创建

登录 ReadmeX

或

了解我们如何处理你的信息: 隐私政策

ReadmeX

陪你读懂 AI 动态

今天,想先了解什么?

选一份动态总结,或直接聊聊你的问题。

社区和关注动态总结只属于你自己。

资讯

GHARP实现面向移动端的实时高斯头部动画

AI 总结

GHARP是一种利用少量人物图像和驱动表情信号实时生成3D头部动画的方法。作者表示,该方法将离线身份重建与运行时动画分离,其中运行时采用面向移动设备优化的轻量级网络,并在预训练重建模型语义结构化的潜空间中预测与表情相关的残差。报告指出,模糊的身体外观可能造成画面模糊和时间闪烁,作者通过身体对齐网络加以处理。作者称该方法在Ava-256基准上达到领先质量,在A100 GPU上最高快13倍,并使用少8倍的高斯点;现有证据未对这些结果进行独立验证。

深度见解

据报告所述,两阶段设计可让成本较高的身份重建离线完成,同时以面向移动设备优化的轻量级网络执行动画,从而改善运行时与质量之间的权衡。性能和质量数据均由作者报告,现有证据未作独立验证。

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

原文约 2 分钟读完阅读原文
群聊

还没有评论,来说说你的看法。