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FlashAvatar: High-fidelity Head Avatar with Efficient Gaussian Embedding

CVPR 2024 · 3D vision › Face and shape · approach: Gaussian and implicit head avatars · 77 citations (OpenAlex)

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Builds a lightweight 3D Gaussian head avatar by attaching UV-sampled Gaussians to a FLAME mesh surface and learning an MLP offset conditioned on expression, reaching ~300FPS rendering from monocular video in minutes.

Problem

Reconstructing high-fidelity animatable head avatars from short monocular video while achieving real-time rendering and fast training, which prior NeRF-based and canonical-plus-deformation Gaussian methods struggle with.

Approach

Maintain a uniform 3D Gaussian field in UV space embedded on the FLAME mesh surface so Gaussians move with the mesh, and learn a small expression-conditioned MLP offset (position, rotation, scale) to capture non-surface regions and subtle details, keeping the Gaussian count at the 10K level.

Key results

Measured effects reported in the paper

What was changedWhereMeasuredEffect
Increase UV resolution from 64 to 128 (ablation)FlashAvatar · Gaussian sampling densityPSNR: 30.35 -> 30.80Helped
Increase UV resolution from 64 to 128 (ablation)FlashAvatar · Gaussian sampling densityLPIPS(10−2)↓: 4.47 -> 3.47Helped
Increase UV resolution from 64 to 128 (ablation)FlashAvatar · Gaussian sampling densityFPS: 394 -> 304Hurt
Increase UV resolution from 128 to 256 (ablation)FlashAvatar · Gaussian sampling densityPSNR: 30.80 -> 31.07Helped
Increase UV resolution from 128 to 256 (ablation)FlashAvatar · Gaussian sampling densityLPIPS(10−2)↓: 3.47 -> 2.99Helped
Increase UV resolution from 128 to 256 (ablation)FlashAvatar · Gaussian sampling densityFPS: 304 -> 112Hurt
Use uniform UV initialization instead of vertex initialization (ablation)FlashAvatar · Head-avatar reconstructionvisual qualityHelped
Add a dynamic offset conditioned on expression code instead of a static offset (ablation)FlashAvatar · Facial expression modelingvisual fidelityHelped
Use mesh-attached Gaussians with learned offsets instead of a canonical Gaussian field plus deformation field (ablation)FlashAvatar · Complex expressions and facial detailsvisual fidelityHelped
Initialize canonical Gaussians randomly in a ball rather than on the mesh surface (ablation)Canonical + deformation strategy · Head-avatar reconstructionvisual qualityHurt

Surprising findings

Limitations

Experimental setup

Datasets: monocular head videos released by NHA, NeRFBlendshape, PointAvatar, INSTA

Benchmarks: public monocular head avatar videos from prior works

Metrics: MSE L1 PSNR SSIM LPIPS FPS

Baselines: NHA PointAvatar INSTA Deformable 3DGS 4D-GS

Builds on: 3D Gaussian Splatting FLAME INSTA LPIPS MICA

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