GTAvatar: Bridging Gaussian Splatting and Texture Mapping for Relightable and Editable Gaussian Avatars
Kelian Baert, Mae Younes, Francois Bourel, Marc Christie, Adnane Boukhayma

TL;DR
This paper introduces GTAvatar, a method that combines Gaussian Splatting with UV texture mapping to create relightable, editable 3D head avatars from monocular videos, enhancing realism and user control.
Contribution
It presents a novel approach that embeds Gaussian primitives into UV space for continuous, editable textures, enabling relighting and editing without extra optimization.
Findings
High-fidelity avatar reconstruction from monocular video
Effective relighting and editing of avatars
Outperforms state-of-the-art in accuracy and control
Abstract
Recent advancements in Gaussian Splatting have enabled increasingly accurate reconstruction of photorealistic head avatars, opening the door to numerous applications in visual effects, videoconferencing, and virtual reality. This, however, comes with the lack of intuitive editability offered by traditional triangle mesh-based methods. In contrast, we propose a method that combines the accuracy and fidelity of 2D Gaussian Splatting with the intuitiveness of UV texture mapping. By embedding each canonical Gaussian primitive's local frame into a patch in the UV space of a template mesh in a computationally efficient manner, we reconstruct continuous editable material head textures from a single monocular video on a conventional UV domain. Furthermore, we leverage an efficient physically based reflectance model to enable relighting and editing of these intrinsic material maps. Through…
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