Papers for
3d character artists
Papers whose findings have a practical use for this group, as judged from the abstract. Open a paper to read what it means in practice.
Blendshape creation for anime models with separate face parts
Blendshape Generation for Models with Disconnected Parts: Adding ARKit/MediaPipe Blendshapes to Anime-Style Character Models
Abstract: Blendshape generation for 3D models has been extensively researched, but very few works address generating blendshapes for models with multiple disconnected parts. We present a case study of generating fixed facial expression blendshapes for commercial anime-style 3D character models with up to 11 parts per face. To make sure that our system can handle models in a way that is agnostic to topology, we train neural networks to generate deformation fields around the input meshes. We employ at least one network to independently process each part, and the relative positions of their outputs are coordinated by having each network also process the geometry of an anchor part. We use two mechanisms to improve accuracy: having the networks predict whether the output displacement is zero or not, and classifying blendshapes into different size groups and dedicating a network to each group. We also introduce a method to improve blendshape quality by enhancing bilateral symmetry. Our method is simpler than recent neural-network-based works and solves a real problem of the user community of these models.
HairFlow generates detailed 3D hair strands fast from sketches and shapes
HairFlow: Modeling 3D Hair Strands with Multi-Modal Conditioned Diffusion
Abstract: Modeling 3D hair strands is challenging due to complex hairstyle geometry, scarce high-quality training data, and incomplete or noisy input observations. Foundation models offer broader hairstyle priors, but their outputs are not directly usable for strand-based rendering and simulation. Existing approaches require costly per-instance optimization to fit hair priors to meshes from foundation models and 2D orientations from specialized predictors trained on limited hair data, restricting efficiency and generalization. We present HairFlow, a multimodal conditioned diffusion framework for efficient and controllable hair strands modeling. HairFlow conditions strand generation on two complementary representations: a coarse mesh that constrains global shape and multi-view sketches that specify local strand flow. HairFlow combines an Orientation VAE with a conditioned diffusion transformer to generate volumetric fields that are traced into explicit strands. To overcome the lack of paired sketch-strand training data, we introduce an automatic synthesis pipeline that generates geometrically aligned multi-view sketches with diverse styles representative of inference-time inputs. Experiments show that HairFlow generates plausible 3D strands that faithfully follow the input conditions across diverse hairstyles, substantially reduces inference time, and supports flexible multimodal control.
Verifier-guided method improves 3D human shape generation diversity
Verifier-Guided Synthetic Augmentation for 3D Human Shape Generation
Abstract: Limited training data diversity constrains generative modeling of 3D human bodies: conservative models remain close to observed examples, whereas exploratory models often violate basic body proportions. We introduce a verifier-guided augmentation framework that uses global and mode-local PCA to generate inexpensive candidates, screens them using correspondence-derived skeletal proportions and body-part geometry, and retrains a diffusion model on accepted candidates. Elastic registration provides both the modal structure used by distributed PCA and the dense anatomical correspondence needed for scalable screening without per-candidate body-model fitting. A blinded human study supports the verifier as a conservative gatekeeper, favoring verifier-accepted over rejected outputs. We evaluate full-pool verifier acceptance separately from the coverage and departure of accepted samples and combine them through EAUC. On 4,498 registered DFAUST surfaces, distributed-PCA augmentation achieves 86.32% acceptance, the highest CP-AUC (0.871), and the highest EAUC (0.752), improving EAUC by 32% over real-only and self-augmented diffusion. These results show that mode-local, verifier-guided proposals broaden diffusion generation while maintaining high agreement with calibrated body measurements.
ChromaGS enables real-time language color editing of 3D avatars
ChromaGS: Text-Driven Semantic Editing of 4D Gaussian Avatars
Abstract: We present ChromaGS, a method for real-time, language-guided color editing of animatable 3D Gaussian head avatars. Given a trained animatable avatar, users can instantly modify the color of semantic regions through natural language, with edits applied at render time and no retraining required. Our key insight is to augment each Gaussian primitive with learned soft assignments to semantic regions and decompose colors into region-level base colors and Gaussian-level residuals. This decomposition enables coherent color transfer: modifying a region's base color propagates naturally through all associated Gaussians while preserving fine appearance details encoded in residuals. A two-stage language pipeline translates text instructions into target colors, supporting both absolute specifications and relative adjustments. Unlike generative editing methods that may introduce unintended modifications, our approach provides deterministic, precisely localized semantic control. Experiments demonstrate faithful appearance preservation and intuitive interaction across diverse subjects. Project page and code are available at: https://a-canela.github.io/chromags/