Method that captures a moving human with multiple cameras and builds a full-body avatar that can be placed in new scenes with realistic relighting. Code is not yet released.
Research method for free-view rendering and relighting of full-body dynamic humans from four sparse RGB views.
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Relightable Hollywood-ported Characters at a glance
- What is Relightable Hollywood-ported Characters?
- Relightable Hollywood-ported Characters is a research from Google. Research method for free-view rendering and relighting of full-body dynamic humans from four sparse RGB views.
- Who makes Relightable Hollywood-ported Characters?
- Relightable Hollywood-ported Characters is made by Google.
- Does Relightable Hollywood-ported Characters work in the EU?
- Unverified. No explicit evidence found. It is a research project with no public code or product release, though the lead institution (Max Planck Institute for Informatics) is in Germany. Last verified 14 Nov 2026.
- How much does Relightable Hollywood-ported Characters cost?
- Pricing unknown. Research project; no public release, code or product pricing found.
- Where was Relightable Hollywood-ported Characters shown?
- In 1 creator video by AI Search. Most recently by AI Search on 31 May 2026, at 25:16 in “Self-improving AI, Opus 4.8, Nvidia bangers, game-ready 3D models, juggling robots: AI NEWS”.
Sources: the vendor's own pages (linked above) and creator videos at the linked timestamps. EU status is information, not legal advice; see how we check.
Relightable Holoported Characters (RHC) is a person-specific research method from the Max Planck Institute for Informatics, the VIA Research Center and Google (London and Zurich). It was presented at CVPR 2026 as an award candidate. It renders and relights full-body, highly dynamic humans from sparse-view RGB video at inference time.
Instead of classical one-light-at-a-time (OLAT) relighting, a transformer-based RelightNet predicts relit appearance in a single forward pass. It takes physics-informed features (geometry, albedo, shading and view) computed from a coarse human mesh proxy and the input views, and cross-attends them with an environment map. It outputs texel-aligned 3D Gaussian splats attached to the mesh. Training uses a lightstage dataset in which frames lit by random environment maps alternate with uniformly lit tracking frames.
The authors report better visual fidelity and lighting reproduction than state-of-the-art baselines, including on out-of-distribution OLAT lighting never seen in training. They also show telepresence use, with several avatars relit consistently in a shared digital environment. The project page lists no code, model weights or demo. A YouTube creator likewise noted that code is not yet released. The method is person-specific and depends on lightstage-captured training data.
- Free-view rendering and relighting of full-body dynamic humans
- Works from four sparse RGB views under flat lighting at inference
- Transformer RelightNet relights in a single feed-forward pass, with no OLAT basis capture
- Outputs texel-aligned 3D Gaussian splats attached to a coarse mesh proxy
- Lightstage capture strategy alternating random-environment-map frames with uniformly lit tracking frames
- Handles out-of-distribution OLAT lighting
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