the residual latent from a short pose history and the previous latent state. The model decomposes each update into driving, restoring, and dissipative forces, producing temporally coherent, history-dependent rollouts with negligible added cost. Different initial conditions yield diverse yet plausible motion trajectories, and the force decomposition exposes controls such as stiffness. Across nine captured sequences of everyday motion with diverse loose garments, quantitative metrics and a perceptual user study show improved animation quality over recent data-driven baselines.
