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Gaussian Head & Shoulders: High Fidelity Neural Upper Body Avatars with Anchor Gaussian Guided Texture Warping
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Builds a monocular upper-body (head, chest, shoulders) avatar by combining FLAME-driven 3D Gaussians for the head with a neural texture warped through sparse anchor Gaussians, plus an MLP-free accelerated renderer reaching about 130 FPS.
Problem
Reconstructing realistic, controllable upper-body avatars (head plus clothed chest and shoulders) from casual monocular videos, where plain Gaussian splatting produces blur and floaters on high-frequency clothing under novel poses.
Approach
Model the clothed upper body as a learned neural texture rather than Gaussians, and use a sparse set of FLAME-LBS-driven anchor Gaussians to supervise a coordinate-MLP warp from image pixels to texture space; then distill the MLPs into a static texture with a homography at inference for fast rendering.
Key results
- Full method achieves best PSNR/SSIM/LPIPS on most of the 7 self-reenactment subjects (e.g., subject 001 PSNR 25.95 vs 23.26 for GS*), with the paper reporting clear gains over INSTA, PointAvatar, SplattingAvatar and GS*.
- The no-MLP accelerated version renders at about 130 FPS versus about 70 FPS for the full model and uses about 40k-59k Gaussians on subjects 003, 004, 005, 007 versus up to 318k for GS*.
- On body-only comparison with GSAvatar, the full method reaches PSNR 26.82 vs 17.08 on subject 004 and 23.87 vs 16.64 on subject 007.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use anchor Gaussians to constrain texture warping (ablation) | Gaussian Head & Shoulders · Self-reenactment 002, 005, 007 | PSNR: 24.96 -> 31.98; 22.91 -> 24.48; 19.30 -> 23.26 | Mixed |
| Use anchor Gaussians to constrain texture warping (ablation) | Gaussian Head & Shoulders · Self-reenactment 002, 005, 007 | LPIPS: .088 -> .042; .117 -> .074; .134 -> .074 | Helped |
| Remove the warp loss (ablation) | Gaussian Head & Shoulders · Self-reenactment 002, 005, 007 | PSNR: 31.98 -> 32.86; 24.48 -> 24.19; 23.26 -> 22.74 | Mixed |
| Remove MLPs at inference and use cached texture with homography (ablation) | Gaussian Head & Shoulders · Self-reenactment | rendering speed: around 70 FPS to 130 FPS | Helped |
| Remove MLPs at inference (ablation) | Gaussian Head & Shoulders · Self-reenactment | PSNR: 25.95 -> 24.48; 31.98 -> 31.44; 31.26 -> 28.85; 24.68 -> 24.61; 24.48 -> 22.19; 30.97 -> 28.71; 23.26 -> 21.49 | Mixed |
| Use the full method rather than GS* | Gaussian Head & Shoulders · Self-reenactment 001, 003–007 | PSNR: 23.26 -> 25.95; 29.85 -> 31.26; 24.18 -> 24.68; 22.80 -> 24.48; 29.56 -> 30.97; 22.31 -> 23.26 | Helped |
| Use the full method rather than GSAvatar | Gaussian Head & Shoulders · Body-only comparison 004, 007 | PSNR: 17.08 -> 26.82; 16.64 -> 23.87 | Helped |
| Apply test-time Euclidean transformation to align body texture with head Gaussians (ablation) | Gaussian Head & Shoulders · Cross-reenactment | body-texture alignment | Helped |
| Apply warp loss when combining neural warping with Euclidean transformation (ablation) | Gaussian Head & Shoulders · Cross-reenactment | background rendering quality | Helped |
| Remove texture cleaning from the No MLP inference pipeline (ablation) | Gaussian Head & Shoulders (No MLP) · Novel-pose rendering | visual artifacts | Hurt |
Surprising findings
- The no-MLP version often has lower PSNR than baselines but higher LPIPS, which the authors attribute to PSNR favoring blurry results.
- The no-MLP version is faster than plain GS* for the subject with high-frequency cloth (005: 132 vs 96 FPS), even though GS* is faster on other subjects.
Limitations
- Cannot handle extreme body rotation causing self-occlusion because the neural texture warping does not model occlusion.
- The no-MLP homography version cannot model non-rigid body deformation and may misalign under extreme head rotation.
- The full model's texture-warping MLP can overfit to cloth-deformation noise, causing unnatural deformation for subjects 004 and 007.
Experimental setup
Datasets: PointAvatar mobile sequence Head2Head dataset sequences self-captured mobile phone sequences
Benchmarks: PointAvatar mobile sequence Head2Head internet sequences self-captured phone sequences
Metrics: PSNR SSIM LPIPS FPS number of Gaussians
Baselines: INSTA PointAvatar SplattingAvatar GS* GSAvatar
Builds on: 3D Gaussian Splatting FLAME PointAvatar GaussianAvatars IMAvatar
Closest papers by meaning
- Human Gaussian Splatting: Real-time Rendering of Animatable Avatars (CVPR 2024 · similarity 0.92)
- Real-time High-fidelity Gaussian Human Avatars with Position-based Interpolation of Spatially Distributed MLPs (CVPR 2025 · similarity 0.91)
- Gaussian Head Avatar: Ultra High-fidelity Head Avatar via Dynamic Gaussians (CVPR 2024 · similarity 0.90)
- GPAvatar: High-fidelity Head Avatars by Learning Efficient Gaussian Projections (CVPR 2025 · similarity 0.90)
- Gaussian Eigen Models for Human Heads (CVPR 2025 · similarity 0.90)
- HUGS: Human Gaussian Splats (CVPR 2024 · similarity 0.90)
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