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
Projector-camera (ProCams) systems achieve active scene perception and controllable appearance manipulation via structured illumination, serving as a core infrastructure for spatial augmented reality, projection mapping, and surface reflectance acquisition. Existing inverse-rendering methods for ProCams deliver high-fidelity results but rely on time-consuming per-scene optimization, while mainstream feed-forward 3D reconstruction models produce baked appearance that cannot adapt to spatially varying projector illumination.
arXiv:2606. 29379v1 Announce Type: cross Abstract: Gaussian splatting (GS) has garnered significant attention in VR/AR and digital content creation due to its explicit parameterization and efficient rendering capabilities.
By Jiaxin Li, Tong Wu, Yi Wei, Tailin Wu, Li Zhang
arXiv:2610.09821v1 Announce Type: new
Abstract: Generative 3D Gaussian head avatars provide high-quality, efficient rendering, but synthesising the Gaussian representation remains computationally exp...
By Umar Farooq, Jean-Yves Guillemaut, Adrian Hilton, Marco Volino
arXiv:2601.01865v2 Announce Type: replace
Abstract: With the growing demand for real-time video enhancement in live applications, existing methods often struggle to balance speed and effective exposu...
By Wenlong Yang, Canran Jin, Weihang Yuan, Chao Wang, Lifeng Sun
We present Generative Relightable Avatars (GRA), a person-specific method for photorealistic free-view rendering and environment-map relighting of full-body humans. We postulate that modeling fine-grained appearance details is inherently a one-to-many problem that can benefit from a generative formulation.