Hybrid Explicit Representation for Ultra-Realistic Head Avatars
Hongrui Cai, Yuting Xiao, Xuan Wang, Jiafei Li, Yudong Guo, Yanbo Fan, Shenghua Gao, Juyong Zhang
TL;DR
HERA presents a hybrid explicit head-avatar representation that unites UV-mapped meshes for high-fidelity textures with 3D Gaussian splats for intricate geometry, rendered in real time via a differentiable hybrid pipeline. A stable depth-sorting strategy ensures splats do not artifactually intersect mesh facets, enabling clean novel-view synthesis and expressive animation. The method optimizes texture, opacity, and a suite of Gaussian splats anchored to mesh facets, outperforming neural implicit and single-primitive baselines across view synthesis and expression tasks while using substantially fewer splats than prior 3DGS approaches. The approach offers practical benefits for high-quality avatar creation and UV-space editing, with future work enabling relighting and broader material manipulation.
Abstract
We introduce a novel approach to creating ultra-realistic head avatars and rendering them in real-time (>30fps at $2048 \times 1334$ resolution). First, we propose a hybrid explicit representation that combines the advantages of two primitive-based efficient rendering techniques. UV-mapped 3D mesh is utilized to capture sharp and rich textures on smooth surfaces, while 3D Gaussian Splatting is employed to represent complex geometric structures. In the pipeline of modeling an avatar, after tracking parametric models based on captured multi-view RGB videos, our goal is to simultaneously optimize the texture and opacity map of mesh, as well as a set of 3D Gaussian splats localized and rigged onto the mesh facets. Specifically, we perform $α$-blending on the color and opacity values based on the merged and re-ordered z-buffer from the rasterization results of mesh and 3DGS. This process involves the mesh and 3DGS adaptively fitting the captured visual information to outline a high-fidelity digital avatar. To avoid artifacts caused by Gaussian splats crossing the mesh facets, we design a stable hybrid depth sorting strategy. Experiments illustrate that our modeled results exceed those of state-of-the-art approaches.
