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RGBAvatar: Reduced Gaussian Blendshapes for Online Modeling of Head Avatars

CVPR 2025 · 3D vision › Face and shape · approach: Gaussian and implicit head avatars · 16 citations (OpenAlex)

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Proposes RGBAvatar, which maps tracked FLAME parameters via an MLP to a compact set of learned Gaussian blendshapes, plus color initialization, batch-parallel rasterization, and a local-global sampling strategy for fast online head-avatar reconstruction.

Problem

Reconstructing photorealistic animatable head avatars from monocular video quickly enough for on-the-fly use, since existing Gaussian blendshape methods rely on many fixed 3DMM bases and slow training.

Approach

Replace fixed 3DMM linear blendshape weights with an MLP that maps tracked FLAME parameters to reduced weights over learnable, subject-adaptive Gaussian blendshape bases (K=20), combined with fast color initialization, batch-parallel CUDA-stream rasterization, and a local-global replay sampling scheme for streaming data.

Key results

Measured effects reported in the paper

What was changedWhereMeasuredEffect
use reduced, subject-adaptive Gaussian blendshapesRGBAvatar · INSTA and GaussianBlendShapes datasetsPSNRHelped
add LPIPS loss with weight 0.05RGBAvatar · INSTA and GaussianBlendShapes datasetsLPIPSHelped
use online reconstructionRGBAvatar · INSTA and GaussianBlendShapes datasetsPSNRMixed
remove the global sampling pool (ablation)RGBAvatar online reconstruction · INSTA datasetPSNR: 30.26 -> 30.86Hurt
remove the local sampling pool (ablation)RGBAvatar online reconstruction · INSTA datasetPSNR: 30.46 -> 30.86Hurt
remove batch-parallel rasterization (ablation)RGBAvatar training · TrainingThroughput: 151 -> 630Hurt
use naive batch-parallel rasterization instead of the optimized method (ablation)RGBAvatar training · TrainingThroughput: 463 -> 630Hurt
map full FLAME parameters to reduced blendshape weights with an MLP rather than directly using truncated FLAME expression coefficients (ablation)RGBAvatar · Self-reenactmentReconstruction qualityHelped
use 20 reduced blendshapes rather than more bases (ablation)RGBAvatar · INSTA datasetPSNRNo clear effect
add color initialization for Gaussian colors (ablation)RGBAvatar · Training convergenceLossHelped

Surprising findings

Limitations

Experimental setup

Datasets: INSTA dataset GaussianBlendShapes dataset

Benchmarks: INSTA dataset GaussianBlendShapes dataset

Metrics: PSNR SSIM LPIPS training time rendering FPS training throughput GPU utilization

Baselines: SplattingAvatar GaussianAvatars FlashAvatar MonoGaussianAvatar GaussianBlendShapes

Builds on: 3D Gaussian Splatting Gaussian Blendshapes FlashAvatar FLAME

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