# How to Build Digital Humans? From Priors to Photorealistic Avatars

arXiv: https://arxiv.org/abs/2607.04341 · HTML: https://mlsanity.com/paper/2607.04341/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Builds on 10 of its 575 references that are in the map.
- First posted on arXiv 5 Jul 2026.

## Builds on (most cited first, 10 of 10)

- [HunyuanVideo: A Systematic Framework For Large Video Generative Models](https://mlsanity.com/paper/2412.03603/) (2024)
- [CogVideo: Large-scale Pretraining for Text-to-Video Generation via Transformers](https://mlsanity.com/paper/2205.15868/) (2022)
- [Animate Anyone: Consistent and Controllable Image-to-Video Synthesis for Character Animation](https://mlsanity.com/paper/2311.17117/) (2023)
- [LTX-Video: Realtime Video Latent Diffusion](https://mlsanity.com/paper/2501.00103/) (2024)
- [Embodied AI Agents: Modeling the World](https://mlsanity.com/paper/2506.22355/) (2025)
- [Seamless Interaction: Dyadic Audiovisual Motion Modeling and Large-Scale Dataset](https://mlsanity.com/paper/2506.22554/) (2025)
- [Avatar Forcing: Real-Time Interactive Head Avatar Generation for Natural Conversation](https://mlsanity.com/paper/2601.00664/) (2026)
- [RealisMotion: Decomposed Human Motion Control and Video Generation in the World Space](https://mlsanity.com/paper/2508.08588/) (2025)
- [DisMo: Disentangled Motion Representations for Open-World Motion Transfer](https://mlsanity.com/paper/2511.23428/) (2025)
- [AdaViewPlanner: Adapting Video Diffusion Models for Viewpoint Planning in 4D Scenes](https://mlsanity.com/paper/2510.10670/) (2025)

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

- [Head Avatars with Dynamic Explicit Hair](https://mlsanity.com/paper/2607.23861/) (2026)

## Abstract (arXiv)

This state-of-the-art report provides an overview of controllable 3D human avatar creation. We describe current 3D avatar systems, which typically consist of three stages: (i) learning priors of human appearance and motion, (ii) creating a personalized avatar, and (iii) animating the avatar. To limit the scope, we focus on the prior learning and avatar creation stages. We define current avatar representations and introduce a taxonomy that categorizes existing work along multiple axes, including body regions and employed priors. We review methods for full-body and head avatars, as well as layered representations that decompose the body into components such as hands, hair, and garments. Finally, we outline common underlying principles, reference key literature for newcomers, and discuss open challenges and future research directions.
