AGORA: Adversarial Generation Of Real-time Animatable 3D Gaussian Head Avatars
Authors: Ramazan Fazylov, Sergey Zagoruyko, Aleksandr Parkin, Stamatis Lefkimmiatis, Ivan Laptev
Abstract
The generation of high-fidelity, animatable 3D human avatars remains a core challenge in computer graphics and vision, with applications in VR, telepresence, and entertainment. Existing approaches based on implicit representations like NeRFs suffer from slow rendering and dynamic inconsistencies, while 3D Gaussian Splatting (3DGS) methods are typically limited to static head generation, lacking dynamic control. We bridge this gap by introducing AGORA, a novel framework that extends 3DGS within a generative adversarial network to produce animatable avatars. Our key contribution is a lightweight, FLAME-conditioned deformation branch that predicts per-Gaussian residuals, enabling identity-preserving, fine-grained expression control while allowing real-time inference. Identity is further preserved through spatial shape conditioning of the identity branch, and expression fidelity is enforced via a dual-discriminator training scheme leveraging synthetic renderings of the parametric mesh. AGORA generates avatars that are not only visually realistic but also precisely controllable. Quantitatively, we outperform state-of-the-art NeRF-based methods on expression accuracy while rendering at 250 FPS on a single GPU and, notably, at ∼9 FPS under CPU-only inference -- to our knowledge the first demonstration of CPU-only animatable 3DGS avatar synthesis. This work represents a significant step toward practical, high-performance digital humans. Project website: https://ramazan793.github.io/AGORA/
Creating photorealistic 3D head avatars from limited input has become increasingly important for applications in virtual reality, telepresence, and digital entertainment. While recent advances like neural rendering and 3D Gaussian splatting have enabled high-quality digital human avatar creation and animation, most methods rely on multiple images or multi-view inputs, limiting their practicality for real-world use. In this paper, we propose SEGA, a novel approach for Single-imagE-based 3D drivable Gaussian head Avatar creation that combines generalized prior models with a new hierarchical UV-space Gaussian Splatting framework. SEGA seamlessly combines priors derived from large-scale 2D datasets with 3D priors learned from multi-view, multi-expression, and multi-ID data, achieving robust generalization to unseen identities while ensuring 3D consistency across novel viewpoints and expressions. We further present a hierarchical UV-space Gaussian Splatting framework that leverages FLAME-based structural priors and employs a dual-branch architecture to disentangle dynamic and static facial components effectively. The dynamic branch encodes expression-driven fine details, while the static branch focuses on expression-invariant regions, enabling efficient parameter inference and precomputation. This design maximizes the utility of limited 3D data and achieves real-time performance for animation and rendering. Additionally, SEGA performs person-specific fine-tuning to further enhance the fidelity and realism of the generated avatars. Experiments show our method outperforms state-of-the-art approaches in generalization ability, identity preservation, and expression realism, advancing one-shot avatar creation for practical applications.
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.
MD Wahiduzzaman Khan, Mingshan Jia, Xiaolin Zhang +2
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.