We present personalized Gaussian Eigen Models (GEMs) for human heads, a novel method that compresses dynamic 3D Gaussians into a low-dimensional linear space. Our approach is inspired by the seminal work of Blanz and Vetter, where a mesh-based 3D morphable model (3DMM) is constructed from registered meshes. Based on dynamic 3D Gaussians, we create a lower-dimensional representation of primitives which is applicable to most 3DGS head avatars. Specifically, we propose a method to distill the appearance of a mesh-controlled UNet Gaussian Avatar using a ensemble of linear eigenbasis. We replace heavy CNN-based architectures with a single linear layer improving speed and enabling a range of real-time downstream applications. To create a particular facial expression, one simply needs to perform a dot product between the eigen coefficients and the distilled basis. This efficient method removes the requirement for an input mesh during testing, enhancing simplicity and speed in expression generation. This process is highly efficient and supports real-time rendering on everyday devices, leveraging the effectiveness of standard Gaussian Splatting. In addition, we demonstrate how the GEM can be controlled using a ResNet-based regression architecture. Self-reenactment and cross-person reenactment are shown and compared to state-of-the-art 3D avatar methods presenting higher quality and better control.

GEM - Gaussian Eigen Models for Human Heads

GEM - Gaussian Eigen Models for Human Heads

Wojciech Zielonka3, Timo Bolkart1, Thabo Beeler1, Justus Thies2,3,
Google1, Technical University of Darmstadt2
Max Planck Institute for Intelligent Systems, Tübingen, Germany3

We present personalized Gaussian Eigen Models (GEMs) for human heads, a novel method that compresses dynamic 3D Gaussians into a low-dimensional linear space. Our approach is inspired by the seminal work of Blanz and Vetter, where a mesh-based 3D morphable model (3DMM) is constructed from registered meshes. Based on dynamic 3D Gaussians, we create a lower-dimensional representation of primitives which is applicable to most 3DGS head avatars. Specifically, we propose a method to distill the appearance of a mesh-controlled UNet Gaussian Avatar using a ensemble of linear eigenbasis. We replace heavy CNN-based architectures with a single linear layer improving speed and enabling a range of real-time downstream applications. To create a particular facial expression, one simply needs to perform a dot product between the eigen coefficients and the distilled basis. This efficient method removes the requirement for an input mesh during testing, enhancing simplicity and speed in expression generation. This process is highly efficient and supports real-time rendering on everyday devices, leveraging the effectiveness of standard Gaussian Splatting. In addition, we demonstrate how the GEM can be controlled using a ResNet-based regression architecture. Self-reenactment and cross-person reenactment are shown and compared to state-of-the-art 3D avatar methods presenting higher quality and better control. A real-time demo showcases the applicability of the GEM representation.



Once a powerful appearance generator (for instance CNN regressor) is available, we can build our universal eigenbasis model, GEM. Here we display samples for the first three components of the geometry eigenbasis of a GEM in the range of $[-3\sigma, 3\sigma]$, showing diverse expressions. Note that GEM requires no parametric 3D face model like FLAME.


One of the applications of our GEM is real-time (cross)-reenactment. For that, we utilize generalized features from EMOCA and build a pipeline to regress the coefficients of our model from an input image/video.

Video

BibTeX

@article{Zielonka2024GEM,
      title={Gaussian Eigen Models for Human Heads}, 
      author={Wojciech Zielonka and Timo Bolkart and Thabo Beeler and Justus Thies},
      year={2024},
      eprint={},
      archivePrefix={arXiv},
      primaryClass={cs.CV}
}