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Gaussian Head & Shoulders: High Fidelity Neural Upper Body Avatars with Anchor Gaussian Guided Texture Warping

ICLR 2025 · 3D vision › Face and shape · approach: Gaussian and implicit head avatars · 0 citations (OpenAlex)

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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

Measured effects reported in the paper

What was changedWhereMeasuredEffect
Use anchor Gaussians to constrain texture warping (ablation)Gaussian Head & Shoulders · Self-reenactment 002, 005, 007PSNR: 24.96 -> 31.98; 22.91 -> 24.48; 19.30 -> 23.26Mixed
Use anchor Gaussians to constrain texture warping (ablation)Gaussian Head & Shoulders · Self-reenactment 002, 005, 007LPIPS: .088 -> .042; .117 -> .074; .134 -> .074Helped
Remove the warp loss (ablation)Gaussian Head & Shoulders · Self-reenactment 002, 005, 007PSNR: 31.98 -> 32.86; 24.48 -> 24.19; 23.26 -> 22.74Mixed
Remove MLPs at inference and use cached texture with homography (ablation)Gaussian Head & Shoulders · Self-reenactmentrendering speed: around 70 FPS to 130 FPSHelped
Remove MLPs at inference (ablation)Gaussian Head & Shoulders · Self-reenactmentPSNR: 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 -> 21.49Mixed
Use the full method rather than GS*Gaussian Head & Shoulders · Self-reenactment 001, 003–007PSNR: 23.26 -> 25.95; 29.85 -> 31.26; 24.18 -> 24.68; 22.80 -> 24.48; 29.56 -> 30.97; 22.31 -> 23.26Helped
Use the full method rather than GSAvatarGaussian Head & Shoulders · Body-only comparison 004, 007PSNR: 17.08 -> 26.82; 16.64 -> 23.87Helped
Apply test-time Euclidean transformation to align body texture with head Gaussians (ablation)Gaussian Head & Shoulders · Cross-reenactmentbody-texture alignmentHelped
Apply warp loss when combining neural warping with Euclidean transformation (ablation)Gaussian Head & Shoulders · Cross-reenactmentbackground rendering qualityHelped
Remove texture cleaning from the No MLP inference pipeline (ablation)Gaussian Head & Shoulders (No MLP) · Novel-pose renderingvisual artifactsHurt

Surprising findings

Limitations

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

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