Related papers: GSTalker: Real-time Audio-Driven Talking Face Gene…
Gaussian Splatting (GS) is a popular approach for 3D reconstruction, mostly due to its ability to converge reasonably fast, faithfully represent the scene and render (novel) views in a fast fashion. However, it suffers from large storage…
Although neural rendering has made significant advances in creating lifelike, animatable full-body and head avatars, incorporating detailed expressions into full-body avatars remains largely unexplored. We present DEGAS, the first 3D…
Achieving high synchronization in the synthesis of realistic, speech-driven talking head videos presents a significant challenge. A lifelike talking head requires synchronized coordination of subject identity, lip movements, facial…
This work addresses the problem of real-time rendering of photorealistic human body avatars learned from multi-view videos. While the classical approaches to model and render virtual humans generally use a textured mesh, recent research has…
Dynamic scene reconstruction is a long-term challenge in 3D vision. Recent methods extend 3D Gaussian Splatting to dynamic scenes via additional deformation fields and apply explicit constraints like motion flow to guide the deformation.…
Sparse-view reconstruction models typically require precise camera poses, yet obtaining these parameters from sparse-view images remains challenging. We introduce FreeSplatter, a scalable feed-forward framework that generates high-quality…
We introduce HyperGaussians, a novel extension of 3D Gaussian Splatting for high-quality animatable face avatars. Creating such detailed face avatars from videos is a challenging problem and has numerous applications in augmented and…
Personalized 3D avatars require an animatable representation of digital humans. Doing so instantly from monocular videos offers scalability to broad class of users and wide-scale applications. In this paper, we present a fast, simple, yet…
Tissue deformation poses a key challenge for accurate surgical scene reconstruction. Despite yielding high reconstruction quality, existing methods suffer from slow rendering speeds and long training times, limiting their intraoperative…
3D Gaussian splatting (3DGS) has recently emerged as an alternative representation that leverages a 3D Gaussian-based representation and introduces an approximated volumetric rendering, achieving very fast rendering speed and promising…
Computer vision-based technologies significantly enhance surgical automation by advancing tool tracking, detection, and localization. However, Current data-driven approaches are data-voracious, requiring large, high-quality labeled image…
Although existing speech-driven talking face generation methods achieve significant progress, they are far from real-world application due to the avatar-specific training demand and unstable lip movements. To address the above issues, we…
Synthesizing consistent and photorealistic 3D scenes is an open problem in computer vision. Video diffusion models generate impressive videos but cannot directly synthesize 3D representations, i.e., lack 3D consistency in the generated…
Talking face generation aims to synthesize a sequence of face images that correspond to a clip of speech. This is a challenging task because face appearance variation and semantics of speech are coupled together in the subtle movements of…
Audio-driven 3D talking head synthesis has advanced rapidly with Neural Radiance Fields (NeRF) and 3D Gaussian Splatting (3DGS). By leveraging rich pre-trained priors, few-shot methods enable instant personalization from just a few seconds…
We propose WildSplatter, a feed-forward 3D Gaussian Splatting (3DGS) model for unconstrained images with unknown camera parameters and varying lighting conditions. 3DGS is an effective scene representation that enables high-quality,…
3D Gaussian splats have emerged as a revolutionary, effective, learned representation for static 3D scenes. In this work, we explore using 2D Gaussian splats as a new primitive for representing videos. We propose GSVC, an approach to…
We present Instant Skinned Gaussian Avatars, a real-time and cross-platform 3D avatar system. Many approaches have been proposed to animate Gaussian Splatting, but they often require camera arrays, long preprocessing times, or high-end…
Talking head generation is increasingly important in virtual reality (VR), especially for social scenarios involving multi-turn conversation. Existing approaches face notable limitations: mesh-based 3D methods can model dual-person dialogue…
In this work, we introduce Monocular and Generalizable Gaussian Talking Head Animation (MGGTalk), which requires monocular datasets and generalizes to unseen identities without personalized re-training. Compared with previous 3D Gaussian…