Create

Sign in to ReadmeX

or

How we handle your data: Privacy Policy

ReadmeX

Your AI reading companion

What would you like to catch up on?

Pick a briefing, or ask your own question.

Your community and people briefings stay personal to you.

Story

GHARP brings real-time Gaussian head animation to mobile

AI summary

GHARP is a method for animating 3D human heads in real time from a few images of a subject and a driving expression signal. Its authors say it separates an offline identity-reconstruction stage from a lightweight runtime animation stage optimized for mobile devices. The runtime predicts expression-dependent residuals in the semantically structured latent space of a pretrained reconstruction model. The authors also report that ambiguous body appearance can cause blur and temporal flicker, which they address with a body alignment network. They claim state-of-the-art quality on Ava-256, execution up to 13 times faster on an A100 GPU, and eight times fewer Gaussians; the supplied evidence does not independently verify these results.

In-depth insight

The reported two-stage design permits an expensive offline identity stage while using a lightweight animation network optimized for mobile devices, explicitly improving the runtime-quality trade-off. The performance and quality figures remain author-reported and were not independently verified in the supplied evidence.

research area Computer Visionconference Asian Conference on Computer Vision (ACCV)

content type paperpublished October 2026

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

View publication

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.

#GHARP#Ava-256#NVIDIA A100#3D Gaussian Splatting#Apple Machine Learning Research

Original · 2 min readRead the original
Group chat

No comments yet. Start the conversation.