MeshAvatar: Learning High-quality Triangular Human Avatars from Multi-view Videos
Yushuo Chen, Zerong Zheng, Zhe Li, Chao Xu, Yebin Liu
TL;DR
MeshAvatar introduces a hybrid explicit-implicit representation for learning triangular human avatars from multi-view videos, combining an explicit skinned mesh extracted from an implicit SDF via differentiable marching tetrahedra with a pose-dependent implicit material field. High-frequency geometry details are generated by a 2D UNet acting on front/back position maps, and pseudo normal supervision further refines surface quality; materials are inferred with a pose-conditioned feature map and rendered through a differentiable Monte-Carlo path tracer under a low-frequency environment map. The method enables physics-based rendering, relighting, and editing within a traditional graphics pipeline, achieving state-of-the-art geometry and material decomposition on ActorsHQ and AvatarReX, while maintaining end-to-end trainability. Ablation studies validate the contributions of PBR-based rendering and normal supervision, though limitations remain for pose-dependent material realism and loose garment dynamics. Overall, MeshAvatar provides a scalable, editable, and physically grounded framework for dynamic human avatars with strong potential for practical graphics and AR/VR applications.
Abstract
We present a novel pipeline for learning high-quality triangular human avatars from multi-view videos. Recent methods for avatar learning are typically based on neural radiance fields (NeRF), which is not compatible with traditional graphics pipeline and poses great challenges for operations like editing or synthesizing under different environments. To overcome these limitations, our method represents the avatar with an explicit triangular mesh extracted from an implicit SDF field, complemented by an implicit material field conditioned on given poses. Leveraging this triangular avatar representation, we incorporate physics-based rendering to accurately decompose geometry and texture. To enhance both the geometric and appearance details, we further employ a 2D UNet as the network backbone and introduce pseudo normal ground-truth as additional supervision. Experiments show that our method can learn triangular avatars with high-quality geometry reconstruction and plausible material decomposition, inherently supporting editing, manipulation or relighting operations.
