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GHARP: 대규모 재구성 사전을 기반으로 한 실시간 가우시안 헤드 애니메이션

우리는 피사체의 몇몇 입력 이미지와 구동 표현 신호만으로 3D 인간 머리를 실시간으로 애니메이션화하는 방법인 GHARP(Gaussian Head Animation from Real-time Large-scale Reconstruction Prior)를 제시합니다. 본 연구에서는 이 문제를 두 단계로 분리하여, 오프라인에서 피사체의 기하학적 특성과 외관을 표현하는 모델을 학습하는 아이덴티티 단계와, 런타임에 이를 기반으로 표현에 따라 변하는 잔차를 예측하는 애니메이션 단계로 나눕니다. 이러한 분리 방식은 정확도, 품질 및 실행 시간 측면에서 유리한 트레이드오프를 제공합니다: 아이덴티티 단계는 계산 비용이 높을 수 있는 반면, 애니메이션 단계는 …

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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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