Source-linked AI summary

Video Diffusion Avatars: Taming Video Diffusion Models into Controllable 3D Avatars

Simon Giebenhain, Tobias Kirschstein, Liam Schoneveld, Davide Davoli, Zhe Chen, Matthias Nießner

arXiv:2610.23772v1cs.CV

TL;DR

Explicit avatar methods face limits in data and rendering certain effects, while learned expression spaces can be viewpoint-biased. VDAs fine-tune a video diffusion model for expression, pose, and camera control, outperforming state-of-the-art single-image 3D avatars on three benchmarks.

  • Problem

    Explicit avatar methods lack large-scale 3D training data and struggle with some rendering effects, while learned expression codes can be viewpoint-biased.

    Source: §1 · p. 2
  • Method

    VDAs fine-tune a video diffusion model as a single-image avatar, disentangling learned expression codes and controlling camera and pose with a proxy mesh.

    Source: §1 · p. 2, §3 · p. 3, §3.2 · p. 4
  • Results

    VDAs outperform state-of-the-art single-image 3D avatars on BecomingLit, Multiface, and VFHQ-test, improving LPIPS by 29% and JOD by 66% over the strongest baseline.

    Source: §1 · p. 2
  • Takeaways & Limitations

    VDAs preserve the video prior and generalize to subjects, effects, and viewpoints absent from training data.

    Source: §6 · p. 10

    VDMs require inference for every clip, taking about 12 minutes for 77 frames at 576 × 1024 on one A100, and long sequences are prone to temporal drift.

    Source: §5 · p. 9

Abstract

from arXiv · show

Video diffusion models (VDMs) trained on internet-scale data encode a rich prior on appearance, motion, and physics that is difficult to replicate with explicit 3D rendering and costly 3D data capture. We introduce Video Diffusion Avatars (VDAs), a method that creates photo-realistic, multi-view consistent avatars from a single image by fine-tuning a VDM for precise control over camera viewpoint, facial expression, and upper-body pose. Departing from 3D morphable models (3DMMs), VDAs use a learned expression space that lifts the expressiveness ceiling of 3DMMs, e.g., for the tongue and mouth interior. However, learned expression codes exhibit heavy viewpoint bias, as our DISTRACT benchmark reveals. We show that this bias can be removed through disentanglement, enabling their use as driving signals for multi-view consistent avatars. Camera and upper-body pose are controlled jointly via proxy-mesh renderings, giving independent control over expression, pose, and viewpoint. A camera-triplet training strategy makes the approach efficient: our models train for 34 hours on a single A100 using only public multi-view data. VDAs outperform state-of-the-art single-image 3D avatars on novel-view reenactment, reducing face LPIPS by 29% and improving perceptual quality (JOD) by 66% on BecomingLit. A static 3DGS reconstruction probe further confirms that our generations are the most multi-view consistent. Built on a video prior, VDAs produce effects beyond the reach of explicit renderers, including physically plausible hair dynamics, shadows, reflections, and refractions.

1 INTRODUCTION

The introduction presents Video Diffusion Avatars as single-image avatars that use a controllable video diffusion model instead of an explicit 3D asset. It identifies viewpoint bias in learned expression codes as a challenge and reports stronger benchmark performance than prior single-image 3D avatars.

  • Learned expression spaces can exceed 3DMM fidelity but carry viewpoint bias, which DISTRACT reveals and the VDA disentangler removes for expression control.The introduction also notes that 3DMM-driven expression control loses fidelity through 2D-to-3D registration.Source: §1 · p. 2
  • VDAs use the video diffusion model itself as the avatar, conditioning it on a single identity image to control expression, upper-body pose, and camera viewpoint.The approach builds no explicit 3D asset and preserves the video prior.Source: §1 · p. 2
  • A proxy mesh jointly encodes camera viewpoint and upper-body pose while exposing separate control over both.Source: §1 · p. 2
  • Camera triplets from public multi-view data teach multi-view consistency, with training taking 34 hours on one A100.The reported training preserves performance on challenging in-the-wild inputs.Source: §1 · p. 2
  • VDAs outperform state-of-the-art single-image 3D avatars on BecomingLit, Multiface, and VFHQ-test, improving LPIPS by 29% and JOD by 66% over the strongest baseline.Source: §1 · p. 2
  • The retained video prior produces shadows, reflections, refractions, and hair dynamics that are difficult to render explicitly.Source: §1 · p. 2

2 RELATED WORK

Related work spans 3DMM-driven and learned expression representations, explicit avatar systems, and diffusion-based portrait animation. Existing VDM avatar approaches vary in their camera control and whether they distill generated views into an explicit 3D representation.

  • 3DMMs often miss micro-expressions and mouth interiors, while learned expression latents can go beyond the linear 3DMM space but show viewpoint bias.The paper identifies cycle-consistency and end-to-end video learning among approaches for learning expression spaces.Source: §2 · p. 2
  • Avatar systems commonly use NeRFs or 3DGS, while diffusion-distillation methods convert generated multi-view images into explicit 3D avatars.These methods trade the photorealistic diffusion prior for an explicit 3D asset.Source: §2 · p. 3
  • Many diffusion portrait-animation methods lack explicit camera control; other VDM avatars add camera or expression controls, or distill generated views into 3D.The Figure 2 architecture injects expression separately from camera and upper-body pose, using a proxy mesh for the latter controls.Source: §2 · p. 3, Figure 2 · p. 3

3 VIDEO DIFFUSION AVATARS (VDAS)

Video Diffusion Avatars use a fine-tuned video diffusion model as the avatar, controlled by disentangled expression codes and target-view proxy-mesh and skeleton signals. The method addresses viewpoint bias in learned expression codes, separates camera viewpoint from neck pose, and trains from public multi-view data using camera triplets.

3 VIDEO DIFFUSION AVATARS (VDAS)

  • The avatar function takes a reference image, per-frame disentangled expression codes, and target-camera proxy mesh and skeleton signals, then synthesizes the video directly.Because no explicit 3D avatar is built, multi-view consistency must be learned rather than built into a renderer.Source: §3 · p. 3

3.1 EXPRESSION CONTROL AND THE DISTRACT BENCHMARK

  • X-NeMo reaches only 18% Rank-1 on viewpoint invariance, while an MLP probe raises it to 98%, showing expression survives but is entangled with viewpoint.The DISTRACT benchmark tests viewpoint and identity invariance; Table 1 reports results on raw codes and after an MLP probe.Source: §3.1 · p. 4, Table 1 · p. 4

3.2 LATENT EXPRESSION INJECTION

  • Disentangled X-NeMo expression codes are translated into WAN-Animate’s native space, recombined with a mean camera code, then passed through face-fuser blocks while DiT blocks remain frozen.The method fine-tunes the translator, entangler, disentangler, face-token and face-fuser components, and pose encoders.Source: §3.2 · p. 4

3.3 POSE CONDITIONING

  • A FLAME-head/SAM-3D-Body proxy mesh encodes camera rays in head- and pelvis-aligned frames, separating camera viewpoint from neck rotation for joint camera and pose conditioning.The method also replaces 2D skeleton detections with skeletons derived from SAM-3D-Body for novel-view control.Source: §3.3 · pp. 4–5

3.4 TRAINING WITH CAMERA TRIPLETS

  • Three-camera samples pair a reference view, driving clip, and target view; differing driver and target cameras suppress viewpoint leakage in expression codes during rectified-flow training.This public-data strategy trains in 34 hours on a single GPU.Source: §3 · p. 3, §3.4 · p. 5

4 EXPERIMENTS

The experiments evaluate single-image avatars on viewpoint-challenging reenactment and a static 3DGS consistency probe. VDAs outperform baselines on reported reenactment metrics, while the figures show self- and cross-reenactment and camera sweeps to novel viewpoints.

4 EXPERIMENTS

  • WAN-Animate-14B is fine-tuned on curated NeRSemble and AVA-256 data for 34 hours on one A100 GPU.Inference uses 20 denoising steps and a proxy-mesh head from monocular pixel3DMM tracking, with body and neck from SAM-3D.Source: Implementation details · p. 5

4.1 EVALUATION SETUP

  • Evaluation uses single reference images, driving videos, and target videos from different viewpoints, plus a static 3DGS fit tested at 16 rig cameras.The held-out reenactment datasets are BecomingLit and Multiface; the probe tests views outside the generated camera trajectory.Source: §4.1 · p. 6, §4.2 · p. 7

4.2 RESULTS

  • VDAs outperform every baseline on every metric across BecomingLit, Multiface, and VFHQ-test.The VFHQ-test results are reported in Table 3.Source: §4.2 · p. 6, Table 3 · p. 7
  • Figure 4 presents self-reenactment on BecomingLit and Multiface, where VDAs retain sharper identity detail and transfer subtle and rare expressions.The rare expressions described are outside the FLAME space, which limits the baselines.Source: §4.2 · p. 6, Figure 4 · p. 6
  • Cross-reenactment drives the reference identity with another person’s expression and renders it to the target camera.Without a ground-truth target, the evaluation uses identity similarity to the reference and expression and keypoint distances to the driver as seen from that camera.Source: Figure 5 · p. 7, §4.2 · p. 7
  • Figures 7 and 8 test wide camera sweeps and an orbit to the back of the head, beyond the viewpoints of the training captures.Figure 7 isolates viewpoint consistency from expression transfer; Figure 8 shows a 360° novel-view synthesis setup.Source: Figure 7 · p. 7, Figure 8 · p. 8
  • The static 3DGS probe measures whether generated views agree and remain faithful to the subject; the reported fits outperform every baseline.Figure 6 shows the fitted reconstruction re-rendered at a rig camera against ground truth.Source: §4.2 · p. 7, Figure 6 · p. 7
  • The self-reenactment ablations use BecomingLit v3 (n=25), the only ablation dataset.Table 5 reports the ablation scope.Source: Table 5 · p. 8

5 LIMITATIONS AND FUTURE WORK

VDAs require video-diffusion inference for each clip and long sequences can drift; a prototype autoregressive version improves temporal stability with a small quality cost.

5 LIMITATIONS AND FUTURE WORK

  • VDAs take about 12 minutes to generate 77 frames at 576 × 1024 on one A100, and long sequences are prone to temporal drift.Unlike a built 3DGS avatar, they do not render in real time after construction.Source: §5 · p. 9
  • A four-step autoregressive prototype generates 4.8 frames per second at 288 × 512 on one A100 and stays stable for over a thousand frames, with a small quality loss.The implementation is unoptimized and uses Self Forcing distillation.Source: §5 · p. 9
  • Lighting is baked into the reference image, expression space is fixed rather than trained end-to-end, and the recipe is anchored to WAN-Animate-14B.The authors expect the recipe to transfer to other backbones.Source: §5 · p. 9

6 CONCLUSION

The conclusion presents VDAs as single-image avatars that control expression, pose, and viewpoint without building a 3D asset. It identifies disentangled learned expression spaces and preservation of the video prior as central to fidelity, training accessibility, and rendering effects.

6 CONCLUSION

  • VDAs turn a single photograph into a multi-view-consistent video avatar by controlling expression, pose, and camera viewpoint without building a 3D asset.The conclusion describes the generations as more faithful than both 3DGS-based and diffusion-based avatars.Source: §6 · pp. 9–10
  • Learned expression spaces can capture expressions more faithfully than 3DMMs, but must be disentangled from camera viewpoint for best results.The recipe is stated to work with different expression spaces, including image-encoder spaces.Source: §6 · p. 10
  • The preserved video prior supports rendering shadows, reflections, refractions, hair dynamics, and motion-deforming clothing, including beyond training subjects, effects, and viewpoints.Training uses public multi-view data and takes 34 hours on a single GPU.Source: §6 · p. 10

ETHICS STATEMENT

The ethics statement notes that single-image avatar videos can enable impersonation and non-consensual synthetic media. Training and evaluation use research-released datasets, including multi-view datasets whose participants gave informed consent.

ETHICS STATEMENT

  • Single-image avatar videos can enable impersonation and non-consensual synthetic media.The statement identifies this as a potential use of the capability.Source: ETHICS STATEMENT · p. 10
  • The authors train and evaluate on multi-view datasets whose participants gave informed consent and whose authors released them for research use.The named datasets are NeRSemble, AVA-256, BecomingLit, and Multiface.Source: ETHICS STATEMENT · p. 10
  • Evaluation also uses the public VFHQ benchmark.The statement cites VFHQ as a public benchmark.Source: ETHICS STATEMENT · p. 10

REPRODUCIBILITY STATEMENT

The paper identifies its code, model checkpoints, and public datasets as reproducibility resources, and directs readers to sections covering methods, evaluation, and baselines.

  • The authors say they will release the full code and trained model checkpoints.The code covers preprocessing, training, inference, and evaluation.Source: REPRODUCIBILITY STATEMENT · p. 10
  • Training uses the public NeRSemble and AVA-256 datasets, while evaluation uses public BecomingLit, Multiface, and VFHQ datasets.Source: REPRODUCIBILITY STATEMENT · p. 10
  • The paper maps its sections to architecture and training, hyperparameters, proxy-mesh construction, disentanglement, evaluation protocols, and baseline procedures.Source: REPRODUCIBILITY STATEMENT · p. 10

AI USE STATEMENT

The authors describe using generative AI for coding, synthetic portrait examples, literature search, and drafting, while specifying that synthetic portraits were excluded from training and quantitative evaluation.

  • AI-generated portrait images serve only as qualitative reference inputs and are used neither for training nor quantitative evaluation.Source: AI USE STATEMENT · p. 10
  • The authors used generative AI to implement specified methods, create and edit code, search literature, and turn author-written outlines into draft prose.Source: AI USE STATEMENT · p. 10
  • The authors report reviewing and testing generated code, checking evaluation numbers against source files, and manually revising AI-assisted text.Source: AI USE STATEMENT · p. 10

A EVALUATION METRICS

The evaluation combines pixel, perceptual-video, identity, expression, and pose measures, with alignment procedures chosen to make comparisons meaningful across datasets and tasks.

  • The paper reports face-crop PSNR and LPIPS, video-level JOD, ArcFace identity similarity, DECA-expression similarity, and normalized keypoint distance for pose.Source: A EVALUATION METRICS · p. 15
  • Pixel-aligned metrics use ground-truth 3DMM alignment on multi-view benchmarks, but VFHQ-test uses facial-keypoint alignment and common head-scale cropping.Source: A EVALUATION METRICS · p. 15
  • Cross-reenactment omits pixel metrics because it lacks a ground-truth target image; identity is measured against the reference and expression and pose against the driver video.Source: A EVALUATION METRICS · p. 15

B EVALUATION PROTOCOL DETAILS

This block details evaluation protocols and baselines, implementation choices, proxy-mesh fitting and coloring, and disentangler design and training. Pelvis-anchored fitting reduces torso drift while retaining head motion.

B EVALUATION PROTOCOL DETAILS

  • DISTRACT tests viewpoint and identity invariance, while reenactment evaluation includes 25 BecomingLit self-cases, 13 cross-cases, 22 Multiface cases, and 44 VFHQ-test clips.Source: B EVALUATION PROTOCOL DETAILS · pp. 15–16
  • The 3DGS probe fits static scenes to generated frames along an elliptical camera path, then compares renders at 16 real rig cameras against captured photos.Source: B EVALUATION PROTOCOL DETAILS · p. 16

C BASELINE DETAILS

  • Compared methods receive the same reference, driving video, and target calibration, but use method-specific expression estimates and conditioning; the ablations vary expression and proxy-mesh inputs.Source: Baselines · p. 16

D FACTORPORTRAIT COMPARISON DETAILS

  • FactorPortrait’s comparison uses project-page self-reenactment clips without camera parameters or a separate driving video, and the authors state that the setup favors FactorPortrait.Source: D FACTORPORTRAIT COMPARISON DETAILS · p. 16

E IMPLEMENTATION DETAILS

  • Training uses 4,696 81-frame clips from 640 identities and fine-tunes 861.5M WAN-Animate parameters; inference uses 20 Euler steps at 576 × 1024.Source: E IMPLEMENTATION DETAILS · p. 17

F.1 PELVIS-ANCHORED KINEMATIC FITTING

  • Pelvis-anchored fitting reduces median pelvis drift from 52–79 mm to 6–12 mm and shoulder wander from 11.2 to 0.07 mm, with unchanged face residual.The face residual is 3.04 versus 3.06 mm; the shoulder pin also reduces frame-to-frame jitter by 14×.Source: §F.1 · p. 18

F.2 POSE-AWARE PROXY-MESH COLORING

  • Proxy-mesh colors use ray direction and Lambertian shading in each body part’s local frame, so camera changes shift both regions while neck rotation changes head color relative to torso.Source: §F.2 · p. 18, Figure 11 · p. 19

G DISENTANGLEMENT MODULE DETAILS

I TRAINING-FREE USE OF THE DISENTANGLED CODES

The appendix tests training-free use of disentangled codes, evaluates cross-view invariance, and presents a four-step streaming student alongside additional quantitative and qualitative comparisons.

I TRAINING-FREE USE OF THE DISENTANGLED CODES

  • With frozen generators, disentangled codes preserve expression during X-NeMo head rotation, while re-entangling WAN-Animate codes to the target view removes cross-view mouth artifacts.X-NeMo’s camera code moves the head rather than the viewpoint; the training-free WAN-Animate variant retains artifacts and coarse camera control.Source: I TRAINING-FREE USE OF THE… · p. 22, Figure 12 · p. 23, Figure 13 · p. 24

J EMERGENT VIEW INVARIANCE

  • Cross-view training raises DISTRACT rank-1 accuracy from 0.244 to 0.792, while self-driven training reaches 0.486.The runs differ only in whether the driving expression code comes from a different camera or the reconstructed frame’s camera.Source: J EMERGENT VIEW INVARIANCE · p. 22, Figure 14 · p. 24

K STREAMING DISTILLATION PROTOTYPE

L FULL QUANTITATIVE RESULTS

  • Table 10 covers eight evaluated encoders and reports that classical 3DMM regressors are consistently less viewpoint-biased than the learned encoders.The benchmark includes 500 Task 1 triplets and 126 Task 2 triplets.Source: Table 10 · p. 25, L FULL QUANTITATIVE RESULTS · p. 25

M ADDITIONAL QUALITATIVE RESULTS

Loading 2610.23772v1…