We introduce AvatarPointillist, a novel framework for generating dynamic 4D Gaussian avatars from a single portrait image. At the core of our method is a decoder-only Transformer that autoregressively generates a point cloud for 3D Gaussian Splatting. This sequential approach allows for precise, adaptive construction, dynamically adjusting point density and the total number of points based on the subject's complexity. During point generation, the AR model also jointly predicts per-point binding information, enabling realistic animation. After generation, a dedicated Gaussian decoder converts the points into complete, renderable Gaussian attributes. We demonstrate that conditioning the decoder on the latent features from the AR generator enables effective interaction between stages and markedly improves fidelity. Extensive experiments validate that AvatarPointillist produces high-quality, photorealistic, and controllable avatars. We believe this autoregressive formulation represents a new paradigm for avatar generation, and we will release our code to inspire future research.
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cs.CV
Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表
We present UIKA, a feed-forward animatable Gaussian head model from an arbitrary number of pose-free inputs, including a single image, multi-view captures, and smartphone-captured videos. Unlike the traditional avatar method, which requires a studio-level multi-view capture system and reconstructs a human-specific model through a long-time optimization process, we rethink the task through the lenses of model representation, network design, and data preparation. First, we introduce a UV-guided avatar modeling strategy, in which each input image is associated with a pixel-wise facial correspondence estimation. Such correspondence estimation allows us to reproject each valid pixel color from screen space to UV space, which is independent of camera pose and character expression. Furthermore, we design learnable UV tokens on which the attention mechanism can be applied at both the screen and UV levels. The learned UV tokens can be decoded into canonical Gaussian attributes using aggregated UV information from all input views. To train our large avatar model, we additionally prepare a large-scale, identity-rich synthetic training dataset. Our method significantly outperforms existing approaches in both monocular and multi-view settings. See more details in our project page: https://zijian-wu.github.io/uika-page/.
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cs.CV
Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表
Dyadic interactive head generation aims to synthesize realistic head motions that respond both verbally and non-verbally to an interlocutor in real-time conversation. The existing works often focus on offline scenarios, and struggle with a shallow understanding of the multimodal conversational context while also lacking long-term coherence. To address these limitations, we propose MimicTalker, a novel method for producing real-time, contextually-aware, and long-term consistent interactive head motions. To this end, we propose a Multimodal Interactive Context Extraction (MICE) module to capture both instantaneous and long-term multimodal interactive information from the interlocutor. To enhance in-depth conversational understanding, we propose a Semantic-enhanced Dynamic Interaction (SDI) module to integrate the intentions and topics of the conversation, which are automatically extracted through an LLM-based analyzer. Further, we propose a semantic-guided Motion Style Memory (MSM) mechanism, enabling the long-term motion consistency throughout the conversation. We conduct experiments on both short conversational segments (25 seconds) and extended dialogues (6 minutes), and the comprehensive experiments demonstrate that our method significantly outperforms existing approaches.
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cs.CV · cs.CL
Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表
The convergence of 3D geometric perception and video synthesis has created an unprecedented demand for large-scale video data that is rich in both semantic and spatio-temporal information. While existing datasets have advanced either 3D understanding or video generation, a significant gap remains in providing a unified resource that supports both domains at scale. To bridge this chasm, we introduce SceneScribe-1M, a new large-scale, multi-modal video dataset. It comprises one million in-the-wild videos, each meticulously annotated with detailed textual descriptions, precise camera parameters, dense depth maps, and consistent 3D point tracks. We demonstrate the versatility and value of SceneScribe-1M by establishing benchmarks across a wide array of downstream tasks, including monocular depth estimation, scene reconstruction, and dynamic point tracking, as well as generative tasks such as text-to-video synthesis, with or without camera control. By open-sourcing SceneScribe-1M, we aim to provide a comprehensive benchmark and a catalyst for research, fostering the development of models that can both perceive the dynamic 3D world and generate controllable, realistic video content.
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cs.CV
Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition · 2026 · 正式发表