# FAGhead: Fully Animate Gaussian Head from Monocular Videos

arXiv: https://arxiv.org/abs/2406.19070 · HTML: https://mlsanity.com/paper/2406.19070/

## Key facts

- Cited by 2 papers in the map (data through 14 Oct 2026).
- Builds on 41 of its 63 references that are in the map.
- First posted on arXiv 27 Jun 2024.

## Builds on (most cited first, 30 of 41)

- [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)
- [The Unreasonable Effectiveness of Deep Features as a Perceptual Metric](https://mlsanity.com/paper/1801.03924/) (2018)
- [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)
- [Progressive Growing of GANs for Improved Quality, Stability, and Variation](https://mlsanity.com/paper/1710.10196/) (2017)
- [Plenoxels: Radiance Fields without Neural Networks](https://mlsanity.com/paper/2112.05131/) (2021)
- [TensoRF: Tensorial Radiance Fields](https://mlsanity.com/paper/2203.09517/) (2022)
- [Nerfies: Deformable Neural Radiance Fields](https://mlsanity.com/paper/2011.12948/) (2020)
- [Direct Voxel Grid Optimization: Super-fast Convergence for Radiance Fields Reconstruction](https://mlsanity.com/paper/2111.11215/) (2021)
- [Neural Sparse Voxel Fields](https://mlsanity.com/paper/2007.11571/) (2020)
- [PlenOctrees for Real-time Rendering of Neural Radiance Fields](https://mlsanity.com/paper/2103.14024/) (2021)
- [Accelerating 3D Deep Learning with PyTorch3D](https://mlsanity.com/paper/2007.08501/) (2020)
- [Point-NeRF: Point-based Neural Radiance Fields](https://mlsanity.com/paper/2201.08845/) (2022)
- [Learning an Animatable Detailed 3D Face Model from In-The-Wild Images](https://mlsanity.com/paper/2012.04012/) (2020)
- [Advances in Neural Rendering](https://mlsanity.com/paper/2111.05849/) (2021)
- [Mixture of Volumetric Primitives for Efficient Neural Rendering](https://mlsanity.com/paper/2103.01954/) (2021)
- [Deep Video Portraits](https://mlsanity.com/paper/1805.11714/) (2018)
- [GaussianAvatars: Photorealistic Head Avatars with Rigged 3D Gaussians](https://mlsanity.com/paper/2312.02069/) (2023)
- [EMOCA: Emotion Driven Monocular Face Capture and Animation](https://mlsanity.com/paper/2204.11312/) (2022)
- [Neural Voice Puppetry: Audio-driven Facial Reenactment](https://mlsanity.com/paper/1912.05566/) (2019)
- [Neural Head Avatars from Monocular RGB Videos](https://mlsanity.com/paper/2112.01554/) (2021)
- [NeRSemble: Multi-view Radiance Field Reconstruction of Human Heads](https://mlsanity.com/paper/2305.03027/) (2023)
- [PointAvatar: Deformable Point-based Head Avatars from Videos](https://mlsanity.com/paper/2212.08377/) (2022)
- [TensoIR: Tensorial Inverse Rendering](https://mlsanity.com/paper/2304.12461/) (2023)
- [Towards Metrical Reconstruction of Human Faces](https://mlsanity.com/paper/2204.06607/) (2022)
- [Instant Volumetric Head Avatars](https://mlsanity.com/paper/2211.12499/) (2022)
- [Nonlinear 3D Face Morphable Model](https://mlsanity.com/paper/1804.03786/) (2018)
- [Reconstructing Personalized Semantic Facial NeRF Models From Monocular Video](https://mlsanity.com/paper/2210.06108/) (2022)
- [RigNeRF: Fully Controllable Neural 3D Portraits](https://mlsanity.com/paper/2206.06481/) (2022)

## Built on by (most cited first, 2 of 2)

- [RGBAvatar: Reduced Gaussian Blendshapes for Online Modeling of Head Avatars](https://mlsanity.com/paper/2503.12886/) (2025)
- [GeoAvatar: Adaptive Geometrical Gaussian Splatting for 3D Head Avatar](https://mlsanity.com/paper/2507.18155/) (2025)

## Abstract (arXiv)

High-fidelity reconstruction of 3D human avatars has a wild application in visual reality. In this paper, we introduce FAGhead, a method that enables fully controllable human portraits from monocular videos. We explicit the traditional 3D morphable meshes (3DMM) and optimize the neutral 3D Gaussians to reconstruct with complex expressions. Furthermore, we employ a novel Point-based Learnable Representation Field (PLRF) with learnable Gaussian point positions to enhance reconstruction performance. Meanwhile, to effectively manage the edges of avatars, we introduced the alpha rendering to supervise the alpha value of each pixel. Extensive experimental results on the open-source datasets and our capturing datasets demonstrate that our approach is able to generate high-fidelity 3D head avatars and fully control the expression and pose of the virtual avatars, which is outperforming than existing works.
