arXiv Computer Vision

EGGHead: Efficient Generalizable Gaussian Heads from a Single Image

arXiv Computer Vision
4d ago

GSHeadRelight: Fast Relightability for 3D Gaussian Head Synthesis

GSHeadRelight introduces a fast relighting method for 3D Gaussian head synthesis, addressing the need for photorealistic rendering, real‑time performance, and generalization to unseen subjects in portrait photography, VR, and AR. The approach uses a unified neural radiance transfer representation that linearly responds to incident light, relying only on in‑the‑wild images rather than expensive light stage data. It achieves state‑of‑the‑art relighting results while delivering a rendering speed 12× faster than prior 3D‑aware portrait relighting methods.

By Henglei Lv, Bailin Deng, Jianzhu Guo, Xiaoqiang Liu, Pengfei Wan, Di Zhang, Lin Gao
arXiv Computer Vision
Sep 18

AGORA: Adversarial Generation Of Real-time Animatable 3D Gaussian Head Avatars

AGORA is a new framework that extends 3D Gaussian Splatting with a generative adversarial network to produce high‑fidelity, animatable 3D head avatars. It introduces a lightweight FLAME‑conditioned deformation branch that predicts per‑Gaussian residuals for identity‑preserving, fine‑grained expression control, and a dual‑discriminator training scheme that enforces expression fidelity. The system achieves real‑time inference at 250 FPS on a single GPU and, for the first time, CPU‑only animatable 3DGS avatar synthesis at ~9 FPS.

By Ramazan Fazylov, Sergey Zagoruyko, Aleksandr Parkin, Stamatis Lefkimmiatis, Ivan Laptev
arXiv Machine Learning
Jul 2

Large-Scale High-Quality 3D Gaussian Head Reconstruction from Multi-View Captures

arXiv:2605. 04035v3 Announce Type: replace-cross Abstract: We propose HeadsUp, a scalable feed-forward method for reconstructing high-quality 3D Gaussian heads from large-scale multi-camera setups.

By Evangelos Ntavelis, Sean Wu, Mohamad Shahbazi, Fabio Maninchedda, Dmitry Kostiaev, Artem Sevastopolsky, Vittorio Megaro, Trevor Phillips, Alejandro Blumentals, Shridhar Ravikumar, Mehak Gupta, Reinhard Knothe, Jeronimo Bayer, Matthias Vestner, Simon Schaefer, Thomas Etterlin, Christian Zimmermann, Alexey Artemov, Mathias Deschler, Peter Kaufmann, Stefan Brugger, Sebastian Martin, Brian Amberg, Tom Runia
arXiv Computer Vision
Sep 4

F4Splat: Feed-Forward Predictive Densification for Feed-Forward 3D Gaussian Splatting

F4Splat introduces a feed‑forward predictive densification strategy for 3D Gaussian splatting that allocates Gaussians based on a densification‑score guided by spatial complexity and multi‑view overlap. The method predicts per‑region scores to estimate required Gaussian density, enabling explicit control over the total Gaussian budget without retraining. This adaptive allocation reduces redundancy in simple regions and minimizes duplicate Gaussians across overlapping views, yielding compact yet high‑quality 3D representations and superior novel‑view synthesis performance with fewer Gaussians.

By Injae Kim, Chaehyeon Kim, Minseong Bae, Minseok Joo, Hyunwoo J. Kim
arXiv AI
Sep 28

Spackle: Completing Large View Single Image NVS with Adaptive Gaussians

Spackle is a lightweight residual learning framework designed to improve large-view single-image novel view synthesis (NVS) by mitigating capacity competition in hybrid decoupled systems that combine 3D Gaussian Splatting (3DGS) and diffusion models. It operates in three stages: predicting base 3DGS attributes, automatically identifying poorly reconstructed regions, and learning a residual 3DGS focused on those areas. During inference, Spackle merges the baseline and augmented Gaussians to produce high-fidelity novel views, achieving state‑of‑the‑art performance on large-view-deviation cases.

By Xuanzhi Liu, Yuhe Zhou, Xinyi Wu, Zhenyao Wu, Jinghao Chen, Ruize Han, Song Wang
arXiv AI
Oct 19

OMEGA-Avatar: One-shot Modeling of 360{\deg} Gaussian Avatars

OMEGA-Avatar is a feed‑forward framework that creates a 360° complete, animatable 3D Gaussian head from a single image. It introduces a semantic‑aware mesh deformation module to improve hair modeling while preserving topology, and a multi‑view feature splatting module that builds a shared canonical UV representation for consistent, high‑frequency detail across all viewpoints. Experiments show it outperforms existing baselines in full‑head completeness and identity preservation.

By Zehao Xia, Yiqun Wang, Zhengda Lu, Kai Liu, Jun Xiao, Peter Wonka
arXiv Machine Learning
Oct 9

GHARP: Real-time Gaussian Head Animation from Large-scale Reconstruction Prior

GHARP is a two‑stage method that animates 3D human heads in real time using a large‑scale reconstruction prior. The first offline identity stage builds a compact Gaussian representation of a subject’s geometry and appearance, while the lightweight runtime animation stage predicts expression‑dependent residuals in a semantically structured latent space. A body alignment network further refines the animation by aligning body pose and clothing, enabling state‑of‑the‑art quality on the Ava‑256 benchmark with significantly faster performance and fewer Gaussians.

By Ali Benlalah, Sepehr Johari, Patricia Vitoria, Armin Kappeler, Artem Sevastopolsky, Alexander Jung, Gabriele Fanelli, Kevin Mader, Manuel Breitenstein, Claudia Pl\"uss, Jan R\"uegg, Simon Biland, Thomas Etterlin, Dmitry Kostiaev, Mathias Deschler, Brian Amberg, Sebastian Martin