Summary
This paper presents a method for animatable facial avatar reconstruction from a single RGB image, and the reconstructed avatar is based on 3D Gaussian splatting (3DGS) to support real-time rendering. To this end, the proposed method generates pixel-aligned Gaussian point clouds to reconstruct the identity, and use 3DMM to construct an additional set of Gaussian points to control the facial expression. The network is trained on a large scale corpus of human talking videos. After training, the network can produce reenactment results at real-time framerate for any unseen identities. Experiments show that the proposed method is able to produce plausible reenactment results.
Strengths
* This paper proposes the first generalizable 3D Gaussian-based avatar modeling method (if not taking ECCV 2024 papers into account).
* The authors compare the proposed method with most recent state-of-the-art baselines (such as Protrait-v2). The comparison is comprehensive and convincing.
* Results in Table 1 and Table 2 show that the proposed method consistently outperforms existing approaches under differently metrics and different settings.
Weaknesses
* My major concern is about the method design. Despite the plausible results, the proposed method is confusing and doesn't make sense to me. If I understand correctly, the reconstruction branch produces Gaussian points that are aligned with the input image, and these points keep static and unchanged when performing reenactment. Instead, the expressions are modeled through the additional Gaussian points that are attached to the 3DMM surface (Line 187-188), which means these expression Gaussian points should play a major role in expression control. However, according to Figure 7, the Gaussian points produced by the reconstruction branch actually play a major role in facial rendering, while the "expression Gaussians" seem to be much less important. That doesn't make sense to me: how could the static points produced by the reconstruct branch model the dynamic expressions? When overlapping the reconstruction Gaussian points with the expression ones, how does the proposed method resolve the potential conflicts of these two point sets, such as different lip positions?
* The so-called dual-lifting technique looks straight-forward and trivial to me. According to Sec.3.1, this module produces two pixel-aligned Gaussian point sets, one for the visible surface and the other for the invisible surface. However, using two set of points (visible+invisible, or front+back) to model a complete shape is not a new idea; it has been used in 3D human reconstruction like [a] many years ago. Although such an idea has not been proposed in the form of 3DGS, I don't think it is novel enough to be claimed as a technical contribution.
* It is unclear whether the baseline methods are trained on the same dataset as the proposed method or not. In Line 244 of the main paper, the authors mention that they "use the official implementation", but it is still unclear whether the authors use the pretrained network weights or retrain these baselines using the same dataset.
[a] Gabeur et al. Moulding Humans: Non-parametric 3D Human Shape Estimation from Single Images. ICCV 2019.