How to Build Digital Humans? From Priors to Photorealistic Avatars

Abstract 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.

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Publication Details

Journal
Computer Graphics Forum
Published
2026-11-04
DOI
https://doi.org/10.1111/cgf.70395
Primary Topic
3D Shape Modeling and Analysis
Type
article
Field-Weighted Citation Impact
0.00
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article

How to Build Digital Humans? From Priors to Photorealistic Avatars

Simon Giebenhain, Donglai Xiang, Timo Bolkart, Vanessa Sklyarova et al.
1 links
Computer Graphics Forum
3D Shape Modeling and Analysis
article

How to Build Digital Humans? From Priors to Photorealistic Avatars

Simon Giebenhain, Donglai Xiang, Timo Bolkart, Vanessa Sklyarova, Justus Thies, Tobias Kirschstein, Matthias Nießner, Yebin Liu, Shunsuke Saito, Wojciech Zielonka, Xiang Deng
article en

Abstract

Abstract 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.

Computer Graphics Forum
Google (United States) (US), Nvidia (United Kingdom) (GB), Technische Universität Darmstadt (DE), ETH Zurich (CH), Nvidia (United States) (US), Max Planck Institute for Intelligent Systems (DE), Technical University of Munich (DE), Tsinghua University (CN)
Openalex Percentile: Top 59%
3D Shape Modeling and Analysis
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