Topo4D++: Realistic Physically Based 4D Head Capture With Topology-Preserving Gaussian Splatting and Expression Priors

4D head capture aims to generate dynamic facial meshes in the same topology with corresponding UV maps, which requires temporal correspondence between 3D head models. Existing pipelines either involve manual processing of artists or employ constraints such as landmark tracking and optical flow, failing to achieve a trade-off between accuracy and efficiency. To enhance this process, we propose Topo4D++, a novel framework for automatic geometry and texture reconstruction that optimizes densely aligned 4D heads and 8 K BRDF maps directly from calibrated multi-view videos. Our key insight is to represent facial models as a set of dynamic 3D Gaussians with fixed topology, where the Gaussian centers are bound to the mesh vertices. This enables tracking all vertices rather than sparse vertices on the face accurately by leveraging the inverse rendering capabilities of 3D Gaussian Splatting (3DGS), while also enabling ultra-high-resolution texture generation. To maintain face structure during dynamic 3DGS optimization, we propose to optimize geometry and texture alternatively under physical and topological constraints frame-by-frame and employ blendshape-based expression priors to address extreme expressions. Then, we propose to extract dynamic facial meshes in a regular wiring arrangement and high-fidelity textures with pore-level details from the learned Gaussians. Finally, we train a diffusion-based model to generate BRDF texture maps to achieve physically based rendering. Given the absence of a universal benchmark, we construct JHead, a novel benchmark for the comprehensive evaluation of 4D head capture methods. Extensive experiments on different datasets demonstrate that our method is generalized to different capture systems, identities, and expressions, outperforming current state-of-the-art head reconstruction methods in both mesh and texture qualitatively and quantitatively.

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Publication Details

Journal
IEEE Transactions on Pattern Analysis and Machine Intelligence
Published
2025-11-03
DOI
https://doi.org/10.1109/tpami.2025.3627431
Citations
1
Primary Topic
Face recognition and analysis
Type
article
Field-Weighted Citation Impact
1.28
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article

Topo4D++: Realistic Physically Based 4D Head Capture With Topology-Preserving Gaussian Splatting and Expression Priors

Xingyu Ren, Yichao Yan, Di Xu, Haozhe Jia et al.
1 citations
IEEE Transactions on Pattern Analysis and Machine Intelligence
Face recognition and analysis
1.28
article

Topo4D++: Realistic Physically Based 4D Head Capture With Topology-Preserving Gaussian Splatting and Expression Priors

Xingyu Ren, Yichao Yan, Di Xu, Haozhe Jia, Yuhao Cheng, Wenhan Zhu, Xuanchen Li, Bingbing Ni, Jianyu Wang
article en
1 citations

Abstract

4D head capture aims to generate dynamic facial meshes in the same topology with corresponding UV maps, which requires temporal correspondence between 3D head models. Existing pipelines either involve manual processing of artists or employ constraints such as landmark tracking and optical flow, failing to achieve a trade-off between accuracy and efficiency. To enhance this process, we propose Topo4D++, a novel framework for automatic geometry and texture reconstruction that optimizes densely aligned 4D heads and 8 K BRDF maps directly from calibrated multi-view videos. Our key insight is to represent facial models as a set of dynamic 3D Gaussians with fixed topology, where the Gaussian centers are bound to the mesh vertices. This enables tracking all vertices rather than sparse vertices on the face accurately by leveraging the inverse rendering capabilities of 3D Gaussian Splatting (3DGS), while also enabling ultra-high-resolution texture generation. To maintain face structure during dynamic 3DGS optimization, we propose to optimize geometry and texture alternatively under physical and topological constraints frame-by-frame and employ blendshape-based expression priors to address extreme expressions. Then, we propose to extract dynamic facial meshes in a regular wiring arrangement and high-fidelity textures with pore-level details from the learned Gaussians. Finally, we train a diffusion-based model to generate BRDF texture maps to achieve physically based rendering. Given the absence of a universal benchmark, we construct JHead, a novel benchmark for the comprehensive evaluation of 4D head capture methods. Extensive experiments on different datasets demonstrate that our method is generalized to different capture systems, identities, and expressions, outperforming current state-of-the-art head reconstruction methods in both mesh and texture qualitatively and quantitatively.

IEEE Transactions on Pattern Analysis and Machine IntelligenceVol. 48(3)
Shanghai Jiao Tong University (CN), Huawei Technologies (China) (CN), Her Majesty's Revenue and Customs (GB), Shanghai Conservatory of Music (CN), Huawei Technologies (United States) (US)
Openalex Percentile: Top 15%
Face recognition and analysis
1.28
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