Research map / 3D vision / Face and shape
MeGA: Hybrid Mesh-Gaussian Head Avatar for High-Fidelity Rendering and Head Editing
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Proposes MeGA, a hybrid head avatar that models the face with an enhanced FLAME mesh plus deferred neural rendering and the hair with rigged 3D Gaussians, fused by occlusion-aware blending.
Problem
High-fidelity animatable head avatars from multi-view video struggle to render all head components well with one representation, since hair (volumetric thin structures) and skin (surface-like, low-dimensional) have different characteristics.
Approach
Decompose the head into a neural-mesh face (FLAME subdivided, UV displacement map, disentangled diffuse/view/dynamic neural textures decoded by a tiny per-pixel MLP) and a canonical 3DGS hair animated by ICP rigid transform plus an MLP deformation field, blended with a near-z occlusion test, early-stopped Gaussian rendering, and soft-edge masks.
Key results
- On NeRSemble novel-view synthesis, MeGA reaches 34.11 PSNR, 0.954 SSIM, 0.052 LPIPS, versus 33.54 PSNR for GaussianAvatars.
- On novel-expression synthesis, MeGA reaches 32.59 PSNR and 0.057 LPIPS, versus 31.45 PSNR and 0.060 LPIPS for GaussianAvatars.
- Ablation on subject 306: replacing near-z depth with alpha-accumulated GS depth drops PSNR from 33.57 to 27.94.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use MeGA's hybrid mesh-Gaussian representation instead of GaussianAvatars | NeRSemble head avatars · NeRSemble novel-view synthesis | PSNR: 33.54 -> 34.11 | Helped |
| Use MeGA's hybrid mesh-Gaussian representation instead of GaussianAvatars | NeRSemble head avatars · NeRSemble novel-expression synthesis | PSNR: 31.45 -> 32.59 | Helped |
| Add view texture (ablation) | MeGA · Subject 306 | PSNR: 31.68 -> 33.57 | Helped |
| Add expression-dependent dynamic texture (ablation) | MeGA · Subject 306 | PSNR: 32.81 -> 33.57 | Helped |
| Add mesh subdivision (ablation) | MeGA · Subject 306 | PSNR: 32.81 -> 33.57 | Helped |
| Add UV displacement map (ablation) | MeGA · Subject 306 | PSNR: 32.99 -> 33.57 | Helped |
| Use near-z depths rather than alpha-accumulated depths for occlusion testing (ablation) | MeGA · Subject 306 | PSNR: 27.94 -> 33.57 | Helped |
| Use early-stopping during Gaussian hair rendering (ablation) | MeGA · Subject 306 | PSNR: 31.42 -> 33.57 | Helped |
Surprising findings
- Using 3DGS-rendered depth for the occlusion test makes training unstable and causes a large PSNR drop (33.57 to 27.94).
- Gaussian Head Avatar, strong on novel-view synthesis (29.48 PSNR), performs poorly on novel expressions (22.02 PSNR).
Limitations
- Evaluation limited to the NeRSemble dataset with 9 subjects.
- Head editing is shown only qualitatively, since no prior methods are directly comparable.
Experimental setup
Datasets: NeRSemble
Benchmarks: NeRSemble
Metrics: PSNR SSIM LPIPS geometry MAE
Baselines: GaussianAvatars Gaussian Head Avatar PointAvatar DELTA Pixel Codec Avatars
Builds on: 3D Gaussian Splatting Pixel Codec Avatars GaussianAvatars deferred neural rendering FLAME
Closest papers by meaning
- HERA: Hybrid Explicit Representation for Ultra-Realistic Head Avatars (CVPR 2025 · similarity 0.91)
- Gaussian Head Avatar: Ultra High-fidelity Head Avatar via Dynamic Gaussians (CVPR 2024 · similarity 0.91)
- LUCAS: Layered Universal Codec Avatars (CVPR 2025 · similarity 0.91)
- GPAvatar: High-fidelity Head Avatars by Learning Efficient Gaussian Projections (CVPR 2025 · similarity 0.90)
- 3D Gaussian Head Avatars with Expressive Dynamic Appearances by Compact Tensorial Representations (CVPR 2025 · similarity 0.90)
- GaussianAvatars: Photorealistic Head Avatars with Rigged 3D Gaussians (CVPR 2024 · similarity 0.89)
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