mlsanityData to 7 Oct 2026

Rig3DGS: Creating Controllable Portraits from Casual Monocular Videos

arXiv 2402.03723 ↗First posted 6 Feb 2024cs.CVcited by 16

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Abstract (arXiv)

Creating controllable 3D human portraits from casual smartphone videos is highly desirable due to their immense value in AR/VR applications. The recent development of 3D Gaussian Splatting (3DGS) has shown improvements in rendering quality and training efficiency. However, it still remains a challenge to accurately model and disentangle head movements and facial expressions from a single-view capture to achieve high-quality renderings. In this paper, we introduce Rig3DGS to address this challenge. We represent the entire scene, including the dynamic subject, using a set of 3D Gaussians in a canonical space. Using a set of control signals, such as head pose and expressions, we transform them to the 3D space with learned deformations to generate the desired rendering. Our key innovation is a carefully designed deformation method which is guided by a learnable prior derived from a 3D morphable model. This approach is highly efficient in training and effective in controlling facial expressions, head positions, and view synthesis across various captures. We demonstrate the effectiveness of our learned deformation through extensive quantitative and qualitative experiments. The project page can be found at http://shahrukhathar.github.io/2024/02/05/Rig3DGS.html

Key facts. Cited by 16 papers in the map (data through 7 Oct 2026). Builds on 28 of its 40 references that are in the map. First posted on arXiv 6 Feb 2024.

Builds on

28 of 40 references.

References · 28

  1. 20233D Gaussian Splatting for Real-Time Radiance Field Renderingcited by 6,141
  2. 2018A Style-Based Generator Architecture for Generative Adversarial Networkscited by 5,986
  3. 2016Image-to-Image Translation with Conditional Adversarial Networkscited by 4,510
  4. 2022Instant Neural Graphics Primitives with a Multiresolution Hash Encodingcited by 3,698
  5. 2019Analyzing and Improving the Image Quality of StyleGANcited by 3,580
  6. 2016Perceptual Losses for Real-Time Style Transfer and Super-Resolutioncited by 2,678
  7. 2021Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance Fieldscited by 2,013
  8. 2021Plenoxels: Radiance Fields without Neural Networkscited by 1,607
  9. 2020D-NeRF: Neural Radiance Fields for Dynamic Scenescited by 1,459
  10. 2022TensoRF: Tensorial Radiance Fieldscited by 1,275
  11. 2020Nerfies: Deformable Neural Radiance Fieldscited by 1,194
  12. 2019StarGAN v2: Diverse Image Synthesis for Multiple Domainscited by 1,095
16 more
  1. 2017StarGAN: Unified Generative Adversarial Networks for Multi-Domain Image-to-Image Translationcited by 1,036
  2. 2020Image Quality Assessment: Unifying Structure and Texture Similaritycited by 792
  3. 2023Dynamic 3D Gaussians: Tracking by Persistent Dynamic View Synthesiscited by 731
  4. 2020Learning an Animatable Detailed 3D Face Model from In-The-Wild Imagescited by 475
  5. 2020StyleRig: Rigging StyleGAN for 3D Control over Portrait Imagescited by 267
  6. 2020Disentangled and Controllable Face Image Generation via 3D Imitative-Contrastive Learningcited by 219
  7. 2020Towards Fast, Accurate and Stable 3D Dense Face Alignmentcited by 219
  8. 2022PointAvatar: Deformable Point-based Head Avatars from Videoscited by 183
  9. 2022Instant Volumetric Head Avatarscited by 157
  10. 2023FlashAvatar: High-fidelity Head Avatar with Efficient Gaussian Embeddingcited by 107
  11. 2022DeVRF: Fast Deformable Voxel Radiance Fields for Dynamic Scenescited by 103
  12. 2017Neural Face Editing with Intrinsic Image Disentanglingcited by 70
  13. 2020CONFIG: Controllable Neural Face Image Generationcited by 61
  14. 2018Deforming Autoencoders: Unsupervised Disentangling of Shape and Appearancecited by 58
  15. 2022D-TensoRF: Tensorial Radiance Fields for Dynamic Scenescited by 19
  16. 2019Self-supervised Deformation Modeling for Facial Expression Editingcited by 7

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Cited by year (2026 to 7 Oct)

Citing papers per year: 2024: 8; 2025: 5; 2026: 3.

16 papers.

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