HeadCraft: Modeling High-Detail Shape Variations for Animated 3DMMs
Artem Sevastopolsky, Philip-William Grassal, Simon Giebenhain, ShahRukh Athar, Luisa Verdoliva, Matthias Niessner
TL;DR
HeadCraft addresses the challenge of producing high-detail, animatable 3D head models by marrying an explicit parametric head prior with a learned UV-space displacement field. It performs a two-stage registration to fit high-frequency displacements onto a FLAME-based template using the NPHM dataset, then trains StyleGAN2-ADA to model a distribution over UV displacement maps $U=f(z)$, enabling unconditional generation and fitting to partial depth observations. The approach supports semantic editing, interpolation, and depth-based completion, while preserving animation compatibility through the FLAME rig. Empirically, HeadCraft demonstrates competitive fidelity and diversity against SDF-based heads and related baselines, while enabling detailed hair and scalp geometry to be generated and animated within standard graphics pipelines.
Abstract
Current advances in human head modeling allow the generation of plausible-looking 3D head models via neural representations, such as NeRFs and SDFs. Nevertheless, constructing complete high-fidelity head models with explicitly controlled animation remains an issue. Furthermore, completing the head geometry based on a partial observation, e.g., coming from a depth sensor, while preserving a high level of detail is often problematic for the existing methods. We introduce a generative model for detailed 3D head meshes on top of an articulated 3DMM, simultaneously allowing explicit animation and high-detail preservation. Our method is trained in two stages. First, we register a parametric head model with vertex displacements to each mesh of the recently introduced NPHM dataset of accurate 3D head scans. The estimated displacements are baked into a hand-crafted UV layout. Second, we train a StyleGAN model to generalize over the UV maps of displacements, which we later refer to as HeadCraft. The decomposition of the parametric model and high-quality vertex displacements allows us to animate the model and modify the regions semantically. We demonstrate the results of unconditional sampling, fitting to a scan and editing. The project page is available at https://seva100.github.io/headcraft.
