HeadGaS: Real-Time Animatable Head Avatars via 3D Gaussian Splatting
Helisa Dhamo, Yinyu Nie, Arthur Moreau, Jifei Song, Richard Shaw, Yiren Zhou, Eduardo Pérez-Pellitero
TL;DR
HeadGaS addresses the challenge of real-time, photorealistic 3D head animation from monocular video. It extends 3D Gaussian Splats with a per-Gaussian latent feature basis that blends with expression weights to produce frame-specific color and opacity, enabling motion without deforming geometry directly. Across INSTA, NeRFBlendShape, and PointAvatar datasets, HeadGaS achieves up to ~2 dB PSNR improvement and over ×10 rendering speedups, while supporting same-subject, cross-subject expression transfer, and novel view synthesis. Ablation studies validate the necessity of latent-feature blending and the color/opacity modulation approach, though limitations include head-tracker dependence and memory costs for the feature bases, pointing to future improvements in efficiency and robustness.
Abstract
3D head animation has seen major quality and runtime improvements over the last few years, particularly empowered by the advances in differentiable rendering and neural radiance fields. Real-time rendering is a highly desirable goal for real-world applications. We propose HeadGaS, a model that uses 3D Gaussian Splats (3DGS) for 3D head reconstruction and animation. In this paper we introduce a hybrid model that extends the explicit 3DGS representation with a base of learnable latent features, which can be linearly blended with low-dimensional parameters from parametric head models to obtain expression-dependent color and opacity values. We demonstrate that HeadGaS delivers state-of-the-art results in real-time inference frame rates, surpassing baselines by up to 2dB, while accelerating rendering speed by over x10.
