Using Gaussian Splats to Create High-Fidelity Facial Geometry and Texture
Haodi He, Jihun Yu, and Ronald Fedkiw

TL;DR
This paper introduces a method using Gaussian Splatting for high-fidelity facial geometry and texture reconstruction from limited images, enabling realistic rendering and editing in standard graphics pipelines.
Contribution
The approach leverages Gaussian Splatting with segmentation and surface constraints to reconstruct detailed facial geometry and textures from few images, improving flexibility and fidelity.
Findings
Reconstructed facial geometry from only 11 images.
Generated high-resolution, relightable textures.
Enabled scene asset creation with minimal image data.
Abstract
We leverage increasingly popular three-dimensional neural representations in order to construct a unified and consistent explanation of a collection of uncalibrated images of the human face. Our approach utilizes Gaussian Splatting, since it is more explicit and thus more amenable to constraints than NeRFs. We leverage segmentation annotations to align the semantic regions of the face, facilitating the reconstruction of a neutral pose from only 11 images (as opposed to requiring a long video). We soft constrain the Gaussians to an underlying triangulated surface in order to provide a more structured Gaussian Splat reconstruction, which in turn informs subsequent perturbations to increase the accuracy of the underlying triangulated surface. The resulting triangulated surface can then be used in a standard graphics pipeline. In addition, and perhaps most impactful, we show how accurate…
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Taxonomy
TopicsGenerative Adversarial Networks and Image Synthesis · Face recognition and analysis · Computer Graphics and Visualization Techniques
