arXiv Computer Vision

Efficient 3D Gaussian Head Avatars for Edge Devices

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 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 AI
Oct 2

One Basis to Animate Them All: Gaussian Blendshape Distillation for Real-Time Avatars

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
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
arXiv AI
Sep 10

From Splats to Silicon: Rethinking Computational Efficiency of 3DGS

arXiv:2609.06157v1 Announce Type: cross Abstract: 3D Gaussian splatting (3DGS) represents scenes with explicit primitives and supports real-time novel-view synthesis, yet its system efficiency varies...

By Minnan Pei, Qiwei Dong, Yihan Zhou, Gang Li, Yuchen Zhu, Wenju Zhao, Zhongtian Long, Siting Wang, Peisong Wang, Jian Cheng
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 7

Compact Neural Appearance Models for Efficient Gaussian Splatting

The paper introduces a compact neural appearance model for 3D Gaussian Splatting that replaces traditional low‑order spherical harmonics (SH) with a tiny shared MLP decoding per‑primitive latent codes. It compares SH with recent spherical appearance models, integrating all into a unified CUDA rasterizer and WebGL viewer, and demonstrates that the new neural representation reduces per‑primitive appearance storage from 192 to 28 bytes, speeds optimization by 1.3×, and improves reconstruction quality. The study also analyzes how different appearance parametrizations affect geometry recovery and the handling of non‑static scene content.

By Florian Hahlbohm, Jorge Condor, Linus Franke, Martin Eisemann, Marcus Magnor