Gaussian Eigen Models for Human Heads
- URL: http://arxiv.org/abs/2407.04545v2
- Date: Tue, 14 Jan 2025 18:20:45 GMT
- Title: Gaussian Eigen Models for Human Heads
- Authors: Wojciech Zielonka, Timo Bolkart, Thabo Beeler, Justus Thies,
- Abstract summary: Current personalized neural head avatars face a trade-off: lightweight models lack detail and realism, while high-quality, animatable avatars require significant computational resources.
We introduce Gaussian Eigen Models (GEM), which provide high-quality, lightweight, and easily controllable head avatars.
- Score: 28.49783203616257
- License:
- Abstract: Current personalized neural head avatars face a trade-off: lightweight models lack detail and realism, while high-quality, animatable avatars require significant computational resources, making them unsuitable for commodity devices. To address this gap, we introduce Gaussian Eigen Models (GEM), which provide high-quality, lightweight, and easily controllable head avatars. GEM utilizes 3D Gaussian primitives for representing the appearance combined with Gaussian splatting for rendering. Building on the success of mesh-based 3D morphable face models (3DMM), we define GEM as an ensemble of linear eigenbases for representing the head appearance of a specific subject. In particular, we construct linear bases to represent the position, scale, rotation, and opacity of the 3D Gaussians. This allows us to efficiently generate Gaussian primitives of a specific head shape by a linear combination of the basis vectors, only requiring a low-dimensional parameter vector that contains the respective coefficients. We propose to construct these linear bases (GEM) by distilling high-quality compute-intense CNN-based Gaussian avatar models that can generate expression-dependent appearance changes like wrinkles. These high-quality models are trained on multi-view videos of a subject and are distilled using a series of principal component analyses. Once we have obtained the bases that represent the animatable appearance space of a specific human, we learn a regressor that takes a single RGB image as input and predicts the low-dimensional parameter vector that corresponds to the shown facial expression. In a series of experiments, we compare GEM's self-reenactment and cross-person reenactment results to state-of-the-art 3D avatar methods, demonstrating GEM's higher visual quality and better generalization to new expressions.
Related papers
- Generalizable and Animatable Gaussian Head Avatar [50.34788590904843]
We propose Generalizable and Animatable Gaussian head Avatar (GAGAvatar) for one-shot animatable head avatar reconstruction.
We generate the parameters of 3D Gaussians from a single image in a single forward pass.
Our method exhibits superior performance compared to previous methods in terms of reconstruction quality and expression accuracy.
arXiv Detail & Related papers (2024-10-10T14:29:00Z) - GPHM: Gaussian Parametric Head Model for Monocular Head Avatar Reconstruction [47.113910048252805]
High-fidelity 3D human head avatars are crucial for applications in VR/AR, digital human, and film production.
Recent advances have leveraged morphable face models to generate animated head avatars, representing varying identities and expressions.
We introduce 3D Gaussian Parametric Head Model, which employs 3D Gaussians to accurately represent the complexities of the human head.
arXiv Detail & Related papers (2024-07-21T06:03:11Z) - Expressive Gaussian Human Avatars from Monocular RGB Video [69.56388194249942]
We introduce EVA, a drivable human model that meticulously sculpts fine details based on 3D Gaussians and SMPL-X.
We highlight the critical importance of aligning the SMPL-X model with RGB frames for effective avatar learning.
We propose a context-aware adaptive density control strategy, which is adaptively adjusting the gradient thresholds.
arXiv Detail & Related papers (2024-07-03T15:36:27Z) - 3D Gaussian Blendshapes for Head Avatar Animation [31.488663463060416]
We introduce 3D Gaussian blendshapes for modeling photorealistic head avatars.
The avatar model of an arbitrary expression can be effectively generated by combining the neutral model and expression blendshapes.
High-fidelity head avatar animations can be synthesized in real time using Gaussian splatting.
arXiv Detail & Related papers (2024-04-30T09:45:41Z) - GoMAvatar: Efficient Animatable Human Modeling from Monocular Video Using Gaussians-on-Mesh [97.47701169876272]
GoMAvatar is a novel approach for real-time, memory-efficient, high-quality human modeling.
GoMAvatar matches or surpasses current monocular human modeling algorithms in rendering quality.
arXiv Detail & Related papers (2024-04-11T17:59:57Z) - Deformable 3D Gaussian Splatting for Animatable Human Avatars [50.61374254699761]
We propose a fully explicit approach to construct a digital avatar from as little as a single monocular sequence.
ParDy-Human constitutes an explicit model for realistic dynamic human avatars which requires significantly fewer training views and images.
Our avatars learning is free of additional annotations such as Splat masks and can be trained with variable backgrounds while inferring full-resolution images efficiently even on consumer hardware.
arXiv Detail & Related papers (2023-12-22T20:56:46Z) - GAvatar: Animatable 3D Gaussian Avatars with Implicit Mesh Learning [60.33970027554299]
Gaussian splatting has emerged as a powerful 3D representation that harnesses the advantages of both explicit (mesh) and implicit (NeRF) 3D representations.
In this paper, we seek to leverage Gaussian splatting to generate realistic animatable avatars from textual descriptions.
Our proposed method, GAvatar, enables the large-scale generation of diverse animatable avatars using only text prompts.
arXiv Detail & Related papers (2023-12-18T18:59:12Z) - GaussianHead: High-fidelity Head Avatars with Learnable Gaussian Derivation [35.39887092268696]
This paper presents a framework to model the actional human head with anisotropic 3D Gaussians.
In experiments, our method can produce high-fidelity renderings, outperforming state-of-the-art approaches in reconstruction, cross-identity reenactment, and novel view synthesis tasks.
arXiv Detail & Related papers (2023-12-04T05:24:45Z) - Learning Personalized High Quality Volumetric Head Avatars from
Monocular RGB Videos [47.94545609011594]
We propose a method to learn a high-quality implicit 3D head avatar from a monocular RGB video captured in the wild.
Our hybrid pipeline combines the geometry prior and dynamic tracking of a 3DMM with a neural radiance field to achieve fine-grained control and photorealism.
arXiv Detail & Related papers (2023-04-04T01:10:04Z)
This list is automatically generated from the titles and abstracts of the papers in this site.
This site does not guarantee the quality of this site (including all information) and is not responsible for any consequences.