# Topo4D: Topology-Preserving Gaussian Splatting for High-Fidelity 4D Head Capture

arXiv: https://arxiv.org/abs/2406.00440 · HTML: https://mlsanity.com/paper/2406.00440/

## Key facts

- Cited by 8 papers in the map (data through 14 Oct 2026).
- Builds on 51 of its 73 references that are in the map.
- First posted on arXiv 1 Jun 2024.

## Builds on (most cited first, 30 of 51)

- [Adam: A Method for Stochastic Optimization](https://mlsanity.com/paper/1412.6980/) (2014)
- [PyTorch: An Imperative Style, High-Performance Deep Learning Library](https://mlsanity.com/paper/1912.01703/) (2019)
- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [Instant Neural Graphics Primitives with a Multiresolution Hash Encoding](https://mlsanity.com/paper/2201.05989/) (2022)
- [Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance Fields](https://mlsanity.com/paper/2111.12077/) (2021)
- [Mip-NeRF: A Multiscale Representation for Anti-Aliasing Neural Radiance Fields](https://mlsanity.com/paper/2103.13415/) (2021)
- [NeuS: Learning Neural Implicit Surfaces by Volume Rendering for Multi-view Reconstruction](https://mlsanity.com/paper/2106.10689/) (2021)
- [Plenoxels: Radiance Fields without Neural Networks](https://mlsanity.com/paper/2112.05131/) (2021)
- [TensoRF: Tensorial Radiance Fields](https://mlsanity.com/paper/2203.09517/) (2022)
- [4D Gaussian Splatting for Real-Time Dynamic Scene Rendering](https://mlsanity.com/paper/2310.08528/) (2023)
- [Deformable 3D Gaussians for High-Fidelity Monocular Dynamic Scene Reconstruction](https://mlsanity.com/paper/2309.13101/) (2023)
- [K-Planes: Explicit Radiance Fields in Space, Time, and Appearance](https://mlsanity.com/paper/2301.10241/) (2023)
- [Dynamic 3D Gaussians: Tracking by Persistent Dynamic View Synthesis](https://mlsanity.com/paper/2308.09713/) (2023)
- [Face2Face: Real-time Face Capture and Reenactment of RGB Videos](https://mlsanity.com/paper/2007.14808/) (2020)
- [Learning an Animatable Detailed 3D Face Model from In-The-Wild Images](https://mlsanity.com/paper/2012.04012/) (2020)
- [Real-time Photorealistic Dynamic Scene Representation and Rendering with 4D Gaussian Splatting](https://mlsanity.com/paper/2310.10642/) (2023)
- [Modular Primitives for High-Performance Differentiable Rendering](https://mlsanity.com/paper/2011.03277/) (2020)
- [Dynamic View Synthesis from Dynamic Monocular Video](https://mlsanity.com/paper/2105.06468/) (2021)
- [MobileNeRF: Exploiting the Polygon Rasterization Pipeline for Efficient Neural Field Rendering on Mobile Architectures](https://mlsanity.com/paper/2208.00277/) (2022)
- [Mixture of Volumetric Primitives for Efficient Neural Rendering](https://mlsanity.com/paper/2103.01954/) (2021)
- [GaussianAvatars: Photorealistic Head Avatars with Rigged 3D Gaussians](https://mlsanity.com/paper/2312.02069/) (2023)
- [BakedSDF: Meshing Neural SDFs for Real-Time View Synthesis](https://mlsanity.com/paper/2302.14859/) (2023)
- [Towards Fast, Accurate and Stable 3D Dense Face Alignment](https://mlsanity.com/paper/2009.09960/) (2020)
- [FaceScape: a Large-scale High Quality 3D Face Dataset and Detailed Riggable 3D Face Prediction](https://mlsanity.com/paper/2003.13989/) (2020)
- [3DGS-Avatar: Animatable Avatars via Deformable 3D Gaussian Splatting](https://mlsanity.com/paper/2312.09228/) (2023)
- [GANFIT: Generative Adversarial Network Fitting for High Fidelity 3D Face Reconstruction](https://mlsanity.com/paper/1902.05978/) (2019)
- [Efficient Neural Radiance Fields for Interactive Free-viewpoint Video](https://mlsanity.com/paper/2112.01517/) (2021)
- [Drivable 3D Gaussian Avatars](https://mlsanity.com/paper/2311.08581/) (2023)
- [GauFRe: Gaussian Deformation Fields for Real-time Dynamic Novel View Synthesis](https://mlsanity.com/paper/2312.11458/) (2023)
- [Learning Formation of Physically-Based Face Attributes](https://mlsanity.com/paper/2004.03458/) (2020)

## Built on by (most cited first, 8 of 8)

- [Towards High-fidelity 3D Talking Avatar with Personalized Dynamic Texture](https://mlsanity.com/paper/2503.00495/) (2025)
- [TagSplat: Topology-Aware Gaussian Splatting for Dynamic Mesh Modeling and Tracking](https://mlsanity.com/paper/2512.01329/) (2025)
- [Feed-forward Gaussian Registration for Head Avatar Creation and Editing](https://mlsanity.com/paper/2603.15811/) (2026)
- [Representing 3D Faces with Learnable B-Spline Volumes](https://mlsanity.com/paper/2604.12894/) (2026)
- [Any3DAvatar: Fast and High-Quality Full-Head 3D Avatar Reconstruction from Single Portrait Image](https://mlsanity.com/paper/2604.13856/) (2026)
- [Using Gaussian Splats to Create High-Fidelity Facial Geometry and Texture](https://mlsanity.com/paper/2512.16397/) (2025)
- [Giving Faces Their Feelings Back: Explicit Emotion Control for Feedforward Single-Image 3D Head Avatars](https://mlsanity.com/paper/2604.14541/) (2026)
- [FaceSnap: Real-Time Personalized Lightstage Facial Performance Capture](https://mlsanity.com/paper/2608.31033/) (2026)

## Abstract (arXiv)

4D head capture aims to generate dynamic topological meshes and corresponding texture maps from videos, which is widely utilized in movies and games for its ability to simulate facial muscle movements and recover dynamic textures in pore-squeezing. The industry often adopts the method involving multi-view stereo and non-rigid alignment. However, this approach is prone to errors and heavily reliant on time-consuming manual processing by artists. To simplify this process, we propose Topo4D, a novel framework for automatic geometry and texture generation, which optimizes densely aligned 4D heads and 8K texture maps directly from calibrated multi-view time-series images. Specifically, we first represent the time-series faces as a set of dynamic 3D Gaussians with fixed topology in which the Gaussian centers are bound to the mesh vertices. Afterward, we perform alternative geometry and texture optimization frame-by-frame for high-quality geometry and texture learning while maintaining temporal topology stability. Finally, we can extract dynamic facial meshes in regular wiring arrangement and high-fidelity textures with pore-level details from the learned Gaussians. Extensive experiments show that our method achieves superior results than the current SOTA face reconstruction methods both in the quality of meshes and textures. Project page: https://xuanchenli.github.io/Topo4D/.
