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3D Gaussian Head Avatars with Expressive Dynamic Appearances by Compact Tensorial Representations
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Proposes a compact 3DGS head avatar that stores neutral appearance in canonical tri-planes and expression-dependent opacity offsets in 1D feature lines bound to FLAME blendshapes, with adaptive truncated opacity penalty and class-balanced sampling.
Problem
Capturing dynamic facial textures in 3DMM-driven Gaussian head avatars while keeping real-time rendering speed and low storage, and generalizing to unseen expressions.
Approach
Encode neutral-face texture in tri-planes replacing spherical harmonics, and represent per-blendshape dynamic texture as 1D feature lines interpolated by blendshape coefficients and decoded by an MLP into opacity offsets; add an adaptive truncated opacity penalty on static triangles and class-balanced resampling over expression clusters.
Key results
- Achieves PSNR 32.97 on novel view synthesis vs 31.47 for GA, with 10MB storage and 300 FPS on RTX 4090.
- Self-reenactment PSNR 28.07, above GA (27.27) and GBS (25.98), but SSIM and LPIPS are not best across all baselines.
- GBS requires 2GB storage and GHA runs at 20 FPS, while GA uses 21MB at 330 FPS.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| use compact tensorial representations and dynamic feature lines | Ours · Novel View Synthesis | PSNR: 31.4702 -> 32.9688 | Helped |
| use compact tensorial representations and dynamic feature lines | Ours · Self-Reenactment | PSNR: 27.2678 -> 28.0688 | Helped |
| use compact tensorial representations and dynamic feature lines | Ours · Novel View Synthesis | LPIPS: 0.05144 -> 0.05940 | Hurt |
| use compact tensorial representations and dynamic feature lines | Ours · Self-Reenactment | LPIPS: 0.06668 -> 0.07724 | Hurt |
| use compact tensorial representations and dynamic feature lines | Ours · Novel View Synthesis | Storage: 21M -> 10M | Helped |
| add feature-line blendshapes (ablation) | Triplane-only method · Novel View Synthesis, subject #306 | PSNR: 33.4206 -> 33.4337 | Helped |
| add feature-line blendshapes (ablation) | Triplane-only method · Self-Reenactment, subject #306 | PSNR: 31.2487 -> 31.3246 | Helped |
| add adaptive opacity offset penalty (ablation) | Triplane + feature-line method · Novel View Synthesis, subject #306 | PSNR: 33.4337 -> 35.3876 | Helped |
| add adaptive opacity offset penalty (ablation) | Triplane + feature-line method · Self-Reenactment, subject #306 | PSNR: 31.3246 -> 31.4366 | Helped |
| add class-balanced resampling (ablation) | Triplane + feature-line method · Self-Reenactment, subject #306 | PSNR: 31.3246 -> 31.4288 | Helped |
| add class-balanced resampling (ablation) | Triplane + feature-line method · Novel View Synthesis, subject #306 | PSNR: 33.4337 -> 35.2652 | Mixed |
Surprising findings
- The triplane alone improves unseen-expression metrics but worsens LPIPS, indicating blurred high-frequency detail.
Limitations
- Relies on tracked FLAME mesh, so cannot handle complex hairstyles or mouth-interior topology changes.
- Does not decouple material and lighting, so relighting is not feasible.
- Evaluated only on nine Nersemble subjects.
Experimental setup
Datasets: Nersemble
Benchmarks: Nersemble
Metrics: PSNR SSIM LPIPS storage FPS
Baselines: Gaussian Avatars (GA) Gaussian Head Avatar (GHA) Gaussian Blendshapes (GBS)
Builds on: Gaussian Avatars 3D Gaussian Splatting FLAME
Closest papers by meaning
- Gaussian Head Avatar: Ultra High-fidelity Head Avatar via Dynamic Gaussians (CVPR 2024 · similarity 0.92)
- Gaussian Eigen Models for Human Heads (CVPR 2025 · similarity 0.91)
- GaussianAvatars: Photorealistic Head Avatars with Rigged 3D Gaussians (CVPR 2024 · similarity 0.91)
- GPAvatar: High-fidelity Head Avatars by Learning Efficient Gaussian Projections (CVPR 2025 · similarity 0.90)
- MeGA: Hybrid Mesh-Gaussian Head Avatar for High-Fidelity Rendering and Head Editing (CVPR 2025 · similarity 0.90)
- Generalizable and Animatable Gaussian Head Avatar (NeurIPS 2024 · similarity 0.90)
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