← ArchivePaper2024
3D Gaussian Blendshapes for Head Avatar Animation
Represents a neutral head and expression basis shapes as 3D Gaussians learned from monocular video, enabling real-time blendshape-style face animation with high-frequency detail.
Abstract
We introduce 3D Gaussian blendshapes for modeling photorealistic head avatars. Taking a monocular video as input, we learn a base head model of neutral expression, along with a group of expression blendshapes, each of which corresponds to a basis expression in classical parametric face models. Both the neutral model and expression blendshapes are represented as 3D Gaussians, which contain a few properties to depict the avatar appearance. The avatar model of an arbitrary expression can be effectively generated by combining the neutral model and expression blendshapes through linear blending of Gaussians with the expression coefficients. High-fidelity head avatar animations can be synthesized in real time using Gaussian splatting. Compared to state-of-the-art methods, our Gaussian blendshape representation better captures high-frequency details exhibited in input video, and achieves superior rendering performance.
How to read this
- Category
- Method: photorealistic head avatar (Gaussian-splatting blendshapes)
- Contributions
- Represents a neutral head model and a group of expression blendshapes entirely as 3D Gaussians, learned from a monocular video.
- Generates arbitrary expressions by linearly blending neutral and blendshape Gaussians with expression coefficients, mirroring classical parametric face models.
- Real-time synthesis via Gaussian splatting, with claimed better high-frequency detail and rendering performance than prior methods.
- Context
- Bridges classical blendshape control (cf. Lewis and Anjyo, 2010, Direct Manipulation Blendshapes) with rigged Gaussian-splatting avatars (cf. GaussianAvatars, Qian et al., 2024).Builds on: Direct Manipulation Blendshapes · GaussianAvatars: Photorealistic Head Avatars with Rigged 3D Gaussians
- Correctness
- Trained and demonstrated from monocular video with comparisons to state-of-the-art; quality depends on input-video coverage of expressions, and linear Gaussian blending is an approximation that may struggle with expressions far outside the learned basis.
- Clarity
- Accessible to readers familiar with blendshapes and 3DGS; a first pass conveys the mapping, a second pass is needed for the Gaussian-property blending details.
- How to read it
- Read for how classical blendshape semantics map onto Gaussians and the real-time blending; second pass on training and per-Gaussian parameters if you intend to build or animate such avatars.
Builds on
Built upon by
Nothing yet.
Related work
Keywords
This page summarises the entry and links to its original source. The archive never hosts or redistributes the publication itself.Show it in the full archive list →