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/ .
Figures & tables
Figure 1: The overall pipeline of OMG-Avatar framework. Our method extracts global features via cross-attention and local details via projection-based sampling, which are fused under the guidance of depth buffers. A coarse-to-fine strategy is proposed to facilitate hierarchical detail perception. The head and shoulder are predicted separately using shared features and then combined for rendering.
Figure 2: Since the original FLAME model lacks shoulder regions and sufficient geometric representation for high-resolution LOD requirements, we progressively subdivide the head mesh during training and enhance it with predicted shoulder geometry through cross-region combination. Sub # i indicates that the head mesh has been subdivided i times.
Figure 3: Cross-identity reenactment results on VFHQ and HDTF datasets.
Method
Self Reenactment
Cross Reenactment
PSNR ↑
SSIM ↑
LPIPS ↓
CSIM ↑
AED ↓
APD ↓
AKD ↓
CSIM ↑
AED ↓
APD ↓
StyleHeat
19.95
0.726
0.211
0.537
0.199
0.385
7.659
0.407
0.279
0.551
ROME
19.96
0.786
0.192
0.701
0.138
0.186
4.986
0.530
0.259
0.277
OTAvatar
17.65
0.563
0.294
0.465
0.234
0.545
18.19
0.364
0.324
0.678
HideNeRF
19.79
0.768
0.180
0.787
0.143
0.361
7.254
0.514
0.277
0.527
GOHA
20.15
0.770
0.149
0.664
0.176
0.173
6.272
0.518
0.274
0.261
Table 1: Quantitative results on the VFHQ dataset. The first , second , and third best-performing methods are highlighted. The Sub # indicates the subdivision level for inference.
Method
Self Reenactment
Cross Reenactment
PSNR ↑
SSIM ↑
LPIPS ↓
CSIM ↑
AED ↓
APD ↓
AKD ↓
CSIM ↑
AED ↓
APD ↓
StyleHeat
21.41
0.785
0.155
0.657
0.158
0.162
4.585
0.632
0.271
0.239
ROME
20.51
0.803
0.145
0.738
0.133
0.123
4.763
0.726
0.268
0.191
OTAvatar
20.52
0.696
0.166
0.662
0.180
0.170
8.295
0.643
0.292
0.222
HideNeRF
21.08
0.811
0.117
0.858
0.120
0.247
5.837
0.843
0.276
0.288
GOHA
21.31
0.807
0.113
0.725
0.162
0.117
6.332
0.735
0.277
0.136
Table 2: Quantitative results on the HDTF dataset.
A100 GPU
RTX 4090 GPU
Methods
HideNeRF
CVTHead
Real3D
P4D-v2
GAGavatar
Avat3r
LAM
Ours (Sub #2)
Sub #2
Sub #1
Sub #0
FPS
9.73
18.09
4.55
9.62
67.12
53
280
85.94
126.44
148.04
152.57
Table 3: The reenactment speed of neural-rendering-based methods measured in FPS, averaged over 100 frames. Driving parameters estimation time is excluded as they can be precomputed.
Figure 4: Our local-global feature fusion (OAFF) and multi-region fusion strategy significantly improve identity consistency and completeness in non-head regions. The neural refiner further boosts visual fidelity, especially for dynamic facial expressions.
Methods
PSNR ↑
SSIM ↑
LPIPS ↓
CSIM ↑
w/o Global Feature
20.85
0.796
0.121
0.429
w/o Local Feature
21.21
0.802
0.128
0.429
w/o Refiner
21.42
0.809
0.115
0.842
w/o Shoulder
22.42
0.828
0.099
0.867
Ours
22.72
0.831
0.091
0.869
Table 4: Ablation results on the VFHQ dataset.
Figure 5: The correlation between Gaussian count and reconstruction performance on the VFHQ dataset.
Figure 6: Novel view results of OMG-Avatar. Since our model is trained on monocular interview videos, it achieves robust performance for head rotations within ± 60°, but exhibits noticeable artifacts beyond this range.
Figure 7: Visible watermarks will be embedded in all generated images and videos, clearly indicating that the content is AI-generated.
Subdivision Times
Head Only
Head+Shoulder on VFHQ
Head+Shoulder on HDTF
#0
5, 023
13, 883
14, 466
#1
20, 018
28, 878
29, 461
#2
79, 936
88, 796
89, 379
Shoulder Points
+8, 860
+9, 443
Table 5: The number of Gaussian points for different subdivision level. Integrating the shoulder region leads to an average increase of 8, 860 Gaussian points on the VFHQ dataset and 9, 443 on the HDTF dataset.
# Transformer
# Attention Heads
Attention
Feature
Training
Layers
Per Layer
Map Size
Dimension
GPU Hours
LAM
10
16
80k×NDINO
1024
∼2600h (2 weeks × 8 GPUs)
Ours
2
8
5k×NDINO
256
∼200h
Table 6: Comparison of training configurations for LAM and ours.
Figure 8: Comparision with state-of-the-art methods that support one-shot, feed-forward 3D avatar reconstruction with real-time facial reenactment.
Figure 9: Reenactment and multi-view results of OMG-Avatar on in-the-wild images.
Figure 10: More cross-identity reenactment results on VFHQ and HDTF datasets.
Figure 11: Visualization of cross-reenacted results on in-the-wild images.
Figure 12: Visualization of cross-reenacted results on in-the-wild images.
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.
We introduce MeshLAM, a feed-forward framework for one-shot animatable mesh head reconstruction that generates high-fidelity, animatable 3D head avatars from a single image. Unlike previous work that relies on time-consuming test-time optimization or extensive multi-view data, our method produces complete mesh representations with inherent animatability from a single image in a single forward pass. Our approach employs a dual shape and texture map architecture that simultaneously processes mesh vertices and texture map with extracted image features from a shared transformer backbone, allowing for coherent shape carving and appearance modeling. To prevent mesh collapse and ensure topological integrity during feed-forward deformation, we propose an iterative GRU-based decoding mechanism with progressive geometry deformation and texture refinement, coupled with a novel reprojection-based texture guidance mechanism that anchors appearance learning to the input image. Extensive experiments demonstrate that our method outperforms state-of-the-art approaches in reconstruction quality, animation capability, and computational efficiency. Project page at https://meshlam.github.io.
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.
Thuan Hoang Nguyen, Jiahao Luo, Yinyu Nie +3
Snap Inc. · MBZUAI · University of California, Santa Cruz