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GHARP:大規模再構築事前知識に基づくリアルタイムのガウスヘッドアニメーション

我々は、対象者の少量の入力画像と駆動用の表情信号から3Dヒューマンヘッドをリアルタイムでアニメーション化する手法であるGHARP(Real-time Gaussian Head Animation from Large-scale Reconstruction Prior)を提案する。本手法では、問題を二段階に分離し、オフラインで対象者の幾何学的形状と外観の表現を構築するアイデンティティ段階と、ランタイムにその上に表情依存の残差を予測するアニメーション段階に分割する。この分離により、忠実度、品質、実行時間の間で望ましいトレードオフが実現される:アイデンティティ段階は計算コストが高くなる一方で、アニメーション段階は…

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GHARP: Real-Time Gaussian Head Animation from Large-Scale Reconstruction Prior

AuthorsAli Benlalah*, Sepehr Johari*, Patricia Vitoria*, Armin Kappeler*, Artem Sevastopolsky, Alexander Jung, Gabriele Fanelli, Kevin Mader, Manuel Breitenstein, Claudia Plüss, Jan Rüegg, Simon Biland, Thomas Etterlin, Dmitry Kostiaev, Mathias Deschler, Brian Amberg, Sebastian Martin

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We present GHARP (Real-time Gaussian Head Animation from Large-scale Reconstruction Prior), a method that animates 3D human heads in real time from a few input images of a subject and a driving expression signal. We decouple the problem into an identity stage that builds a representation of the subject’s geometry and appearance offline, and an animation stage that predicts expression-dependent residuals on top of it at runtime. This separation offers a favorable trade-off with respect to fidelity, quality and runtime: the identity stage can be expensive while the animation stage runs a lightweight network, optimized for mobile devices. Our method performs animation in a semantically structured latent space of a pretrained reconstruction model, where expression changes remain spatially contained, making residual prediction efficient. This reconstruction prior provides a consistent spatial layout, allowing fusion of multiple input views into a compact, fixed-size canonical Gaussian representation. While this two-stage design improves the runtime-quality trade-off, it still inherits a problem common to all expression-driven avatar methods: expression codes describe only the face and thus omit body pose and clothing position, making these regions underspecified in the input. The animation network faces an ill-posed mapping and resorts to averaging over conflicting body appearances, producing blur and temporal flicker. We address this with a body alignment network that learns to align the person’s body in the target image with the input reference images, removing the ambiguity from the training signal. Our method achieves state-of-the-art quality on the Ava-256 benchmark while running up to 13× faster on an A100 GPU with 8× fewer Gaussians.

* Equal Contributors

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