GaussianHeads: End-to-End Learning of Drivable Gaussian Head Avatars from Coarse-to-fine Representations

Real-time rendering of human head avatars is a cornerstone of many computer graphics applications, such as augmented reality, video games, and films, to name a few. Recent approaches address this challenge with computationally efficient geometry primitives in a carefully calibrated multi-view setup. Albeit producing photorealistic head renderings, they often fail to represent complex motion changes, such as the mouth interior and strongly varying head poses. We propose a new method to generate highly dynamic and deformable human head avatars from multi-view imagery in real time. At the core of our method is a hierarchical representation of head models that can capture the complex dynamics of facial expressions and head movements. First, with rich facial features extracted from raw input frames, we learn to deform the coarse facial geometry of the template mesh. We then initialize 3D Gaussians on the deformed surface and refine their positions in a fine step. We train this coarse-to-fine facial avatar model along with the head pose as learnable parameters in an end-to-end framework. This enables not only controllable facial animation via video inputs but also high-fidelity novel view synthesis of challenging facial expressions, such as tongue deformations and fine-grained teeth structure under large motion changes. Moreover, it encourages the learned head avatar to generalize towards new facial expressions and head poses at inference time. We demonstrate the performance of our method with comparisons against the related methods on different datasets, spanning challenging facial expression sequences across multiple identities. We also show the potential application of our approach by demonstrating a cross-identity facial performance transfer application. We make the code available on our project page.

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Publication Details

Journal
ACM Transactions on Graphics
Published
2024-11-19
DOI
https://doi.org/10.1145/3687927
Citations
8
Primary Topic
Human Pose and Action Recognition
Type
article
Field-Weighted Citation Impact
1.99
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article

GaussianHeads: End-to-End Learning of Drivable Gaussian Head Avatars from Coarse-to-fine Representations

Kartik Teotia, Christian Theobalt, Pablo Garrido, Marc Habermann et al.
8 citations
ACM Transactions on Graphics
Human Pose and Action Recognition
1.99
article

GaussianHeads: End-to-End Learning of Drivable Gaussian Head Avatars from Coarse-to-fine Representations

Kartik Teotia, Christian Theobalt, Pablo Garrido, Marc Habermann, Mohamed Elgharib, Hyeongwoo Kim
article en
8 citations

Abstract

Real-time rendering of human head avatars is a cornerstone of many computer graphics applications, such as augmented reality, video games, and films, to name a few. Recent approaches address this challenge with computationally efficient geometry primitives in a carefully calibrated multi-view setup. Albeit producing photorealistic head renderings, they often fail to represent complex motion changes, such as the mouth interior and strongly varying head poses. We propose a new method to generate highly dynamic and deformable human head avatars from multi-view imagery in real time. At the core of our method is a hierarchical representation of head models that can capture the complex dynamics of facial expressions and head movements. First, with rich facial features extracted from raw input frames, we learn to deform the coarse facial geometry of the template mesh. We then initialize 3D Gaussians on the deformed surface and refine their positions in a fine step. We train this coarse-to-fine facial avatar model along with the head pose as learnable parameters in an end-to-end framework. This enables not only controllable facial animation via video inputs but also high-fidelity novel view synthesis of challenging facial expressions, such as tongue deformations and fine-grained teeth structure under large motion changes. Moreover, it encourages the learned head avatar to generalize towards new facial expressions and head poses at inference time. We demonstrate the performance of our method with comparisons against the related methods on different datasets, spanning challenging facial expression sequences across multiple identities. We also show the potential application of our approach by demonstrating a cross-identity facial performance transfer application. We make the code available on our project page.

ACM Transactions on GraphicsVol. 43(6)
Max Planck Institute for Informatics (DE), Imperial College London (GB)
Quality Education
Openalex Percentile: Top 12%
Human Pose and Action Recognition
1.99
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