Wojciech Zielonka

AI Research Scientist · Meta — Health, Agents & Robotics · Pittsburgh, PA

I am a researcher specializing in conversational agents, LLMs, multimodal AI, embodied AI, and digital humans, with a focus on human motion, behavior, reasoning and appearance. My goal is to build agents that help people in their everyday tasks — embodied as lifelike digital humans or available purely by voice.

News

Publications & Projects

1

How to Build Digital Humans? From Priors to Photorealistic Avatars

A comprehensive state-of-the-art report on building digital humans, covering the full pipeline from 3D morphable models and parametric body priors to photorealistic neural avatars. We survey methods for face, head, and full-body avatar creation, including mesh-based representations, neural radiance fields, and 3D Gaussian splatting. The report provides a structured overview...

Code ... arXiv
Eurographics2026
2

PhysHead: Simulation-Ready Gaussian Head Avatars

Realistic digital avatars require expressive and dynamic hair motion; however, most existing head avatar methods assume rigid hair movement. These methods often fail to disentangle hair from the head, representing it as a simple outer shell and failing to capture its natural volumetric behavior. In this paper, we address these...

Code ... arXiv Video
CVPR2026
3

SynShot - Synthetic Prior for Few-Shot Drivable Head Avatar Inversion

We present SynShot, a novel method for the few-shot inversion of a drivable head avatar based on a synthetic prior. We tackle two major challenges. First, state-of-the-art monocular avatar models struggle to generalize to new views and expressions, lacking a strong prior and often overfitting to a specific viewpoint distribution....

Code ... arXiv Video
CVPR2025
4

GEM - Gaussian Eigen Models for Human Heads

Current personalized neural head avatars face a trade-off: lightweight models lack detail and realism, while high-quality, animatable avatars require significant computational resources, making them unsuitable for commodity devices. To address this gap, we introduce Gaussian Eigen Models (GEM), which provide high-quality, lightweight, and easily controllable head avatars. GEM utilizes 3D...

Code ... arXiv Video
CVPR2025
5

D3GA - Drivable 3D Gaussian Avatars

We present Drivable 3D Gaussian Avatars (D3GA), a multi-layered 3D controllable model for human bodies that utilizes 3D Gaussian primitives embedded into tetrahedral cages. The advantage of using cages compared to commonly employed linear blend skinning (LBS) is that primitives like 3D Gaussians are naturally re-oriented and their kernels are...

Code ... arXiv Video
3DV2025
6

GAN-Avatar - Controllable Personalized GAN-based Human Head Avatar

Digital humans and, especially, 3D facial avatars have raised a lot of attention in the past years, as they are the backbone of several applications like immersive telepresence in AR or VR. Despite the progress, facial avatars reconstructed from commodity hardware are incomplete and miss out on parts of the...

Code ... arXiv Video
3DV2024
7

INSTA - Instant Volumetric Head Avatars

For immersive telepresence in AR or VR, we aim for digital humans (avatars) that mimic the motions and facial expressions of the actual subjects participating in a meeting. Besides the motion, these avatars should reflect the human's shape and appearance. INSTA enables avatar reconstruction within approximately 10 minutes from a...

Code ... arXiv Video
CVPR2023
8

MICA - Towards Metrical Reconstruction of Human Faces

Face reconstruction and tracking is a building block of numerous applications in AR/VR, human-machine interaction, as well as medical applications. Most of these applications rely on a metrically correct prediction of the shape, especially when the reconstructed subject is put into a metrical context. We present MICA, a metrical face...

Code ... arXiv Video
ECCV2022