This paper proposes DiNGGA (Dirichlet and Noise-Guided Gaussian Avatars), a 3D Dirichlet PDF-based height field defined over each mesh triangle of the face region, enabling explicit modeling of expression-dependent wrinkles and non-rigid surface deformations in head avatar reconstruction.
Abstract
Recent Gaussian Splatting–based head avatar reconstruction methods achieve photorealistic rendering by binding Gaussian primitives to 3D Morphable Models (3DMMs), enabling geometrically consistent deformation and animation control. However, the optimization process lacks explicit surface opacity constraints, causing inherently opaque facial regions to converge to semi-transparent states. This phenomenon leads to Gaussians from the face and the back of the head being rendered and optimized together, which hinders the model from capturing intricate geometric details such as expression-dependent wrinkles and non-rigid deformations. To address these issues, we propose DiNGGA (Dirichlet and Noise-Guided Gaussian Avatars). First, we fill the interior of the 3DMM head volume with noise 3D Gaussians, effectively mitigating the semi-transparency artifacts. Second, we introduce a 3D Dirichlet PDF-based height field defined over each mesh triangle of the face region, enabling explicit modeling of expression-dependent wrinkles and non-rigid surface deformations. Extensive experiments show that DiNGGA effectively mitigates surface transparency artifacts and significantly enhances fine-grained facial detail reconstruction compared to prior methods.
This work proposes MGAvatar, a Gaussian-mesh hybrid representation that jointly models geometry and appearance through two Gaussian-mesh binding modes, and introduces vertex-bound Gaussians and constrain their learnable parameters, enabling progressive mesh deformation to represent complex head geometry.
Lei Shi, Sen Peng, Zhi-Yang Deng et al.· 0 citations
AEAvatar is proposed, an Animatable and Editable Generative Gaussian Head Avatar framework for producing high-quality 3D avatars that achieves high-quality animation at a resolution of \(512^{2}\) using only around 120K Gaussian primitives.
Achun Bao, Jie Guo, Xiu Li· ACM Transactions on Multimed...· 0 citations
Reconstructing expressive and relightable 3D head avatars from monocular videos remains challenging in computer vision, as it requires accurate modeling of both non-rigid facial motion and illumination-dependent appearance. Existing Gaussian avatar methods commonly rely on globally coupled representations, in which Gau...
Jian-Kuo Zhao, Xiang-Yu Zhu, Ji-Jie Li et al.· 0 citations
DiGS-Avatar is proposed, which reformulates this task as an efficient, diffusion-based UV-latent completion task, ensuring 3D consistency by design, and introduces a teacher-student framework where a multi-view teacher provides geometrically aligned pseudo-ground-truth latents to supervise a single-view diffusion stude...
AvaImg, a multi-stage optimization pipeline, is presented: it enforces body-inside-clothing constraint via signed winding numbers, is made viable by a three-level efficiency cascade (~10x runtime reduced, ~95% storage saved), and recovers fine surface detail using coarse-to-fine displacement optimization.
Margaret Kostyrko, Yuxuan Xue, Garvita Tiwari et al.· 2 citations
Recent advances in 3D content generation have demonstrated the effectiveness of optimization-based frameworks such as DreamGaussian, which combine 3D Gaussian Splatting (3DGS) with diffusion-guided Score Distillation Sampling (SDS) to efficiently synthesize 3D assets from a single image. Compared with earlier NeRF-base...