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Research map / 3D vision / Face and shape

Relightable Gaussian Codec Avatars

CVPR 2024 · 3D vision › Face and shape · approach: Gaussian and implicit head avatars · 102 citations (OpenAlex)

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Builds real-time relightable, animatable head avatars by combining 3D Gaussian splatting geometry decoded from a CVAE latent with a learned radiance-transfer appearance model (SH diffuse plus spherical Gaussian specular) and an explicit eye model.

Problem

Real-time relighting of animatable human head avatars with high fidelity for hair, skin, and eyes under all-frequency, continuous environment illumination; existing mesh/volumetric geometry and neural relighting models lack hair-strand detail and all-frequency reflections.

Approach

Parameterize 3D Gaussians on a shared UV map decoded by 2D CNNs from a CVAE expression latent, and learn per-Gaussian radiance transfer (SH diffuse with global light transport plus a view-dependent spherical Gaussian specular lobe with learned normals and visibility), so lighting is applied at the output rather than as an input to the network, preserving linearity and enabling all-frequency religh

Key results

Measured effects reported in the paper

What was changedWhereMeasuredEffect
Use the proposed radiance-transfer appearance instead of EyeNeRF (ablation)Ours geometry · Held-out segmentsPSNR: 35.110 -> 36.501Helped
Use the proposed radiance-transfer appearance instead of Linear (ablation)Ours geometry · Held-out segmentsPSNR: 33.831 -> 36.529Helped
Add the explicit eye model (ablation)Ours geometry with EyeNeRF appearance · Held-out segmentsPSNR: 36.501 -> 34.550Hurt
Replace MVP geometry with the proposed Gaussian geometry (ablation)EyeNeRF appearance · Held-out segmentsPSNR: 27.594 -> 35.110Helped
Replace MVP geometry with the proposed Gaussian geometry (ablation)Linear appearance · Held-out segmentsPSNR: 36.294 -> 33.831Hurt
Replace MVP geometry with the proposed Gaussian geometry (ablation)Proposed appearance · Held-out segmentsPSNR: 35.789 -> 36.529Helped
Use the proposed radiance-transfer appearance instead of EyeNeRF (ablation)Ours geometry · Held-out lightsPSNR: 30.836 -> 33.845Helped
Use the proposed radiance-transfer appearance instead of Linear (ablation)Ours geometry · Held-out lightsPSNR: 32.829 -> 33.845Helped
Add the explicit eye model (ablation)Ours geometry with EyeNeRF appearance · Held-out lightsPSNR: 30.836 -> 30.7976Hurt
Replace MVP geometry with the proposed Gaussian geometry (ablation)EyeNeRF appearance · Held-out lightsPSNR: 28.030 -> 30.836Helped
Replace MVP geometry with the proposed Gaussian geometry (ablation)Linear appearance · Held-out lightsPSNR: 33.444 -> 32.829Hurt
Replace MVP geometry with the proposed Gaussian geometry (ablation)Proposed appearance · Held-out lightsPSNR: 33.778 -> 34.042Helped

Surprising findings

Limitations

Experimental setup

Datasets: in-house multiview light-stage capture (110 cameras, 460 LEDs)

Benchmarks: held-out segments (conversational expressions) held-out lights

Metrics: PSNR SSIM LPIPS

Baselines: MVP EyeNeRF Linear (Yang et al.)

Builds on: 3D Gaussian Splatting Precomputed Radiance Transfer Mixture of Volumetric Primitives Codec Avatars Explicit eye model (Schwartz et al.)

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