H2Avatar: Expressive Whole-Body Avatars from Monocular Video via Hierarchical Geometry and Hybrid Rendering
Abstract
1. Introduction
- We propose a hierarchical geometry encoding that mitigates geometric smoothing and enables the reconstruction of intricate surface details from monocular video.
- We design a hybrid appearance modeling scheme that combines an explicit UV texture anchor with a neural residual color branch, improving temporal stability and photorealistic rendering under complex motions.
- Our H2Avatar achieves superior performance on human reconstruction tasks in both quantitative and qualitative comparisons, compared to existing baselines.
2. Related Works
2.1. Monocular Animatable Human Avatar Reconstruction
2.2. Neural Implicit Representations for Animatable Avatars
2.3. 3D Gaussian Splatting Based Avatars
3. Method
3.1. Notation and Definitions
3.2. Canonical Representation
3.3. Semantic-Aware Hierarchical Geometry Encoding
3.4. Pose-Conditioned Refinement
3.5. Hybrid Appearance Modeling
3.6. Animation and Rendering
3.7. Loss Functions
3.8. Implementation Details
4. Experimental Results
4.1. Evaluation Setting
- PSNR: We adopt Peak Signal-to-Noise Ratio to measure the similarity between the rendered image and the ground truth.
- SSIM: We also adopt Structural Similarity Index evaluates the perceptual similarity by considering luminance, contrast, and structure.
- LPIPS: To measure the perceptual similarity that better align with human perception, we use Learned Perceptual Image Patch Similarity as the evaluation metric.
- NeuMan [10] introduces a dual-NeRF framework to reconstruct a human and scene from a single video by warping the human to a canonical space via SMPL estimates.
- iHuman [20] represents the human avatar as a mesh-embedded 3DGS framework.
- ExAvatar [17] represents the human avatar as a mesh-embedded tri-plane feature field, which is deformed by SMPL-based LBS and rendered by 3D Gaussian splatting.
- NEGSAvatar [32] introduces surface normal to 3DGS and proposes a locality-aware density control strategy.
4.2. Comparison Results
4.3. Ablation Study
4.4. Limitations and Future Work
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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| Method | Geometry | Appearance | Hierarchical | Hybrid | Key Limitations |
|---|---|---|---|---|---|
| LoGAvarar [18] | 3DGS | Explicit (UV Texture) | No | No | Single-scale geometry, limited details |
| NeuMan [10] | NeRF | Implicit (MLP) | No | No | Slow rendering, limited details |
| iHuman [20] | Mesh+GS | Implicit (MLP) | No | No | Single-scale geometry, unstable texture |
| ExAvatar [17] | Mesh+GS+Tri-plane | Implicit (Tri-plane+MLP) | No | No | Single-scale geometry, implicit color only |
| NEGSAvatar [32] | Mesh+GS | Implicit (MLP) | No | No | No multi-scale structure |
| H2Avatar (Ours) | Mesh+GS+Multi-scale Tri-plane | Explicit + Implicit | Yes | Yes | Addresses above limitations |
| Component | Setting |
|---|---|
| Tri-plane levels L | 3 |
| Per-level resolution | {(64, 64), (128, 128), (256, 256)} |
| Per-level channels | {32, 32, 32} |
| Fusion MLP | 2 layers, 192 |
| Texture resolution | (512, 512) |
| Optimizer | Adam |
| Learning rate | |
| LR schedule | at 75% and 90% iters |
| Training iterations | 25 epochs |
| Subject | Seattle | Citron | ||||
| Method | PSNR | SSIM | LPIPS | PSNR | SSIM | LPIPS |
| NeuMan [10] | 29.34 | 0.9794 | 0.0142 | 27.15 | 0.9727 | 0.0193 |
| iHuman [20] | 29.64 | 0.9820 | 0.0174 | 28.90 | 0.9761 | 0.0232 |
| ExAvatar [17] | 36.77 | 0.9918 | 0.0054 | 35.18 | 0.9873 | 0.0078 |
| NEGSAvatar [32] | 33.07 | 0.9842 | 0.0095 | 32.38 | 0.9760 | 0.0163 |
| Ours | 37.02 | 0.9923 | 0.0051 | 35.64 | 0.9874 | 0.0070 |
| Subject | Bike | Jogging | ||||
| Method | PSNR | SSIM | LPIPS | PSNR | SSIM | LPIPS |
| NeuMan [10] | 26.24 | 0.9637 | 0.0304 | 26.56 | 0.9646 | 0.0255 |
| iHuman [20] | 27.62 | 0.9660 | 0.0347 | 26.86 | 0.9638 | 0.0291 |
| ExAvatar [17] | 32.71 | 0.9816 | 0.0115 | 32.88 | 0.9778 | 0.0135 |
| NEGSAvatar [32] | 30.63 | 0.9606 | 0.0263 | 30.10 | 0.9638 | 0.0217 |
| Ours | 33.37 | 0.9831 | 0.0101 | 32.61 | 0.9779 | 0.0129 |
| Subject | Seattle | Citron | ||||
| Method | PSNR | SSIM | LPIPS | PSNR | SSIM | LPIPS |
| w/o Hierarchy | 36.10 | 0.9910 | 0.0063 | 34.70 | 0.9858 | 0.0085 |
| w/o Color Residual | 36.60 | 0.9917 | 0.0058 | 35.10 | 0.9866 | 0.0078 |
| w/o UV Texture | 36.77 | 0.9918 | 0.0054 | 35.18 | 0.9870 | 0.0078 |
| Full | 37.02 | 0.9923 | 0.0051 | 35.64 | 0.9874 | 0.0070 |
| Subject | Bike | Jogging | ||||
| Method | PSNR | SSIM | LPIPS | PSNR | SSIM | LPIPS |
| w/o Hierarchy | 32.20 | 0.9805 | 0.0126 | 31.55 | 0.9754 | 0.0158 |
| w/o Color Residual | 32.90 | 0.9821 | 0.0111 | 32.18 | 0.9769 | 0.0140 |
| w/o UV Texture | 32.71 | 0.9816 | 0.0115 | 32.32 | 0.9772 | 0.0135 |
| Full | 33.37 | 0.9831 | 0.0101 | 32.61 | 0.9779 | 0.0129 |
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Share and Cite
Zhang, J.; Guan, C.; Lin, Z.; Lin, Y. H2Avatar: Expressive Whole-Body Avatars from Monocular Video via Hierarchical Geometry and Hybrid Rendering. Big Data Cogn. Comput. 2026, 10, 105. https://doi.org/10.3390/bdcc10040105
Zhang J, Guan C, Lin Z, Lin Y. H2Avatar: Expressive Whole-Body Avatars from Monocular Video via Hierarchical Geometry and Hybrid Rendering. Big Data and Cognitive Computing. 2026; 10(4):105. https://doi.org/10.3390/bdcc10040105
Chicago/Turabian StyleZhang, Jinsong, Cheng Guan, Zhihua Lin, and Yuqin Lin. 2026. "H2Avatar: Expressive Whole-Body Avatars from Monocular Video via Hierarchical Geometry and Hybrid Rendering" Big Data and Cognitive Computing 10, no. 4: 105. https://doi.org/10.3390/bdcc10040105
APA StyleZhang, J., Guan, C., Lin, Z., & Lin, Y. (2026). H2Avatar: Expressive Whole-Body Avatars from Monocular Video via Hierarchical Geometry and Hybrid Rendering. Big Data and Cognitive Computing, 10(4), 105. https://doi.org/10.3390/bdcc10040105

