Research map / 3D vision / Face and shape
FATE: Full-head Gaussian Avatar with Textural Editing from Monocular Video
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Proposes FATE, an animatable 3D Gaussian head avatar method from monocular video with UV-space sampling-based densification, neural baking into editable attribute maps, and a SphereHead-based completion framework for 360° rendering.
Problem
Monocular video head avatar reconstruction is incomplete (rear/side head not recovered) and 3D Gaussian representations are inefficient (redundant points from threshold densification) and not editable in UV texture space.
Approach
Replaces gradient-threshold densification with multinomial sampling of Gaussians by gradient importance and resamples new positions uniformly within the bound triangle; uses a U-Net BakeNet as a pre-filter during a two-stage training to bake Gaussian attributes into smooth UV attribute maps; and completes the rear head by PTI-inverting SphereHead generated multi-view images.
Key results
- Overall PSNR 28.37, SSIM 0.9439, LPIPS 0.0586 vs best baseline MonoGaussianAvatar 28.07 / 0.9405 / 0.0787 across the 20-subject evaluation.
- Uses only 49k±6k Gaussians on INSTA versus 72k±33k for GaussianAvatars and 558k±188k for SplattingAvatar, with more stable counts across datasets.
- Ablation on yufeng subject shows removing sampling-based densification drops PSNR from 29.36 to 29.13 and LPIPS rises from 0.0694 to 0.0740.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| use FATE instead of MonoGaussianAvatar | monocular head avatar reconstruction · Overall | PSNR: 28.07 -> 28.37 | Helped |
| use FATE instead of MonoGaussianAvatar | monocular head avatar reconstruction · Overall | SSIM: 0.9405 -> 0.9439 | Helped |
| use FATE instead of FlashAvatar | monocular head avatar reconstruction · Overall | LPIPS: 0.0603 -> 0.0586 | Helped |
| add sampling-based densification (ablation) | FATE · yufeng case | LPIPS: 0.0740 -> 0.0694 | Helped |
| add learnable expression and pose blendshapes (ablation) | FATE · yufeng case | PSNR: 24.78 -> 29.36 | Helped |
| use two-stage baking instead of one-stage baking (ablation) | FATE · yufeng case | PSNR: 27.42 -> 27.78 | Helped |
| use BakeNet encoding rather than only its decoder (ablation) | FATE neural baking · yufeng case | PSNR: 25.56 -> 27.78 | Helped |
Surprising findings
- Directly optimizing UV texture maps of Gaussian attributes yields visibly holed, discontinuous textures, motivating the CNN pre-filter in neural baking.
- Baked texture version scores slightly below the non-baked model (overall PSNR 28.23 vs 28.37), a trade-off for editability.
Limitations
- Assumes consistent and uniform lighting, reducing robustness in real-world scenarios.
- Completion depends on SphereHead's training distribution and may cause identity change for personalized head shapes.
- Fixed-size texture maps from neural baking may fail in some cases.
Experimental setup
Datasets: INSTA PointAvatar NerFace EmoTalk3D FFHQ-style SphereHead training data
Benchmarks: INSTA PointAvatar NerFace EmoTalk3D
Metrics: PSNR SSIM LPIPS number of Gaussians
Baselines: FlashAvatar SplattingAvatar MonoGaussianAvatar GaussianAvatars
Builds on: 3D Gaussian Splatting FLAME SphereHead Pivotal Tuning Inversion PhysGaussian
Closest papers by meaning
- GAF: Gaussian Avatar Reconstruction from Monocular Videos via Multi-view Diffusion (CVPR 2025 · similarity 0.89)
- Generalizable and Animatable Gaussian Head Avatar (NeurIPS 2024 · similarity 0.89)
- GPAvatar: High-fidelity Head Avatars by Learning Efficient Gaussian Projections (CVPR 2025 · similarity 0.89)
- Gaussian Head Avatar: Ultra High-fidelity Head Avatar via Dynamic Gaussians (CVPR 2024 · similarity 0.89)
- HRAvatar: High-Quality and Relightable Gaussian Head Avatar (CVPR 2025 · similarity 0.89)
- RGBAvatar: Reduced Gaussian Blendshapes for Online Modeling of Head Avatars (CVPR 2025 · similarity 0.88)
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