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  <id>https://arxiv.org/api/HqZhq3UBPeOxSsexSixDeSWLuJ4</id>
  <title>arXiv Query: search_query=abs:"head avatar" AND (abs:gaussian OR abs:relightable OR abs:photorealistic)&amp;id_list=&amp;start=0&amp;max_results=25</title>
  <updated>2026-09-18T20:59:08Z</updated>
  <link href="https://arxiv.org/api/query?search_query=abs:%22head+avatar%22+AND+(abs:gaussian+OR+(abs:relightable+OR+abs:photorealistic))&amp;start=0&amp;max_results=25&amp;id_list=" type="application/atom+xml"/>
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  <entry>
    <id>http://arxiv.org/abs/2609.12850v2</id>
    <title>MGAvatar: Mesh-Bound Gaussians for Head Avatar Geometry and Appearance Modeling</title>
    <updated>2026-09-14T11:23:47Z</updated>
    <link href="https://arxiv.org/abs/2609.12850v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2609.12850v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Accurate head modeling requires a stable yet expressive geometric representation. Existing Gaussian-based head avatars commonly rely on parametric templates (e.g., FLAME) for Gaussian initialization and deformation, but these templates lack personalized priors and struggle to represent structures such as hair and clothing. To address this issue, we propose MGAvatar, a Gaussian-mesh hybrid representation that jointly models geometry and appearance through two Gaussian-mesh binding modes. Specifically, we introduce vertex-bound Gaussians and constrain their learnable parameters, enabling progressive mesh deformation to represent complex head geometry, while a pose-dependent offset module accounts for non-rigid deformations. Once geometry is stabilized, MGAvatar switches to face-bound Gaussians for appearance modeling. To improve appearance consistency across novel poses and viewpoints, we introduce a view-conditioned neural color field that alleviates artifacts caused by independently optimized Gaussian colors. In addition, we design a Gaussian offset network to predict Gaussian offset maps in the observation space, providing greater flexibility for face-bound Gaussians to capture dynamic facial textures. Extensive experiments on multi-view and monocular videos show that MGAvatar outperforms existing methods in rendering quality, producing high-fidelity head avatars with rich texture details.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-09-11T13:41:06Z</published>
    <arxiv:comment>10 pages, 7 figures. Accepted to the Journal Track of Pacific Graphics 2026. Our project page is available at is available at https://bnbucv.github.io/MGAvatar/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Lei Shi</name>
    </author>
    <author>
      <name>Sen Peng</name>
    </author>
    <author>
      <name>Zhiyang Deng</name>
    </author>
    <author>
      <name>Zhonggui Chen</name>
    </author>
    <author>
      <name>Xiaohu Guo</name>
    </author>
    <author>
      <name>Baorong Yang</name>
    </author>
    <author>
      <name>Xiao Dong</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2608.23133v1</id>
    <title>SACHA: Semantic-Aware Compression for 3D Gaussian Head Avatars</title>
    <updated>2026-08-24T11:39:25Z</updated>
    <link href="https://arxiv.org/abs/2608.23133v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2608.23133v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Animatable 3D Gaussian head avatars offer high-fidelity and flexible facial rendering, but typically require substantial storage and transmission costs for numerous Gaussian primitives. Existing Gaussian head avatar methods overlook the visual saliency of different head semantic regions for more appropriate Gaussian primitive allocation, as well as the efficient compression of trained head avatar sequences. To tackle this obstacle, we propose SACHA, a dynamic head avatar compression framework that leverages both semantic-aware density control and appearance-motion decomposition to achieve compact representation and high-quality novel-view rendering of head avatar sequences. Specifically, the semantic-aware density control guides the adaptive allocation of Gaussian primitives across different head regions with region-adaptive densification and pruning. In addition, the appearance-motion decomposed compression further reduces the temporal redundancy of the avatar sequence by transmitting only head-prior parameters for avatar movements. Together, these designs enable a compact representation for efficient transmission of dynamic Gaussian head avatars while preserving visual fidelity. Experiments demonstrate that SACHA achieves a superior rate-distortion performance over existing Gaussian head avatar representation and compression methods while maintaining high-quality novel-view and novel-expression rendering.</summary>
    <category term="cs.MM" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-08-24T11:39:25Z</published>
    <arxiv:primary_category term="cs.MM"/>
    <author>
      <name>Zihan Zhang</name>
    </author>
    <author>
      <name>Shanzhi Yin</name>
    </author>
    <author>
      <name>Xinju Wu</name>
    </author>
    <author>
      <name>Bolin Chen</name>
    </author>
    <author>
      <name>Ru-Ling Liao</name>
    </author>
    <author>
      <name>Jie Chen</name>
    </author>
    <author>
      <name>Shiqi Wang</name>
    </author>
    <author>
      <name>Yan Ye</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.28164v1</id>
    <title>S-Avatar: Diffusion-Guided Gaussian Head Avatars from a Single Image</title>
    <updated>2026-07-30T13:04:03Z</updated>
    <link href="https://arxiv.org/abs/2607.28164v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.28164v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>We propose S-Avatar, a novel method for generating photorealistic 3D head avatars from a single image using a diffusion-guided 3D model generation module and strategies for animating 3D Gaussian Splatting (3DGS). While single-image head avatar reconstruction is crucial for lifelike Virtual Reality (VR) applications, existing approaches often struggle to preserve 3D consistency under unseen viewpoints. S-Avatar addresses this limitation through a three-stage pipeline. First, a high-resolution 3DGS is synthesized directly from a single image using a diffusion-based Gaussian splat generation module. Next, the parametric head model FLAME is aligned with the generated 3DGS by optimizing its parameters and spatial transformations. Finally, to adapt the 3DGS to FLAME variations, we construct a binding template that encodes the spatial relationship between the initial splats and FLAME. The dynamic 3D head avatar can then be rendered in real time by deforming the 3DGS with the binding template. By combining diffusion-guided canonical 3DGS generation with FLAME-based control, our method achieves efficient and accurate reconstruction with enhanced 3D consistency. Evaluations on public datasets demonstrate that S-Avatar outperforms state-of-the-art methods in novel-view and expression generation, achieving superior realism and consistency. Consequently, our approach represents a significant advance in accessible avatar creation, applicable to a wide range of VR/AR applications. The project page is available at https://github.com/hailsong/savatar.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-30T13:04:03Z</published>
    <arxiv:comment>15 pages, 12 figures</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Hail Song</name>
    </author>
    <author>
      <name>Seokhwan Yang</name>
    </author>
    <author>
      <name>Jiwon Yang</name>
    </author>
    <author>
      <name>Woojin Cho</name>
    </author>
    <author>
      <name>Woontack Woo</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.28032v1</id>
    <title>Split and Drive: Dual-Axis Disentanglement for Real-Time Gaussian Head Avatars</title>
    <updated>2026-07-30T11:17:25Z</updated>
    <link href="https://arxiv.org/abs/2607.28032v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.28032v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Creating photorealistic animatable head avatars from a single image remains a fundamental challenge in digital human synthesis. While recent 3D Gaussian Splatting methods have achieved promising results, they rely on external tracking pipelines whose latency is excluded from inference measurements. Furthermore, they adopt unified representations that entangle geometrically distinct facial regions, limiting both expressiveness and rendering fidelity. We propose SpiD (Split and Drive), a single-image Gaussian head avatar framework built on two disentanglement axes. The compute axis internalizes per-frame driving, eliminating external tracking dependency at inference. The feature axis decomposes the avatar into three specialized Gaussian branches, each modeling a geometrically distinct facial domain. Extensive experiments demonstrate consistently strong performance against state-of-the-art methods while achieving the fastest inference speed among all compared methods on a single GPU with the complete driving pipeline included.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-30T11:17:25Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>MD Wahiduzzaman Khan</name>
    </author>
    <author>
      <name>Mingshan Jia</name>
    </author>
    <author>
      <name>Xiaolin Zhang</name>
    </author>
    <author>
      <name>En Yu</name>
    </author>
    <author>
      <name>Kaska Musial-Gabrys</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.23861v1</id>
    <title>Head Avatars with Dynamic Explicit Hair</title>
    <updated>2026-07-26T22:08:13Z</updated>
    <link href="https://arxiv.org/abs/2607.23861v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.23861v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>We present DynHair, a novel method for tracking and modeling dynamic hair for human head avatars. From video input, we reconstruct a dynamic head avatar with an explicit strand-based hair representation using structured 3D Gaussian Splatting. In contrast to the face region of human head avatars, which can be modeled with 3D Gaussians that are attached or generated with respect to some expressive 3D head model, hair is particularly challenging as it exhibits dynamic motion effects. Therefore, we present a novel method that models the dynamic deformations of the hair strands using a temporal network that is conditioned on angular velocity and acceleration of the head, as well as relative gravity. Specifically, an LSTM encodes the motion history and modulates per-point strand features via FiLM conditioning which further used by MLP to produce physically plausible displacements to canonical hairstyle. We jointly optimize this motion and appearance representation of the hair, with a 3DGS-based representation of the face-region, via differentiable Gaussian splatting with photometric, geometric, and physics-based supervision. As a result of our method, we retrieve hair tracking of the training video data and an animatable head avatar with controllable hair dynamics. In our experiments, we demonstrate state-of-the-art performance in terms of hair dynamics, temporal consistency, and generalization across subjects.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-26T22:08:13Z</published>
    <arxiv:comment>Project page: https://dynhair.is.tue.mpg.de/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Vanessa Sklyarova</name>
    </author>
    <author>
      <name>Haonan Chen</name>
    </author>
    <author>
      <name>Berna Kabadayi</name>
    </author>
    <author>
      <name>Tobias Kirschstein</name>
    </author>
    <author>
      <name>Zicong Fan</name>
    </author>
    <author>
      <name>Xi Wang</name>
    </author>
    <author>
      <name>Gerard Pons-Moll</name>
    </author>
    <author>
      <name>Matthias Nießner</name>
    </author>
    <author>
      <name>Marc Pollefeys</name>
    </author>
    <author>
      <name>Michael J. Black</name>
    </author>
    <author>
      <name>Justus Thies</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.23840v1</id>
    <title>STEER: Steerable Dyadic Head Avatars</title>
    <updated>2026-07-26T20:53:41Z</updated>
    <link href="https://arxiv.org/abs/2607.23840v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.23840v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Facial movement and expression are central to face-to-face communication, conveying turn-taking, attention, agreement, and engagement alongside speech. While speech-driven facial animation has made strong progress in lip synchronization and audio-conditioned motion generation, most methods treat conversational behavior as an emergent byproduct of audio, or expose only coarse sequence-level affect control. As a result, key non-verbal channels such as gaze contact and aversion, rhythmic head motion, and emotion remain difficult to explicitly control. We present STEER, a controllable 3D dyadic motion prior for reactive conversational head avatars. STEER factorizes conversational behavior into explicit controls for gaze, head rhythm, and emotion, allowing users to steer how an avatar listens, reacts, and engages with a conversation partner. Since temporally aligned annotations for these behaviors are not available in public dyadic corpora, we introduce a tracking and annotation pipeline that recovers behavioral pseudo-labels from in-the-wild dyadic video. A causal flow-matching transformer then learns partner-aware target motion conditioned on audio, partner motion, emotion and the proposed behavioral controls. We further embed STEER in a photorealistic avatar pipeline by extending a Universal Gaussian Head-Avatar Prior with a learned mapping from tracked parametric motion into its avatar-driving space. This enables controllable animation of high-fidelity Gaussian head avatars without re-training the underlying avatar model. STEER outperforms recent dyadic motion baselines on motion quality, dynamics, and diversity, remains competitive on partner coupling, and enables gaze, head-rhythm, and emotion edits together with an interactive live deployment. We make our code and dataset annotations available at our webpage.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-26T20:53:41Z</published>
    <arxiv:comment>Project page: https://kartik-teotia.github.io/STEER/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Kartik Teotia</name>
    </author>
    <author>
      <name>Helge Rhodin</name>
    </author>
    <author>
      <name>Hyeongwoo Kim</name>
    </author>
    <author>
      <name>Marc Habermann</name>
    </author>
    <author>
      <name>Christian Theobalt</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2607.22673v2</id>
    <title>URHead: A Unified UV-Space Representation for Joint Mesh-3DGS Optimization in Head Avatars</title>
    <updated>2026-08-04T08:10:00Z</updated>
    <link href="https://arxiv.org/abs/2607.22673v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2607.22673v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>We present URHead, a unified representation for high-fidelity and animatable head avatars that fundamentally redefines mesh-Gaussian integration. While mesh-based methods offer precise geometric control but lack photorealistic detail, and Gaussian-based approaches achieve photorealism but suffer from poor structural consistency, existing hybrid solutions fail to fully leverage their complementary strengths. Our key contribution is a UV-space unification where both representations share a common UV parameterization. Through joint optimization with adaptive gaussian sampling, our method automatically learns to disentangle and allocate appropriate roles to each component. URHead maintains full parametric controllability while preserving subject-specific details, and outperforms existing state-of-the-art methods in reconstruction quality and animation consistency.</summary>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-07-08T04:39:05Z</published>
    <arxiv:comment>Project page/code: https://lseonghak.github.io/website/project/urhead/, Accepted to ECCV 2026</arxiv:comment>
    <arxiv:primary_category term="cs.GR"/>
    <author>
      <name>Seonghak Lee</name>
    </author>
    <author>
      <name>Junhee Cho</name>
    </author>
    <author>
      <name>Jisoo Park</name>
    </author>
    <author>
      <name>Min-Gyu Park</name>
    </author>
    <author>
      <name>Jongmin Lee</name>
    </author>
    <author>
      <name>Ju Hong Yoon</name>
    </author>
    <author>
      <name>Junseok Kwon</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.30347v2</id>
    <title>FFAvatar: Feed-Forward 4D Head Avatar Reconstruction from Sparse Portrait Images</title>
    <updated>2026-07-14T12:36:54Z</updated>
    <link href="https://arxiv.org/abs/2606.30347v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.30347v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>We present FFAvatar, a Transformer-based 3D Gaussian framework for fast construction of high-quality and animatable 4D head avatars from one or more reference portrait images. Unlike existing feed-forward approaches that require a fixed number of input views, FFAvatar supports incremental reconstruction, progressively refining the avatar representation as additional reference images become available. At the core of our method is an alternating attention mechanism that disentangles identity appearance from expression and viewpoint variations, enabling the reconstruction of a canonical 3D appearance that remains consistent across poses and facial expressions. To balance visual fidelity and computational efficiency, we introduce a sparse-to-dense learning paradigm. Coarse appearance features are first learned using sparse primitives anchored to the FLAME vertex level and are subsequently densified in the UV domain to capture fine-grained geometric and texture details. We further propose a plug-and-play motion refinement module that enables subject-specific dynamic personalization by modeling residual motion beyond parametric deformation. Extensive experiments demonstrate that FFAvatar efficiently produces high-fidelity and controllable 4D head avatars, achieving superior flexibility, driving efficiency, and identity-consistent rendering across diverse expressions and viewpoints.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-29T14:21:33Z</published>
    <arxiv:comment>Accepted to ECCV 2026. Project page: https://jj-yao.github.io/ffavatar/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Jianjiang Yao</name>
    </author>
    <author>
      <name>Ke Xian</name>
    </author>
    <author>
      <name>Renxiang Dai</name>
    </author>
    <author>
      <name>Robert Caiming Qiu</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.15659v1</id>
    <title>SpatialAvatar-0: High-Quality 4D Head Avatar with Multi-Stage Reconstruction</title>
    <updated>2026-06-14T07:55:57Z</updated>
    <link href="https://arxiv.org/abs/2606.15659v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.15659v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>High-quality 4D head avatars from one or a few source portraits are central to telepresence, AR/VR, and digital-human interaction. 3D Gaussian Splatting (3DGS) has emerged as the dominant representation, with two complementary regimes (generalizable feed-forward predictors and per-subject refiners) maturing in parallel. However, existing feed-forward predictors are trained on a single dataset family with a hard-coded source count, inheriting the corresponding domain bias. Per-subject refiners require 300K--600K iterations and rely on adaptive densification that destroys upstream Gaussian layouts, preventing the two regimes from sharing a representation end-to-end. To bridge both regimes we propose SpatialAvatar-0 on a shared FLAME-mesh-bound Gaussian representation: a feed-forward generator with a parameter-free K-source mean-pool and a monocular-temporal to multi-view-spatial two-phase schedule that anchors against identity-prior collapse onto the smaller multi-view set. We further introduce a 10K-iter layout-preserving per-subject refinement loop that freezes the FLAME-binding and Gaussian count and replaces densification with a three-component anti-spike regularization. On VFHQ/HDTF cross-domain zero-shot we surpass the in-domain leader GAGAvatar by +1.5 dB PSNR despite never training on either test domain, and on the SplattingAvatar monocular benchmark we lead every reported metric, surpassing the 300K-iter GeoAvatar by +1.3 dB PSNR at up to 60x shorter per-subject schedule than common SOTA baselines. Website: https://spatialwalk.github.io/SpatialAvatar-0.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-14T07:55:57Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Yiran Wang</name>
    </author>
    <author>
      <name>Zeyu Zhang</name>
    </author>
    <author>
      <name>Yuanming Li</name>
    </author>
    <author>
      <name>Ziming Wang</name>
    </author>
    <author>
      <name>Yang Zhao</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2606.10550v2</id>
    <title>LentiAvatar: Pseudo-Multiview Reconstruction and Subpixel Prism Rendering for Real-Time Stereoscopic Communication</title>
    <updated>2026-06-15T15:32:20Z</updated>
    <link href="https://arxiv.org/abs/2606.10550v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2606.10550v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Real-time stereoscopic video communication has long been a goal of immersive telepresence, yet practical systems still require specialized capture rigs or reduce remote users to a single portrait view. We present LentiAvatar, a Gaussian head-avatar system that connects monocular avatar capture with subpixel-encoded glasses-free lenticular display for real-time autostereoscopic communication. From a monocular portrait video, LentiAvatar reconstructs a controllable head avatar and optimizes it for the lateral viewing zones induced by the display. The method uses natural head turns as pseudo-multiview (PMV) supervision to constrain regions that are otherwise weakly observed in monocular training, including hair, ears, jaw contours, and neck boundaries. Reliable side frames are yaw-binned, aligned to virtual cameras, and supervised within a strict head-and-hair domain; contour-aware losses and staged regularization further suppress ghosting, alpha leakage, and depth instability while preserving lateral detail. At runtime, LentiAvatar renders 32 virtual views and encodes them into a 4K lenticular raster with calibrated subpixel-routing masks. The live-tracker prototype sustains 10.65 FPS, and a subject-specific distilled driver raises the same display pipeline to 38.49 FPS.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-06-09T08:17:51Z</published>
    <arxiv:comment>10 pages, 5 figures, 3 tables</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Chufeng Fang</name>
    </author>
    <author>
      <name>Dongdong Teng</name>
    </author>
    <author>
      <name>Lilin Liu</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.25751v1</id>
    <title>SplitAvatar: One-shot Head Avatar with Autoregressive Gaussian Splitting</title>
    <updated>2026-05-25T12:02:43Z</updated>
    <link href="https://arxiv.org/abs/2605.25751v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.25751v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>3D Gaussian Splatting (3DGS) provides an efficient method for high-quality scene reconstruction using anisotropic Gaussians. Recently, 3DGS-based methods have significantly improved the rendering quality of human avatars while enabling real-time performance. However, existing methods suffer from a magnitude mismatch in the number of Gaussians generated by image-based and 3DMM-based approaches. This discrepancy results in reconstructed expressions that lack fine-grained detail. In this paper, we introduce a novel method for reconstructing an animatable head avatar from a single image. We propose a Graph splitting network to progressively generate Gaussians from coarse to fine using an autoregressive architecture. To address the graph inconsistency caused by split Gaussians, we employ a mesh topology extension method to align the GNN's connectivity with the increased Gaussian count. Furthermore, we introduce a novel density control method that includes a gating mechanism that generates soft masks for Gaussians, preventing over-densification after the splitting operation. This allows for dynamic control over Gaussian density across different facial regions. For smooth and rapid training, we employ a delayed filtering strategy to avoid re-computing the graph topology during training. Experimental results demonstrate that our autoregressive structure effectively improves expression representation ability by progressively splitting Gaussians. This process, enabled by the GNN-guided splitting, synthesizes more precise facial details and achieves higher reconstruction quality.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-25T12:02:43Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Hongzhe Liao</name>
    </author>
    <author>
      <name>Chuhua Xian</name>
    </author>
    <author>
      <name>Hongmin Cai</name>
    </author>
    <author>
      <name>Haiyang Liu</name>
    </author>
    <author>
      <name>Fa-Ting Hong</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.25220v1</id>
    <title>Multi-view Consistent 3D Gaussian Head Avatars 'without' Multi-view Generation</title>
    <updated>2026-05-24T19:09:15Z</updated>
    <link href="https://arxiv.org/abs/2605.25220v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.25220v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>High-fidelity 3D Gaussian head avatar generation is critical for applications such as AR/VR, telepresence, and digital humans. Existing methods depend on multi-view datasets, 3D captures, or intermediate 2D view synthesis. In contrast, we learn both conditional and unconditional 3D head models from randomly sampled 2D images alone, without using multi-view data, 3D supervision, or intermediate view generation. We introduce MVCHead, a single-shot state space model that enforces multi-view consistency (MVC) directly in the 3D representation while regressing 3D Gaussians under these constraints. At its core, we propose a Hierarchical State Space (HiSS) block that progressively refines Gaussians from coarse to fine, while capturing long-range dependencies. Within each HiSS block, we modify Mamba's standard unidirectional scan with the proposed Hierarchical Bi-directional State Scan (HiBiSS) that aligns recurrence with the axes along which multi-view inconsistencies are strongest. Finally, we design an SE(3) Multi-view Critic that judges whether a set of self-renders arises from a single underlying 3D configuration, rewarding cross-view pixel alignment without observing real multi-view pairs. MVCHead achieves state-of-the-art perceptual quality, surpasses prior methods in both texture and geometric consistency, and maintains comparable shape consistency. To demonstrate scalability, we release FaceGS-10K, the first large-scale dataset of ready-to-use 3D Gaussian head assets for training and evaluation of 3D head models. Project Page and code: https://humansensinglab.github.io/MVCHead/</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.RO" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-24T19:09:15Z</published>
    <arxiv:comment>CVPR 2026; Project Website: https://humansensinglab.github.io/MVCHead/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <arxiv:journal_ref>CVPR, Denver, CO, USA, 2026, pp. 40163-40174</arxiv:journal_ref>
    <author>
      <name>Aviral Chharia</name>
    </author>
    <author>
      <name>Fernando De la Torre</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2605.15320v1</id>
    <title>FFAvatar: Few-Shot, Feed-Forward, and Generalizable Avatar Reconstruction</title>
    <updated>2026-05-14T18:33:49Z</updated>
    <link href="https://arxiv.org/abs/2605.15320v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2605.15320v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Avatar reconstruction has traditionally relied on per-subject optimization that requires hours of computation or on expensive preprocessing that limits scalability. We introduce FFAvatar, a generalizable feed-forward framework that reconstructs high-quality, animatable 3D Gaussian head avatars from few-shot unposed portrait images in seconds. FFAvatar fuses information from multiple source images into a unified canonical Gaussian representation through Multi-View Query-Former, which is animated via FLAME parameters predicted end-to-end directly from pixels, eliminating the overhead of offline FLAME extraction. We further propose a three-stage training curriculum that achieves both broad generalization and high-fidelity reconstruction: (i) scalable pretraining on extensive monocular video data with over 1M identities to learn strong generalizable priors; (ii) multi-view fine-tuning on a small but high-quality dataset of 360-degree captures to enhance geometric fidelity and extreme-view awareness; and (iii) optional personalization that adapts to specific identities for maximum fidelity within 500 optimization steps. Extensive experiments demonstrate that FFAvatar sets a new standard for identity preservation, geometric consistency, and animation fidelity. On the NeRSemble benchmark, it outperforms the state-of-the-art LAM by a substantial 5.5 PSNR gain. Furthermore, FFAvatar enables real-time deployment, reconstructing avatars in 2 seconds without personalization and 10 seconds with personalization, while supporting 49 FPS animation on a single NVIDIA A100 GPU.</summary>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.LG" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-05-14T18:33:49Z</published>
    <arxiv:comment>Project Page: https://ffavatar.github.io</arxiv:comment>
    <arxiv:primary_category term="cs.GR"/>
    <author>
      <name>Thuan Hoang Nguyen</name>
    </author>
    <author>
      <name>Jiahao Luo</name>
    </author>
    <author>
      <name>Yinyu Nie</name>
    </author>
    <author>
      <name>Hao Li</name>
    </author>
    <author>
      <name>Gordon Guocheng Qian</name>
    </author>
    <author>
      <name>Jian Wang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2604.14782v1</id>
    <title>One-shot Compositional 3D Head Avatars with Deformable Hair</title>
    <updated>2026-04-16T08:39:37Z</updated>
    <link href="https://arxiv.org/abs/2604.14782v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2604.14782v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>We propose a compositional method for constructing a complete 3D head avatar from a single image. Prior one-shot holistic approaches frequently fail to produce realistic hair dynamics during animation, largely due to inadequate decoupling of hair from the facial region, resulting in entangled geometry and unnatural deformations. Our method explicitly decouples hair from the face, modeling these components using distinct deformation paradigms while integrating them into a unified rendering pipeline. Furthermore, by leveraging image-to-3D lifting techniques, we preserve fine-grained textures from the input image to the greatest extent possible, effectively mitigating the common issue of high-frequency information loss in generalized models. Specifically, given a frontal portrait image, we first perform hair removal to obtain a bald image. Both the original image and the bald image are then lifted to dense, detail-rich 3D Gaussian Splatting (3DGS) representations. For the bald 3DGS, we rig it to a FLAME mesh via non-rigid registration with a prior model, enabling natural deformation that follows the mesh triangles during animation. For the hair component, we employ semantic label supervision combined with a boundary-aware reassignment strategy to extract a clean and isolated set of hair Gaussians. To control hair deformation, we introduce a cage structure that supports Position-Based Dynamics (PBD) simulation, allowing realistic and physically plausible transformations of the hair Gaussian primitives under head motion, gravity, and inertial effects. Striking qualitative results, including dynamic animations under diverse head motions, gravity effects, and expressions, showcase substantially more realistic hair behavior alongside faithfully preserved facial details, outperforming state-of-the-art one-shot methods in perceptual realism.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-04-16T08:39:37Z</published>
    <arxiv:comment>project page: https://yuansun-xjtu.github.io/CompHairHead.io</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Yuan Sun</name>
    </author>
    <author>
      <name>Xuan Wang</name>
    </author>
    <author>
      <name>WeiLi Zhang</name>
    </author>
    <author>
      <name>Wenxuan Zhang</name>
    </author>
    <author>
      <name>Yu Guo</name>
    </author>
    <author>
      <name>Fei Wang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2604.13856v2</id>
    <title>Any3DAvatar: Fast and High-Quality Full-Head 3D Avatar Reconstruction from Single Portrait Image</title>
    <updated>2026-08-05T03:17:18Z</updated>
    <link href="https://arxiv.org/abs/2604.13856v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2604.13856v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Reconstructing a complete 3D head from a single portrait remains challenging because existing methods still face a sharp quality-speed trade-off: high-fidelity pipelines often rely on multi-stage processing and per-subject optimization, while fast feed-forward models struggle with complete geometry and fine appearance details. To bridge this gap, we propose Any3DAvatar, a fast and high-quality method for single-image 3D Gaussian head avatar generation, whose fastest setting reconstructs a full head in under one second while preserving high-fidelity geometry and texture. First, we build AnyHead, a unified data suite that combines identity diversity, dense multi-view supervision, and realistic accessories, filling the main gaps of existing head data in coverage, full-head geometry, and complex appearance. Second, rather than sampling unstructured noise, we initialize from a Plücker-aware structured 3D Gaussian scaffold and perform one-step conditional denoising, formulating full-head reconstruction into a single forward pass while retaining high fidelity. Third, we introduce auxiliary view-conditioned appearance supervision on the same latent tokens alongside 3D Gaussian reconstruction, improving novel-view texture details at zero extra inference cost. Experiments show that Any3DAvatar outperforms prior single-image full-head reconstruction methods in rendering fidelity while remaining substantially faster.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-04-15T13:24:47Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Yujie Gao</name>
    </author>
    <author>
      <name>Yao Xiao</name>
    </author>
    <author>
      <name>Xiangnan Zhu</name>
    </author>
    <author>
      <name>Ya Li</name>
    </author>
    <author>
      <name>Yiyi Zhang</name>
    </author>
    <author>
      <name>Liqing Zhang</name>
    </author>
    <author>
      <name>Jianfu Zhang</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2604.13171v1</id>
    <title>3DRealHead: Few-Shot Detailed Head Avatar</title>
    <updated>2026-04-14T18:00:06Z</updated>
    <link href="https://arxiv.org/abs/2604.13171v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2604.13171v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>The human face is central to communication. For immersive applications, the digital presence of a person should mirror the physical reality, capturing the users idiosyncrasies and detailed facial expressions. However, current 3D head avatar methods often struggle to faithfully reproduce the identity and facial expressions, despite having multi-view data or learned priors. Learning priors that capture the diversity of human appearances, especially, for regions with highly person-specific features, like the mouth and teeth region is challenging as the underlying training data is limited. In addition, many of the avatar methods are purely relying on 3D morphable model-based expression control which strongly limits expressivity. To address these challenges, we are introducing 3DRealHead, a few-shot head avatar reconstruction method with a novel expression control signal that is extracted from a monocular video stream of the subject. Specifically, the subject can take a few pictures of themselves, recover a 3D head avatar and drive it with a consumer-level webcam. The avatar reconstruction is enabled via a novel few-shot inversion process of a 3D human head prior which is represented as a Style U-Net that emits 3D Gaussian primitives which can be rendered under novel views. The prior is learned on the NeRSemble dataset. For animating the avatar, the U-Net is conditioned on 3DMM-based facial expression signals, as well as features of the mouth region extracted from the driving video. These additional mouth features allow us to recover facial expressions that cannot be represented by the 3DMM leading to a higher expressivity and closer resemblance to the physical reality.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-04-14T18:00:06Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Jalees Nehvi</name>
    </author>
    <author>
      <name>Timo Bolkart</name>
    </author>
    <author>
      <name>Thabo Beeler</name>
    </author>
    <author>
      <name>Justus Thies</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2604.06467v1</id>
    <title>PhysHead: Simulation-Ready Gaussian Head Avatars</title>
    <updated>2026-04-07T21:09:52Z</updated>
    <link href="https://arxiv.org/abs/2604.06467v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2604.06467v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Realistic digital avatars require expressive and dynamic hair motion; however, most existing head avatar methods assume rigid hair movement. These methods often fail to disentangle hair from the head, representing it as a simple outer shell and failing to capture its natural volumetric behavior. In this paper, we address these limitations by introducing PhysHead, a hybrid representation for animatable head avatars with realistic hair dynamics learned from multi-view video. At the core is a 3D Gaussian-based layered representation of the head. Our approach combines a 3D parametric mesh for the head with strand-based hair, which can be directly simulated using physics engines. For the appearance model, we employ Gaussian primitives attached to both the head mesh and hair segments. This representation enables the creation of photorealistic head avatars with dynamic hair behavior, such as wind-blown motion, overcoming the constraints of rigid hair in existing methods. However, these animation capabilities also require new training schemes. In particular, we propose the use of VLM-based models to generate appearance of regions that are occluded in the dynamic training sequences. In quantitative and qualitative studies, we demonstrate the capabilities of the proposed model and compare it with existing baselines. We show that our method can synthesize physically plausible hair motion besides expression and camera control.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-04-07T21:09:52Z</published>
    <arxiv:comment>Project Page: see https://phys-head.github.io/; Youtube Video: see https://www.youtube.com/watch?v=k68fsSSwzc0; Accepted to CVPR 2026</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Berna Kabadayi</name>
    </author>
    <author>
      <name>Vanessa Sklyarova</name>
    </author>
    <author>
      <name>Wojciech Zielonka</name>
    </author>
    <author>
      <name>Justus Thies</name>
    </author>
    <author>
      <name>Gerard Pons-Moll</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2603.28003v1</id>
    <title>DipGuava: Disentangling Personalized Gaussian Features for 3D Head Avatars from Monocular Video</title>
    <updated>2026-03-30T03:50:23Z</updated>
    <link href="https://arxiv.org/abs/2603.28003v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2603.28003v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>While recent 3D head avatar creation methods attempt to animate facial dynamics, they often fail to capture personalized details, limiting realism and expressiveness. To fill this gap, we present DipGuava (Disentangled and Personalized Gaussian UV Avatar), a novel 3D Gaussian head avatar creation method that successfully generates avatars with personalized attributes from monocular video. DipGuava is the first method to explicitly disentangle facial appearance into two complementary components, trained in a structured two-stage pipeline that significantly reduces learning ambiguity and enhances reconstruction fidelity. In the first stage, we learn a stable geometry-driven base appearance that captures global facial structure and coarse expression-dependent variations. In the second stage, the personalized residual details not captured in the first stage are predicted, including high-frequency components and nonlinearly varying features such as wrinkles and subtle skin deformations. These components are fused via dynamic appearance fusion that integrates residual details after deformation, ensuring spatial and semantic alignment. This disentangled design enables DipGuava to generate photorealistic, identity-preserving avatars, consistently outperforming prior methods in both visual quality and quantitativeperformance, as demonstrated in extensive experiments.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-03-30T03:50:23Z</published>
    <arxiv:comment>AAAI 2026</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Jeonghaeng Lee</name>
    </author>
    <author>
      <name>Seok Keun Choi</name>
    </author>
    <author>
      <name>Zhixuan Li</name>
    </author>
    <author>
      <name>Weisi Lin</name>
    </author>
    <author>
      <name>Sanghoon Lee</name>
    </author>
    <arxiv:doi>10.1609/aaai.v40i7.37510</arxiv:doi>
    <link rel="related" href="https://doi.org/10.1609/aaai.v40i7.37510" title="doi"/>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2603.26934v2</id>
    <title>Leveraging Avatar Fingerprinting: A Multi-Generator Photorealistic Talking-Head Public Database and Benchmark</title>
    <updated>2026-09-10T14:15:16Z</updated>
    <link href="https://arxiv.org/abs/2603.26934v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2603.26934v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Recent advances in photorealistic avatar generation have enabled highly realistic talking-head avatars, raising security concerns regarding identity impersonation in AI-mediated communication. To advance in this challenging problem, the task of avatar fingerprinting aims to determine whether two avatar videos are driven by the same human operator or not. However, current public databases in the literature are scarce and based solely on old-fashioned talking-head avatar generators, not representing realistic scenarios for the current task of avatar fingerprinting. To overcome this situation, the present article introduces AVAPrintDB, a new publicly available multi-generator talking-head avatar database for avatar fingerprinting. AVAPrintDB is constructed from two audiovisual corpora and three state-of-the-art avatar generators (GAGAvatar, LivePortrait, HunyuanPortrait), representing different synthesis paradigms, and includes both self- and cross-reenactments to simulate legitimate usage and impersonation scenarios.
  Building on this database, we also define a standardized and reproducible benchmark for avatar fingerprinting, considering public state-of-the-art avatar fingerprinting systems and exploring novel methods based on Foundation Models (DINOv2 and CLIP). Also, we conduct a comprehensive analysis under generator and dataset shift. Our results show that, while identity-related motion cues persist across synthetic avatars, current avatar fingerprinting systems remain highly sensitive to changes in the synthesis pipeline and source domain. The AVAPrintDB, benchmark protocols, and avatar fingerprinting systems are publicly available to facilitate reproducible research.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-03-27T19:17:16Z</published>
    <arxiv:comment>Accepted for publication in Pattern Recognition. This version corresponds to the published article</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <arxiv:journal_ref>Pattern Recognition, 179, 114834 (2026)</arxiv:journal_ref>
    <author>
      <name>Laura Pedrouzo-Rodriguez</name>
    </author>
    <author>
      <name>Luis F. Gomez</name>
    </author>
    <author>
      <name>Ruben Tolosana</name>
    </author>
    <author>
      <name>Ruben Vera-Rodriguez</name>
    </author>
    <author>
      <name>Roberto Daza</name>
    </author>
    <author>
      <name>Aythami Morales</name>
    </author>
    <author>
      <name>Julian Fierrez</name>
    </author>
    <arxiv:doi>10.1016/j.patcog.2026.114834</arxiv:doi>
    <link rel="related" href="https://doi.org/10.1016/j.patcog.2026.114834" title="doi"/>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2603.15811v1</id>
    <title>Feed-forward Gaussian Registration for Head Avatar Creation and Editing</title>
    <updated>2026-03-16T18:42:30Z</updated>
    <link href="https://arxiv.org/abs/2603.15811v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2603.15811v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>We present MATCH (Multi-view Avatars from Topologically Corresponding Heads), a multi-view Gaussian registration method for high-quality head avatar creation and editing. State-of-the-art multi-view head avatar methods require time-consuming head tracking followed by expensive avatar optimization, often resulting in a total creation time of more than one day. MATCH, in contrast, directly predicts Gaussian splat textures in correspondence from calibrated multi-view images in just 0.5 seconds per frame, without requiring data preprocessing. The learned intra-subject correspondence across frames enables fast creation of personalized head avatars, while correspondence across subjects supports applications such as expression transfer, optimization-free tracking, semantic editing, and identity interpolation. We establish these correspondences end-to-end using a transformer-based model that predicts Gaussian splat textures in the fixed UV layout of a template mesh. To achieve this, we introduce a novel registration-guided attention block, where each UV-map token attends exclusively to image tokens depicting its corresponding mesh region. This design improves efficiency and performance compared to dense cross-view attention. MATCH outperforms existing methods in novel-view synthesis, geometry registration, and head avatar generation, while making avatar creation 10 times faster than the closest competing baseline. The code and model weights are available on the project website.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-03-16T18:42:30Z</published>
    <arxiv:comment>Website: https://malteprinzler.github.io/projects/match ; Video: https://youtu.be/Z3xoXQ648sE</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Malte Prinzler</name>
    </author>
    <author>
      <name>Paulo Gotardo</name>
    </author>
    <author>
      <name>Siyu Tang</name>
    </author>
    <author>
      <name>Timo Bolkart</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2603.12063v1</id>
    <title>NBAvatar: Neural Billboards Avatars with Realistic Hand-Face Interaction</title>
    <updated>2026-03-12T15:31:00Z</updated>
    <link href="https://arxiv.org/abs/2603.12063v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2603.12063v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>We present NBAvatar - a method for realistic rendering of head avatars handling non-rigid deformations caused by hand-face interaction. We introduce a novel representation for animated avatars by combining the training of oriented planar primitives with neural rendering. Such a combination of explicit and implicit representations enables NBAvatar to handle temporally and pose-consistent geometry, along with fine-grained appearance details provided by the neural rendering technique. In our experiments, we demonstrate that NBAvatar implicitly learns color transformations caused by face-hand interactions and surpasses existing approaches in terms of novel-view and novel-pose rendering quality. Specifically, NBAvatar achieves up to 30% LPIPS reduction under high-resolution megapixel rendering compared to Gaussian-based avatar methods, while also improving PSNR and SSIM, and achieves higher structural similarity compared to the state-of-the-art hand-face interaction method InteractAvatar.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-03-12T15:31:00Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>David Svitov</name>
    </author>
    <author>
      <name>Mahtab Dahaghin</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2603.01506v2</id>
    <title>OMG-Avatar: One-shot Multi-LOD Gaussian Head Avatar</title>
    <updated>2026-03-30T09:01:31Z</updated>
    <link href="https://arxiv.org/abs/2603.01506v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2603.01506v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>We propose OMG-Avatar, a novel One-shot method that leverages a Multi-LOD (Level-of-Detail) Gaussian representation for animatable 3D head reconstruction from a single image in 0.2s. Our method enables LOD head avatar modeling using a unified model that accommodates diverse hardware capabilities and inference speed requirements. To capture both global and local facial characteristics, we employ a transformer-based architecture for global feature extraction and projection-based sampling for local feature acquisition. These features are effectively fused under the guidance of a depth buffer, ensuring occlusion plausibility. We further introduce a coarse-to-fine learning paradigm to support Level-of-Detail functionality and enhance the perception of hierarchical details. To address the limitations of 3DMMs in modeling non-head regions such as the shoulders, we introduce a multi-region decomposition scheme in which the head and shoulders are predicted separately and then integrated through cross-region combination. Extensive experiments demonstrate that OMG-Avatar outperforms state-of-the-art methods in reconstruction quality, reenactment performance, and computational efficiency. The project homepage is https://human3daigc.github.io/OMGAvatar_project_page/ .</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-03-02T06:30:53Z</published>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Jianqiang Ren</name>
    </author>
    <author>
      <name>Lin Liu</name>
    </author>
    <author>
      <name>Steven Hoi</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2602.24161v2</id>
    <title>GeoDiff4D: Geometry-Aware Diffusion for 4D Head Avatar Reconstruction</title>
    <updated>2026-03-12T06:05:57Z</updated>
    <link href="https://arxiv.org/abs/2602.24161v2" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2602.24161v2" rel="related" type="application/pdf" title="pdf"/>
    <summary>Reconstructing photorealistic and animatable 4D head avatars from a single portrait image remains a fundamental challenge in computer vision. While diffusion models have enabled remarkable progress in image and video generation for avatar reconstruction, existing methods primarily rely on 2D priors and struggle to achieve consistent 3D geometry. We propose a novel framework that leverages geometry-aware diffusion to learn strong geometry priors for high-fidelity head avatar reconstruction. Our approach jointly synthesizes portrait images and corresponding surface normals, while a pose-free expression encoder captures implicit expression representations. Both synthesized images and expression latents are incorporated into 3D Gaussian-based avatars, enabling photorealistic rendering with accurate geometry. Extensive experiments demonstrate that our method substantially outperforms state-of-the-art approaches in visual quality, expression fidelity, and cross-identity generalization, while supporting real-time rendering.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-02-27T16:41:21Z</published>
    <arxiv:comment>17 pages</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Chao Xu</name>
    </author>
    <author>
      <name>Xiaochen Zhao</name>
    </author>
    <author>
      <name>Xiang Deng</name>
    </author>
    <author>
      <name>Jingxiang Sun</name>
    </author>
    <author>
      <name>Donglin Di</name>
    </author>
    <author>
      <name>Zhuo Su</name>
    </author>
    <author>
      <name>Yebin Liu</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2602.11693v1</id>
    <title>OMEGA-Avatar: One-shot Modeling of 360° Gaussian Avatars</title>
    <updated>2026-02-12T08:16:38Z</updated>
    <link href="https://arxiv.org/abs/2602.11693v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2602.11693v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Creating high-fidelity, animatable 3D avatars from a single image remains a formidable challenge. We identified three desirable attributes of avatar generation: 1) the method should be feed-forward, 2) model a 360° full-head, and 3) should be animation-ready. However, current work addresses only two of the three points simultaneously. To address these limitations, we propose OMEGA-Avatar, the first feed-forward framework that simultaneously generates a generalizable, 360°-complete, and animatable 3D Gaussian head from a single image. Starting from a feed-forward and animatable framework, we address the 360° full-head avatar generation problem with two novel components. First, to overcome poor hair modeling in full-head avatar generation, we introduce a semantic-aware mesh deformation module that integrates multi-view normals to optimize a FLAME head with hair while preserving its topology structure. Second, to enable effective feed-forward decoding of full-head features, we propose a multi-view feature splatting module that constructs a shared canonical UV representation from features across multiple views through differentiable bilinear splatting, hierarchical UV mapping, and visibility-aware fusion. This approach preserves both global structural coherence and local high-frequency details across all viewpoints, ensuring 360° consistency without per-instance optimization. Extensive experiments demonstrate that OMEGA-Avatar achieves state-of-the-art performance, significantly outperforming existing baselines in 360° full-head completeness while robustly preserving identity across different viewpoints.</summary>
    <category term="cs.GR" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.AI" scheme="http://arxiv.org/schemas/atom"/>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-02-12T08:16:38Z</published>
    <arxiv:comment>Project page: https://omega-avatar.github.io/OMEGA-Avatar/</arxiv:comment>
    <arxiv:primary_category term="cs.GR"/>
    <author>
      <name>Zehao Xia</name>
    </author>
    <author>
      <name>Yiqun Wang</name>
    </author>
    <author>
      <name>Zhengda Lu</name>
    </author>
    <author>
      <name>Kai Liu</name>
    </author>
    <author>
      <name>Jun Xiao</name>
    </author>
    <author>
      <name>Peter Wonka</name>
    </author>
  </entry>
  <entry>
    <id>http://arxiv.org/abs/2602.06122v1</id>
    <title>From Blurry to Believable: Enhancing Low-quality Talking Heads with 3D Generative Priors</title>
    <updated>2026-02-05T19:00:50Z</updated>
    <link href="https://arxiv.org/abs/2602.06122v1" rel="alternate" type="text/html"/>
    <link href="https://arxiv.org/pdf/2602.06122v1" rel="related" type="application/pdf" title="pdf"/>
    <summary>Creating high-fidelity, animatable 3D talking heads is crucial for immersive applications, yet often hindered by the prevalence of low-quality image or video sources, which yield poor 3D reconstructions. In this paper, we introduce SuperHead, a novel framework for enhancing low-resolution, animatable 3D head avatars. The core challenge lies in synthesizing high-quality geometry and textures, while ensuring both 3D and temporal consistency during animation and preserving subject identity. Despite recent progress in image, video and 3D-based super-resolution (SR), existing SR techniques are ill-equipped to handle dynamic 3D inputs. To address this, SuperHead leverages the rich priors from pre-trained 3D generative models via a novel dynamics-aware 3D inversion scheme. This process optimizes the latent representation of the generative model to produce a super-resolved 3D Gaussian Splatting (3DGS) head model, which is subsequently rigged to an underlying parametric head model (e.g., FLAME) for animation. The inversion is jointly supervised using a sparse collection of upscaled 2D face renderings and corresponding depth maps, captured from diverse facial expressions and camera viewpoints, to ensure realism under dynamic facial motions. Experiments demonstrate that SuperHead generates avatars with fine-grained facial details under dynamic motions, significantly outperforming baseline methods in visual quality.</summary>
    <category term="cs.CV" scheme="http://arxiv.org/schemas/atom"/>
    <published>2026-02-05T19:00:50Z</published>
    <arxiv:comment>Accepted to 3DV 2026. Project Page: https://humansensinglab.github.io/super-head/</arxiv:comment>
    <arxiv:primary_category term="cs.CV"/>
    <author>
      <name>Ding-Jiun Huang</name>
    </author>
    <author>
      <name>Yuanhao Wang</name>
    </author>
    <author>
      <name>Shao-Ji Yuan</name>
    </author>
    <author>
      <name>Albert Mosella-Montoro</name>
    </author>
    <author>
      <name>Francisco Vicente Carrasco</name>
    </author>
    <author>
      <name>Cheng Zhang</name>
    </author>
    <author>
      <name>Fernando De la Torre</name>
    </author>
  </entry>
</feed>
