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HeadGaS: Real-Time Animatable Head Avatars via 3D Gaussian Splatting

Conference: ECCV 2024
arXiv: 2312.02902
Code: No public code
Area: 3D Vision
Keywords: 3D Gaussian Splatting, Head Animation, Animatable Head Modeling, Expression Transfer, Real-Time Rendering

TL;DR

Proposes HeadGaS, which equips each 3D Gaussian primitive with a learnable latent feature base, linearly blends features using expression parameters, and predicts expression-dependent color and opacity via an MLP. This design achieves real-time (250+ fps) and high-quality animatable head reconstruction, outperforming baselines in PSNR by approximately 2 dB.

Background & Motivation

Background: Animatable 3D head reconstruction is a core technology for digital humans, AR/VR, and teleconferencing. NeRF-based methods (e.g., INSTA, NeRFBlendShape) suffer from a trade-off between quality and speed, reaching interactive frame rates of only 10-15 fps.

Limitations of Prior Work: NeRF methods are limited in rendering speed due to the dense sampling of volume rendering; explicit methods (meshes, point clouds) provide stronger geometric constraints but struggle to maintain photorealism (e.g., INSTA exhibits triangular mesh artifacts).

Key Challenge: The original design of 3DGS is a static scene representation, which does not support expression-driven dynamic appearance changes. Intuitively, one should move Gaussian positions to model dynamics, but this complicates optimization.

Goal: How to extend 3DGS to an animatable head representation while maintaining real-time rendering speed and high fidelity.

Key Insight: Inspired by traditional blendshape models, rather than moving Gaussian primitives, facial dynamics are represented by changing their opacity and colorโ€”effectively achieving motion through "over-representation."

Core Idea: Each Gaussian carries a learnable feature base, and expression parameters serve as blending weights for linear combination in the latent space, which are then passed through a lightweight MLP to output expression-dependent color and opacity.

Method

Overall Architecture

With a monocular video input, head poses and expression parameters (compatible with both FLAME and FaceWarehouse) are obtained via pre-processing. The core of the model is a feature-augmented set of 3D Gaussians:

\[\mathcal{G}_a = (\boldsymbol{\Sigma}, \boldsymbol{\mu}, \mathbf{F})\]

where \(\mathbf{F} \in \mathbb{R}^{B \times f_{dim}}\) is the learnable feature base (\(B\)=expression dimension, \(f_{dim}\)=feature dimension). During rendering, expression parameters \(\mathbf{e}_i\) are blended with the feature base to generate frame-specific features, which are fed into an MLP to predict color and opacity, and then rendered into images via standard tile-based rasterization.

Key Designs

  1. Feature Blending: Each Gaussian possesses a feature base \(\mathbf{F} \in \mathbb{R}^{B \times f_{dim}}\). Given the expression weights \(\mathbf{e}_i \in \mathbb{R}^B\) of the \(i\)-th frame, the frame-specific feature is obtained via linear blending:
\[\mathbf{f}_i = \mathbf{F}^T \mathbf{e}_i + \mathbf{f}_0\]

where \(\mathbf{f}_0\) is a bias term. This is similar to traditional blendshapes but blended in the latent feature space rather than the geometric space. Here, \(B=52\) (the first 52 expression coefficients of FLAME) and \(f_{dim}=32\). Design Motivation: Allowing each Gaussian to independently learn dynamic features is more expressive than requiring a single MLP to learn the global dynamics of all Gaussians.

  1. Lightweight MLP for Color and Opacity Prediction: The frame-specific feature \(\mathbf{f}_i\) and the positional encoding \(\psi(\boldsymbol{\mu})\) are fed into a two-layer MLP (with 64-channel hidden layers):
\[\mathbf{c}_i, \alpha_i = \phi(\mathbf{f}_i, \psi(\boldsymbol{\mu}))\]

The output consists of color \(\mathbf{c}_i \in \mathbb{R}^{3(k+1)^2}\) (SH coefficients, \(k=3\)) and opacity \(\alpha_i \in [0,1]\) (sigmoid constrained). The MLP is extremely small so as not to affect real-time rendering.

  1. Modeling Motion via Opacity Variation: Key observation (Fig. 2) โ€” there are overlapping Gaussian primitives in dynamic areas of the face, which alternately become visible/invisible under different expressions. For example, when closing the mouth, the opacity of lip Gaussians is high; when opening the mouth, these Gaussians become transparent, and another set of Gaussians in the jaw area emerges. This "over-representation" strategy avoids optimization difficulties introduced by explicit 3D displacements.

  2. Validation of Other Non-viable Alternatives:

    • Direct blending of explicit parameters (without MLP): Severe artifacts appear in dynamic regions
    • Predicting position/rotation offsets \(\Delta(\mu, R)\): Introducing 3D motion dimensions into the heuristic optimization of 3DGS leads to geometric inconsistencies
    • Expression vectors as MLP conditioning only (without blending): A single MLP struggles to learn the global dynamics of all Gaussians

Loss & Training

\[\mathcal{L}_{\text{total}} = \lambda_1 \mathcal{L}_1(I_r, I_{gt}) + \lambda_s \mathcal{L}_{\text{SSIM}}(I_r, I_{gt}) + \lambda_p \mathcal{L}_p(I_r, I_{gt})\]
  • \(\lambda_1=0.8\), \(\lambda_s=0.2\), \(\lambda_p=0.1\)
  • The perceptual loss \(\mathcal{L}_p\) is based on the VGG network, activated after 10K iterations, and computed only within the head bbox region
  • Initialization: 2500 Gaussian center points (subsampled from 3DMM mesh vertices), with the feature base \(\mathbf{F}\) initialized to zero
  • Densification is executed between 500 and 15K iterations, with 50K total training iterations, taking about 1 hour on a single V100 GPU

Key Experimental Results

Main Results

Method Dataset PSNRโ†‘ SSIMโ†‘ LPIPSโ†“ Rendering Time (s)โ†“
NHA INSTA 26.99 0.942 0.043 0.63
INSTA INSTA 28.61 0.944 0.047 0.05
NeRFBlendShape INSTA 30.52 0.955 0.056 0.10
PointAvatar INSTA 30.68 0.952 0.058 0.1-1.5
HeadGaS INSTA 32.50 0.971 0.033 0.004
NeRFBlendShape NBS 34.34 0.970 0.031 0.10
HeadGaS NBS 36.66 0.976 0.026 0.004

HeadGaS leads by about 2 dB in PSNR on the INSTA and NBS datasets, with a rendering speed-up of 10-25ร—.

Ablation Study

Variant L2โ†“ PSNRโ†‘ SSIMโ†‘ LPIPSโ†“
Ours w/o blending 0.0012 30.28 0.955 0.041
Ours w/ \(\Delta(\mu,R)\) 0.0014 29.83 0.953 0.045
Ours change all 0.0014 29.65 0.951 0.041
Ours w/o MLP 0.0009 32.08 0.968 0.033
Ours w/o \(\mathcal{L}_p\) 0.0008 32.11 0.969 0.046
Ours (Full) 0.0008 32.50 0.971 0.033

Key Findings

  • Modeling dynamics via opacity > Positional deformation: Changing color/opacity (PSNR 32.50) is far superior to moving Gaussian positions (29.83), as spatial motion introduces geometric inconsistencies under the heuristic optimization mechanism of 3DGS.
  • Blending in feature space > Blending explicit parameters: Latent feature blending + MLP decoding avoids the representational limits of directly controlling color/opacity using expression weights.
  • Role of perceptual loss: Removing \(\mathcal{L}_p\) degrades LPIPS from 0.033 to 0.046, with the quality loss mainly occurring in fine textures.

Highlights & Insights

  • Counter-intuitive yet effective dynamic modeling: Instead of moving Gaussians, letting Gaussians "appear/disappear" to represent motion is simple yet highly effective.
  • 3DMM-decoupled design: Not tied to a specific parametric model; validated compatibility with two different 3DMMs (FLAME and FaceWarehouse).
  • Extreme speed: 250 fps at 512ยฒ resolution, which is 25-250ร— faster than interactive NeRF methods.
  • Cross-subject expression transfer: Allows driving one person's model with another person's expression parameters without additional training.

Limitations & Future Work

  • Memory consumption: Storing a feature base of \(B \times f_{dim}\) floats for each Gaussian leads to significant memory overhead when the expression dimension \(B\) is large.
  • Dependence on head tracking quality: Pose/expression estimation errors from the tracker propagate directly to the rendering results.
  • Training data coverage limitations: If certain expressions are only observed from the front, rendering those expressions from side angles will fail.
  • Compression of the feature base remains unexplored; it could be combined with HAC-like methods to further reduce model size.
  • Can be scaled to more complex dynamic regions such as full-body or hands.
  • NeRFBlendShape: Also uses expression parameter blending, but blends multi-level hash grid fields instead of individual Gaussian features.
  • PointAvatar: Deformable point cloud representation, with stronger geometric constraints but lacking photorealism.
  • INSTA: Based on FLAME mesh deformation + InstantNGP, reaches near-real-time speed but exhibits mesh artifacts.
  • 4D-GS / Dynamic 3DGS: General dynamic scene methods, whereas HeadGaS features a more streamlined and specialized design for heads.

Rating

  • Novelty: โญโญโญโญ โ€” The insight of "modeling facial dynamics via opacity variation instead of geometric deformation" is highly original and counter-intuitive.
  • Experimental Thoroughness: โญโญโญโญ โ€” 3 datasets, comparisons with 8 baselines, comprehensive ablations, and cross-subject transfer experiments.
  • Writing Quality: โญโญโญโญ โ€” Clear motivation, and the visualization of opacity changes (Fig 2) is highly intuitive.
  • Value: โญโญโญโญโญ โ€” Enables real-time driving of digital avatars, directly applicable to AR/VR.