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RESEARCH · RESEARCH · #2604

GHARP: Real-time Gaussian Head Animation from a Large-Scale Reconstruction Prior

GHARP is a two-stage method that builds an offline identity representation of a subject (geometry and appearance) and a lightweight runtime animation network that predicts expression-dependent residuals in a semantically structured latent space of a pretrained reconstruction model. The paper introduces a body alignment network to resolve under-specified body/clothing regions, reports state-of-the-art results on the Ava-256 benchmark, and claims up to 13× faster runtime on an A100 GPU with 8× fewer Gaussians.

KEY POINTS

  1. GHARP is a two-stage method that builds an offline identity representation of a subject (geometry and appearance) and a lightweight runtime animation network that predicts expression-dependent residuals in a semantically structured latent space of a pretrained reconstruction model.
  2. The paper introduces a body alignment network to resolve under-specified body/clothing regions, reports state-of-the-art results on the Ava-256 benchmark, and claims up to 13× faster runtime on an A100 GPU with 8× fewer Gaussians.
  3. The approach enables higher-quality, low-latency 3D head animation suitable for real-time and mobile applications by separating expensive reconstruction from a lightweight animation stage and reducing compute costs.

WHY IT MATTERS

The approach enables higher-quality, low-latency 3D head animation suitable for real-time and mobile applications by separating expensive reconstruction from a lightweight animation stage and reducing compute costs.

SOURCES & TIMELINE

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