Facial movements convey subtle and important information that is critical for human social communication. Optical methods for face capture are difficult or impossible to use when the face is occluded...
arXiv:2610.10945v1 Announce Type: cross
Abstract: We present GHARP (Real-time Gaussian Head Animation from Large-scale Reconstruction Prior), a method that animates 3D human heads in real time from a...
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
arXiv:2606.15848v2 Announce Type: replace
Abstract: 3D Gaussian Splatting (3DGS) has shown strong potential for high-fidelity talking head synthesis. However, enabling fine-grained, interpretable, an...
By Tingting Chen, Shaojun Wang, Huaye Zhang, Diqiong Jiang, Chenglizhao Chen
The paper introduces GALA, a distillation technique that replaces costly neural decoding in 3D Gaussian avatars with a shallow MLP predicting blendshape coefficients, enabling real‑time animation. By constructing a basis via block‑local PCA under a rendering‑aware metric, GALA achieves high fidelity while reducing memory usage. Experiments on three avatar models show up to three orders of magnitude lower CPU cost and frame rates up to 60fps on mobile devices.
By Ramazan Fazylov, Stamatis Lefkimmiatis, Ivan Laptev
EMODY Flow is a lightweight flow‑matching framework that generates synchronized full‑body motion and facial expressions conditioned on speech and emotion. It attaches to a frozen Qwen‑3 Omni model, reusing its audio codecs to drive two parallel DiT generators for SMPL‑X body pose and FLAME facial expressions. An auxiliary emotion classifier at training time restores emotion sensitivity, enabling EMODY Flow to achieve state‑of‑the‑art gesture quality on BEAT2 and zero‑shot facial animation on TFHP, with significant improvements in FGD, Beat Correlation, and Diversity metrics.
By Harsh Kumar Agarwal, Xavier Alameda-Pineda, Olivier Perrotin
The paper presents a method for emotion recognition in virtual reality where head‑mounted displays occlude the upper face. By fusing lower‑face video with electromyography (EMG) signals from the occluded upper face, the authors achieve a 51% macro‑F1 score across seven emotional categories, outperforming image‑only and EMG‑only baselines. A new synchronized multimodal dataset from 20 participants is introduced and will be shared under an ethical‑use agreement.
By Birgit Nierula, Karam Tomotaki-Dawoud, Mert Akguel, Mustafa Tevfik Lafci, David Przewozny, Anna Hilsmann, Peter Eisert, Sebastian Bosse
arXiv:2609.39273v1 Announce Type: new
Abstract: This report presents \textbf{MegaAvatar}, a controllable talking avatar generation framework built on top of the Wan2.2-TI2V-5B model. Compared with pr...
By Junyao Gao, Sibo Liu, Weidong Zhang, Cairong Zhao, Jun Zhang
The paper introduces the 4D Facial Expression Intensity Dataset (4DFEID), comprising 2,869 mesh sequences that capture 3D, temporally continuous facial expressions with varied peak intensities and identities. Subjective intensity ratings were collected via crowdsourcing, yielding over 90,000 Likert-scale annotations. Baseline experiments show that spatial‑temporal graph models outperform traditional frame‑aggregation methods, highlighting the dataset’s value for dynamic 3D expression analysis.
By Zesheng Wang, Alexandre Bruckert, Pierre Lebreton, Patrick Le Callet, Yante Li, Guoying Zhao
arXiv:2609.28539v2 Announce Type: replace
Abstract: Gaussian head avatars typically model intrinsic facial appearance as temporally static, omitting subtle cardiac-induced skin-color variation. We pr...
By Xiaoyue Fan, Jose Echevarria, Akshay Paruchuri, Kaan Ak\c{s}it
arXiv:2602. 07106v2 Announce Type: replace-cross Abstract: Omni-modal large language models (OLLMs) aim to unify multimodal understanding and generation, yet extending them to jointly produce speech and 3D facial animation remains largely unexplored despite its importance for natural human-computer interaction.
By Haoyu Zhang, Zhipeng Li, Yiwen Guo, Tianshu Yu
arXiv:2608. 19900v1 Announce Type: new Abstract: For full-body avatars, modeling surface dynamics is crucial for overcoming the uncanny valley and achieving perceptual realism.
By Guoxing Sun, Heming Zhu, Linjie Lyu, Pascal Fua, Christian Theobalt, Marc Habermann
For full-body avatars, modeling surface dynamics is crucial for overcoming the uncanny valley and achieving perceptual realism. Person-agnostic methods recover static 3D avatars from monocular images, videos, or text prompts, but their skeleton-driven animations lack realistic surface dynamics such as clothing wrinkles.