# Rig3DGS: Creating Controllable Portraits from Casual Monocular Videos

arXiv: https://arxiv.org/abs/2402.03723 · HTML: https://mlsanity.com/paper/2402.03723/

## Key facts

- Cited by 16 papers in the map (data through 14 Oct 2026).
- Builds on 28 of its 40 references that are in the map.
- First posted on arXiv 6 Feb 2024.

## Builds on (most cited first, 28 of 28)

- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [A Style-Based Generator Architecture for Generative Adversarial Networks](https://mlsanity.com/paper/1812.04948/) (2018)
- [Image-to-Image Translation with Conditional Adversarial Networks](https://mlsanity.com/paper/1611.07004/) (2016)
- [Instant Neural Graphics Primitives with a Multiresolution Hash Encoding](https://mlsanity.com/paper/2201.05989/) (2022)
- [Analyzing and Improving the Image Quality of StyleGAN](https://mlsanity.com/paper/1912.04958/) (2019)
- [Perceptual Losses for Real-Time Style Transfer and Super-Resolution](https://mlsanity.com/paper/1603.08155/) (2016)
- [Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance Fields](https://mlsanity.com/paper/2111.12077/) (2021)
- [Plenoxels: Radiance Fields without Neural Networks](https://mlsanity.com/paper/2112.05131/) (2021)
- [D-NeRF: Neural Radiance Fields for Dynamic Scenes](https://mlsanity.com/paper/2011.13961/) (2020)
- [TensoRF: Tensorial Radiance Fields](https://mlsanity.com/paper/2203.09517/) (2022)
- [Nerfies: Deformable Neural Radiance Fields](https://mlsanity.com/paper/2011.12948/) (2020)
- [StarGAN v2: Diverse Image Synthesis for Multiple Domains](https://mlsanity.com/paper/1912.01865/) (2019)
- [StarGAN: Unified Generative Adversarial Networks for Multi-Domain Image-to-Image Translation](https://mlsanity.com/paper/1711.09020/) (2017)
- [Image Quality Assessment: Unifying Structure and Texture Similarity](https://mlsanity.com/paper/2004.07728/) (2020)
- [Dynamic 3D Gaussians: Tracking by Persistent Dynamic View Synthesis](https://mlsanity.com/paper/2308.09713/) (2023)
- [Learning an Animatable Detailed 3D Face Model from In-The-Wild Images](https://mlsanity.com/paper/2012.04012/) (2020)
- [StyleRig: Rigging StyleGAN for 3D Control over Portrait Images](https://mlsanity.com/paper/2004.00121/) (2020)
- [Disentangled and Controllable Face Image Generation via 3D Imitative-Contrastive Learning](https://mlsanity.com/paper/2004.11660/) (2020)
- [Towards Fast, Accurate and Stable 3D Dense Face Alignment](https://mlsanity.com/paper/2009.09960/) (2020)
- [PointAvatar: Deformable Point-based Head Avatars from Videos](https://mlsanity.com/paper/2212.08377/) (2022)
- [Instant Volumetric Head Avatars](https://mlsanity.com/paper/2211.12499/) (2022)
- [FlashAvatar: High-fidelity Head Avatar with Efficient Gaussian Embedding](https://mlsanity.com/paper/2312.02214/) (2023)
- [DeVRF: Fast Deformable Voxel Radiance Fields for Dynamic Scenes](https://mlsanity.com/paper/2205.15723/) (2022)
- [Neural Face Editing with Intrinsic Image Disentangling](https://mlsanity.com/paper/1704.04131/) (2017)
- [CONFIG: Controllable Neural Face Image Generation](https://mlsanity.com/paper/2005.02671/) (2020)
- [Deforming Autoencoders: Unsupervised Disentangling of Shape and Appearance](https://mlsanity.com/paper/1806.06503/) (2018)
- [D-TensoRF: Tensorial Radiance Fields for Dynamic Scenes](https://mlsanity.com/paper/2212.02375/) (2022)
- [Self-supervised Deformation Modeling for Facial Expression Editing](https://mlsanity.com/paper/1911.00735/) (2019)

## Built on by (most cited first, 16 of 16)

- [MoSca: Dynamic Gaussian Fusion from Casual Videos via 4D Motion Scaffolds](https://mlsanity.com/paper/2405.17421/) (2024)
- [Recent Advances in 3D Gaussian Splatting](https://mlsanity.com/paper/2403.11134/) (2024)
- [Human Hair Reconstruction with Strand-Aligned 3D Gaussians](https://mlsanity.com/paper/2409.14778/) (2024)
- [GaussianTalker: Speaker-specific Talking Head Synthesis via 3D Gaussian Splatting](https://mlsanity.com/paper/2404.14037/) (2024)
- [Advancing Extended Reality with 3D Gaussian Splatting: Innovations and Prospects](https://mlsanity.com/paper/2412.06257/) (2024)
- [SEGA: Drivable 3D Gaussian Head Avatar from a Single Image](https://mlsanity.com/paper/2504.14373/) (2025)
- [TeGA: Texture Space Gaussian Avatars for High-Resolution Dynamic Head Modeling](https://mlsanity.com/paper/2505.05672/) (2025)
- [FAGhead: Fully Animate Gaussian Head from Monocular Videos](https://mlsanity.com/paper/2406.19070/) (2024)
- [BalanceGS: Algorithm-System Co-design for Efficient 3D Gaussian Splatting Training on GPU](https://mlsanity.com/paper/2510.14564/) (2025)
- [DGH: Dynamic Gaussian Hair](https://mlsanity.com/paper/2512.17094/) (2025)
- [TexAvatars : Hybrid Texel-3D Representations for Stable Rigging of Photorealistic Gaussian Head Avatars](https://mlsanity.com/paper/2512.21099/) (2025)
- [GP-4DGS: Probabilistic 4D Gaussian Splatting from Monocular Video via Variational Gaussian Processes](https://mlsanity.com/paper/2604.02915/) (2026)
- [FreeGaussian: Annotation-free Control of Articulated Objects via 3D Gaussian Splats with Flow Derivatives](https://mlsanity.com/paper/2410.22070/) (2024)
- [DynamicAvatars: Accurate Dynamic Facial Avatars Reconstruction and Precise Editing with Diffusion Models](https://mlsanity.com/paper/2411.15732/) (2024)
- [CaricatureGS: Exaggerating 3D Gaussian Splatting Faces With Gaussian Curvature](https://mlsanity.com/paper/2601.03319/) (2026)
- [Splat-Portrait: Generalizing Talking Heads with Gaussian Splatting](https://mlsanity.com/paper/2601.18633/) (2026)

## 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
