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Bringing Your Portrait to 3D Presence

Conference: CVPR 2026
Paper: CVF Open Access
Code: To be confirmed
Area: 3D Vision
Keywords: Single-image 3D Avatar, Dual-UV representation, 3D Gaussian, Synthetic data, proxy mesh tracking

TL;DR

Utilizing a Dual-UV representation that projects image features into a canonical UV space, paired with a factorized "3D rendering + 2D generation" synthetic data manifold and a robust proxy mesh tracker, this work enables the reconstruction of animatable 3D Gaussian avatars from a single portrait (head, half-body, or full-body). The model generalizes to real-world photos despite being trained exclusively on synthetic data.

Background & Motivation

Background: Reconstructing animatable 3D avatars from single portraits is a core requirement for telepresence and VR. Recently, the Large Reconstruction Model (LRM) paradigm—such as LAM and LHM—has become dominant. These models encode input images into patch-level features and use a set of learnable tokens to query them via cross-attention, producing 3D outputs in a single forward pass without explicit geometric or texture optimization.

Limitations of Prior Work: This paradigm faces three major challenges. ① Sensitivity to pose and framing: ViT encoders lack strict translation invariance, requiring input images to be aligned to a fixed reference. However, human poses vary significantly and are often partially visible (half-body), leading to unstable alignment. Decoders must simultaneously associate patches with 3D space and adapt to token distribution shifts, resulting in identity drift and texture distortion. ② Scalability of data: High-quality multi-view portraits require expensive synchronized camera rigs; real monocular videos require extensive manual cleaning. Traditional rendering provides controllable geometry but lacks appearance diversity (domain gap), while 2D generative models offer realism but lack identity and cross-view consistency for direct 3D supervision. ③ Non-robust proxy mesh estimation: Existing trackers generally assume full-body visibility (some requiring hands or full silhouettes), whereas real snapshots are predominantly upper-body views.

Key Challenge: The LRM paradigm ties the representation to the image feature space—it must implicitly recover canonical structures from posed images. Since the proxy mesh already provides a deformation field, the decoder effectively wastes capacity re-learning geometric mappings. Furthermore, the definition of "half-body" is ambiguous (from shoulder to waist or thigh), leading to inconsistent spatial correspondences.

Goal: To develop a single model capable of processing head, half-body, and full-body inputs uniformly, relaxing requirements for input completeness and training data to advance truly in-the-wild single-image avatar reconstruction.

Key Insight: Rather than forcing the network to learn geometric alignment in image space, a non-learned closed-form projection can deterministically map image features into a canonical UV space (Dual-UV). This eliminates token drift caused by pose/framing at the source, allowing the network to focus solely on identity and appearance details.

Method

Overall Architecture

Given a single RGB portrait \(I\), the goal is to reconstruct a set of 3D Gaussians \(G=\{g_i=(\mu_i,\Sigma_i,c_i,\alpha_i)\}_{i=1}^N\). The authors decompose the latent space into two complementary parts \(z=\{z_{uv}, z_{mesh}\}\): \(z_{uv}\) is the Dual-UV representation encoding geometrically aligned appearance and visibility in canonical space; \(z_{mesh}\) is the latent parameterized by the proxy mesh responsible for pose-dependent deformation. The mapping is defined as:

\[f_\theta: I \to z_{uv}, \qquad G = \Phi(z_{uv}, z_{mesh}),\]

where \(f_\theta\) is the reconstruction network and \(\Phi\) converts latents into posed 3D Gaussians.

The pipeline comprises three synergistic components: ① The Dual-UV reconstruction model scatters image features (from a frozen encoder) along visible rays into a canonical UV grid to obtain Core-UV and Shell-UV features. A lightweight transformer then decodes these into UV-space Gaussian attributes, which are bound to the target mesh for rendering. ② Training is driven by a Factorized synthetic data manifold (3D rendering + 2D generation branches). ③ Reconstruction relies on a Hierarchical tracker that provides stable proxy meshes across varying input completeness.

%%{init: {'flowchart': {'rankSpacing': 24, 'nodeSpacing': 28, 'padding': 6, 'wrappingWidth': 400}}}%%
flowchart TD
    A["Single Portrait I"] --> P["Robust Proxy Mesh Tracking<br/>Fuses multiple estimators by visibility"]
    P --> B["Dual-UV Representation<br/>Core-UV (anchored) + Shell-UV (off-surface)"]
    B --> D["Lightweight Transformer Decoding<br/>Predicts UV-space Gaussian attributes"]
    D --> E["Bind to target mesh<br/>Any-view rendering"]
    F["Factorized Synthetic Data Manifold<br/>3D Rendering + 2D Gen + Filmic Regularization"] -.Training Supervision.-> B

Key Designs

1. Dual-UV Representation: Eliminating pose/framing drift via closed-form projection

This is the core of the system, addressing the identity drift in LRMs. Instead of using learnable tokens for cross-attention, the authors establish a deterministic correspondence between image pixels and canonical mesh surfaces. Using the UV layout of the human mesh, a differentiable "inverse parameterization" \((u,v)=M^{-1}(p;M)\) uniquely maps each surface point \(p\) to UV coordinates.

The representation consists of two paths. Core-UV (Surface-anchored): \(N\) surface points are sampled on mesh \(M\) with pre-stored face indices and barycentric coordinates. Given image \(I\) and calibrated camera \(\Pi\), features \(F=E(I)\) are extracted using a frozen Sapiens-1B encoder. \(M\) is rasterized under \(\Pi\) (with back-face culling and z-buffering) to determine visibility. Each visible point \(p_i\) is projected to image coordinates \(x_i=\Pi(p_i)\) to sample features \(f_i=S(F,x_i)\). These are scattered into a regular UV grid \(\tilde U \in \mathbb{R}^{H_U\times W_U\times C}\):

\[\tilde U(u,v)=\frac{\sum_i m_i\, k\big((u,v)-(u_i,v_i)\big)\, f_i}{\sum_i m_i\, k\big((u,v)-(u_i,v_i)\big)+\varepsilon},\]

where \(k(\cdot)\) is an aggregation kernel and \(m_i\) is the visibility mask. Shell-UV (Off-surface details): To capture volumetric details like hair or loose clothing not covered by the body mesh, an outer shell \(M^+\) is defined via vertex normal extrusion. Features are sampled where the shell is visible but the body mesh \(M\) is not, populating a coarser \(\tilde U_{shell}\).

2. MAE-aligned Lightweight Decoder: Filling visible UV grids as masked tokens

Core-UV and Shell-UV tokens are concatenated and passed through a shallow transformer stack, then unpatched into UV attributes. Specific heads predict Gaussian color \(c\), opacity \(o\), offset \(d\), rotation \(r\), and scale \(s\). The key observation is that projected image features only fill visible UV grids, leaving occluded areas empty—naturally corresponding to masked tokens in Masked Autoencoders (MAE). A compact transformer (decoding < 0.1B parameters, 8 self-attention layers) propagates information from visible to missing regions.

3. Factorized Synthetic Data Manifold: 3D rendering for geometry + 2D generation for appearance

To address data scalability, the authors use two complementary branches without real 3D supervision. The Synthetic Rendering branch uses parametric human models in HDRI environments to provide multi-view consistency (150K subjects). The Generative branch leverages 2D generation (300K clips). A GPT-5 and Qwen2.5-14B-Instruct pipeline acts as a "realism regularizer" to transform prompts into physically consistent filmic spaces (handling lighting, composition, and clothing).

The crucial element is Directed Cross-view Consistency: Generated frames are treated as "weakly correlated views." Constraints flow only from more reliable to less reliable views (e.g., Side → Back), avoiding cyclic constraints that amplify identity drift and texture aliasing.

4. Robust Proxy Mesh Estimation: Hierarchical fusion based on visibility

REliable proxy meshes are essential for canonical reconstruction. The authors benchmark multiple estimators (OSX for half-body, Multi-HMR for full-body, EMICA for head-dominant, HaMeR for hands) to identify their "reliable zones." A hierarchical framework activates and fuses outputs based on detected visibility, followed by joint refinement via keypoint re-projection and dense vertex alignment.

Loss & Training

Training utilizes AdamW (\(1\times10^{-4}\)), mixed precision, and gradient clipping (norm 1.0) on 4 A100 80G GPUs for 3 days. Decoder outputs are unpatched into \(8\times8\) patches to form \(512\times512\) Gaussian attribute maps (262K Gaussians). Data is split 19:1 for training/validation.

Key Experimental Results

Main Results

Evaluation was conducted across Upper-body (OpenHumanVid), Head (RenderMe360), and Full-Body (SHHQ) settings. Notably, the model was trained only on upper-body dominant synthetic data.

Setup Metric Ours Strongest Baseline Comparison
Upper-Wild PSNR↑ / SSIM↑ / LPIPS↓ 21.09 / 0.851 / 0.143 GUAVA 20.59 / 0.786 / 0.196 Significantly lower LPIPS; better texture and identity.
Upper-Wan PSNR↑ / SSIM↑ / LPIPS↓ 20.38 / 0.787 / 0.164 GUAVA 20.24 / 0.722 / 0.194 Comprehensive lead.
Head PSNR↑ / SSIM↑ / LPIPS↓ 24.53 / 0.864 / 0.092 IDOL 18.51 / 0.875 / 0.126 Large lead in PSNR/LPIPS; reconstructs below the neck.
Full-Body PSNR↑ / SSIM↑ / LPIPS↓ 19.04 / 0.853 / 0.161 LHM 21.53 / 0.915 / 0.073 Competitive despite never seeing lower bodies in training.

Key finding: Ours outperforms LRM-based models (IDOL, LHM-HF) in texture fidelity and identity preservation. While GUAVA is competitive in visible areas, it requires hands to be visible; ours remains robust under hand occlusion without 2D refinement.

Ablation Study

(Evaluated on upper-body synthetic clips):

Configuration PSNR↑ SSIM↑ LPIPS↓ 说明
2-layer Decoder 20.31 0.785 0.181 Shallow
8-layer Decoder (Default) 20.38 0.787 0.164 Depth provides stable LPIPS gains
w/o shell token 20.35 0.785 0.180 Poor off-surface details
Syn only (Rendering) 19.57 0.758 0.242 Worst generalization
Full (All sources) 20.38 0.787 0.164 Best performance

Key Findings

  • Data Combination > Single Source: Purely synthetic rendering (syn) generalizes poorly; adding generative data (gen) mitigates this significantly.
  • Effectiveness of shell tokens: Removing them increases LPIPS from 0.164 to 0.180, confirming their contribution to hair and clothing modeling.
  • Scaling benefits: Both decoder depth and data volume show monotonic improvements, though the bottleneck appears to be representation and data quality rather than decoder capacity.

Highlights & Insights

  • From Learning to Computation: Replacing learnable queries with closed-form image \(\to\) UV projection geometrically removes pose drift. This is why a small (<0.1B) decoder can achieve high generalization.
  • Non-strict Multi-view Consistency: Instead of forcing diffusion models to be consistent, the use of a realism regularizer and directed consistency preserves 2D diversity while suppressing inconsistency risks.
  • Core/Shell Dual-UV: Decouples "on-surface identity" from "off-surface volumetric details," offering a cleaner architecture than dual-branch templates (e.g., GUAVA).
  • Multi-view support: Multi-view inputs can be fused via simple linear blending of UV features without specialized attention mechanisms.

Limitations & Future Work

  • Proxy Mesh Dependence: Errors in proxy mesh estimation under extreme or highly articulated poses lead to reconstruction artifacts.
  • View Coverage: Despite identity diversity, the synthetic manifold still has sparse viewpoint coverage for side and back views.
  • Future Directions: Exploring representation with weaker pose dependence and improving training viewpoint coverage.
  • vs LHM / LAM (LRM series): These rely on learned tokens in image space; Ours uses deterministic UV projection and a lightweight MAE-style decoder to eliminate geometric drift.
  • vs IDOL: IDOL fine-tunes diffusion models for multi-view synthesis; Ours preserves raw 2D texture richness and avoids diversity bias by not enforcing strict generative consistency.
  • vs GUAVA: GUAVA uses a separate template branch and requires subsequent refinement; Ours provides a single Dual-UV framework robust to hand occlusion.

Rating

  • Novelty: ⭐⭐⭐⭐⭐ Conceptually clean shift from learned queries to deterministic projection.
  • Experimental Thoroughness: ⭐⭐⭐⭐ Extensive ablations, though performance on full-body lags behind specialized models.
  • Writing Quality: ⭐⭐⭐⭐⭐ Clear mapping between challenges and design solutions.
  • Value: ⭐⭐⭐⭐⭐ High practical value for in-the-wild avatar deployment from single images.