Research map / 3D vision / Face and shape
Relightable Gaussian Codec Avatars
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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
- On held-out segments, the full model reaches PSNR 36.501, SSIM 0.943, LPIPS 0.110, outperforming MVP-based geometry (27.594 PSNR with EyeNeRF appearance) and the Linear appearance model (33.831 PSNR with the same geometry).
- On held-out lights, the full model reaches PSNR 34.042 and LPIPS 0.148, versus 32.829 PSNR for Linear [87] with the same geometry.
- Replacing the specular component with view-dependent SH (EyeNeRF) lowers held-out-segment PSNR from 36.529 to 35.110 when combined with the same geometry (rows C vs E).
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use the proposed radiance-transfer appearance instead of EyeNeRF (ablation) | Ours geometry · Held-out segments | PSNR: 35.110 -> 36.501 | Helped |
| Use the proposed radiance-transfer appearance instead of Linear (ablation) | Ours geometry · Held-out segments | PSNR: 33.831 -> 36.529 | Helped |
| Add the explicit eye model (ablation) | Ours geometry with EyeNeRF appearance · Held-out segments | PSNR: 36.501 -> 34.550 | Hurt |
| Replace MVP geometry with the proposed Gaussian geometry (ablation) | EyeNeRF appearance · Held-out segments | PSNR: 27.594 -> 35.110 | Helped |
| Replace MVP geometry with the proposed Gaussian geometry (ablation) | Linear appearance · Held-out segments | PSNR: 36.294 -> 33.831 | Hurt |
| Replace MVP geometry with the proposed Gaussian geometry (ablation) | Proposed appearance · Held-out segments | PSNR: 35.789 -> 36.529 | Helped |
| Use the proposed radiance-transfer appearance instead of EyeNeRF (ablation) | Ours geometry · Held-out lights | PSNR: 30.836 -> 33.845 | Helped |
| Use the proposed radiance-transfer appearance instead of Linear (ablation) | Ours geometry · Held-out lights | PSNR: 32.829 -> 33.845 | Helped |
| Add the explicit eye model (ablation) | Ours geometry with EyeNeRF appearance · Held-out lights | PSNR: 30.836 -> 30.7976 | Hurt |
| Replace MVP geometry with the proposed Gaussian geometry (ablation) | EyeNeRF appearance · Held-out lights | PSNR: 28.030 -> 30.836 | Helped |
| Replace MVP geometry with the proposed Gaussian geometry (ablation) | Linear appearance · Held-out lights | PSNR: 33.444 -> 32.829 | Hurt |
| Replace MVP geometry with the proposed Gaussian geometry (ablation) | Proposed appearance · Held-out lights | PSNR: 33.778 -> 34.042 | Helped |
Surprising findings
- Linear relighting model achieves higher PSNR (36.294) than the full model (35.789) on held-out segments when paired with MVP geometry, although its LPIPS is worse.
- The approach works with a generic template mesh instead of expression-dependent geometry and remains effective after ablating up to 90% of cameras or 95% of light patterns.
Limitations
- Requires coarse mesh and gaze tracking as preprocessing, which can be sensitive to tracking failures.
- Not applicable in the wild due to lack of known illumination; relighting cost scales linearly with the number of avatars and per Gaussian.
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.)
Closest papers by meaning
- BecomingLit: Relightable Gaussian Avatars with Hybrid Neural Shading (NeurIPS 2025 · similarity 0.89)
- MeGA: Hybrid Mesh-Gaussian Head Avatar for High-Fidelity Rendering and Head Editing (CVPR 2025 · similarity 0.89)
- LUCAS: Layered Universal Codec Avatars (CVPR 2025 · similarity 0.88)
- Generalizable and Animatable Gaussian Head Avatar (NeurIPS 2024 · similarity 0.88)
- 3D Gaussian Head Avatars with Expressive Dynamic Appearances by Compact Tensorial Representations (CVPR 2025 · similarity 0.88)
- HRAvatar: High-Quality and Relightable Gaussian Head Avatar (CVPR 2025 · similarity 0.88)
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