ManifoldSplat: Language-Guided Semantic Shape Editing of 3D Gaussian Head Avatars
Read the original on arXiv Computer Vision →The Flow has not summarised this story yet — read it at arXiv Computer Vision.
The Flow has not summarised this story yet — read it at arXiv Computer Vision.
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.
ChromaGS is a real‑time, language‑guided method for color editing of animatable 3D Gaussian head avatars. It augments each Gaussian primitive with learned soft assignments to semantic regions and decomposes colors into region‑level base colors and Gaussian‑level residuals, enabling coherent color transfer while preserving fine details. A two‑stage language pipeline translates natural‑language instructions into target colors, supporting both absolute and relative adjustments without requiring retraining.
arXiv:2609.38343v1 Announce Type: new Abstract: We present SInGA, a novel method for learning Semantic Inpainting for animatable Gaussian head Avatars from a single image. Existing avatar approaches...
EmbedTalk introduces per‑Gaussian embeddings to drive speech‑driven facial deformations in real‑time talking head synthesis, replacing traditional tri‑plane encodings. This approach improves rendering quality, lip synchronisation, and motion consistency compared to prior 3D Gaussian Splatting methods while producing more compact models that run at 60+ FPS on a laptop GPU. The technique demonstrates competitive performance against state‑of‑the‑art generative models.
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.
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.