# Gaussian Eigen Models for Human Heads

arXiv: https://arxiv.org/abs/2407.04545 · HTML: https://mlsanity.com/paper/2407.04545/

## Key facts

- Cited by 21 papers in the map (data through 14 Oct 2026).
- Builds on 66 of its 101 references that are in the map.
- First posted on arXiv 5 Jul 2024.

## Builds on (most cited first, 30 of 66)

- [Adam: A Method for Stochastic Optimization](https://mlsanity.com/paper/1412.6980/) (2014)
- [The Unreasonable Effectiveness of Deep Features as a Perceptual Metric](https://mlsanity.com/paper/1801.03924/) (2018)
- [Distilling the Knowledge in a Neural Network](https://mlsanity.com/paper/1503.02531/) (2015)
- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [Image-to-Image Translation with Conditional Adversarial Networks](https://mlsanity.com/paper/1611.07004/) (2016)
- [MobileNets: Efficient Convolutional Neural Networks for Mobile Vision Applications](https://mlsanity.com/paper/1704.04861/) (2017)
- [Analyzing and Improving the Image Quality of StyleGAN](https://mlsanity.com/paper/1912.04958/) (2019)
- [Learning both Weights and Connections for Efficient Neural Networks](https://mlsanity.com/paper/1506.02626/) (2015)
- [Expressive Body Capture: 3D Hands, Face, and Body from a Single Image](https://mlsanity.com/paper/1904.05866/) (2019)
- [Quantization and Training of Neural Networks for Efficient Integer-Arithmetic-Only Inference](https://mlsanity.com/paper/1712.05877/) (2017)
- [Efficient Geometry-aware 3D Generative Adversarial Networks](https://mlsanity.com/paper/2112.07945/) (2021)
- [FaceForensics++: Learning to Detect Manipulated Facial Images](https://mlsanity.com/paper/1901.08971/) (2019)
- [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)
- [Dynamic Neural Radiance Fields for Monocular 4D Facial Avatar Reconstruction](https://mlsanity.com/paper/2012.03065/) (2020)
- [LightGaussian: Unbounded 3D Gaussian Compression with 15x Reduction and 200+ FPS](https://mlsanity.com/paper/2311.17245/) (2023)
- [PhysGaussian: Physics-Integrated 3D Gaussians for Generative Dynamics](https://mlsanity.com/paper/2311.12198/) (2023)
- [Compact 3D Gaussian Representation for Radiance Field](https://mlsanity.com/paper/2311.13681/) (2023)
- [Advances in Neural Rendering](https://mlsanity.com/paper/2111.05849/) (2021)
- [State of the Art on Neural Rendering](https://mlsanity.com/paper/2004.03805/) (2020)
- [Mixture of Volumetric Primitives for Efficient Neural Rendering](https://mlsanity.com/paper/2103.01954/) (2021)
- [3D Morphable Face Models -- Past, Present and Future](https://mlsanity.com/paper/1909.01815/) (2019)
- [GaussianAvatars: Photorealistic Head Avatars with Rigged 3D Gaussians](https://mlsanity.com/paper/2312.02069/) (2023)
- [Capture, Learning, and Synthesis of 3D Speaking Styles](https://mlsanity.com/paper/1905.03079/) (2019)
- [EMOCA: Emotion Driven Monocular Face Capture and Animation](https://mlsanity.com/paper/2204.11312/) (2022)
- [Differentiable Surface Splatting for Point-based Geometry Processing](https://mlsanity.com/paper/1906.04173/) (2019)
- [I M Avatar: Implicit Morphable Head Avatars from Videos](https://mlsanity.com/paper/2112.07471/) (2021)
- [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)
- [Point-Based Neural Rendering with Per-View Optimization](https://mlsanity.com/paper/2109.02369/) (2021)

## Built on by (most cited first, 21 of 21)

- [RGBAvatar: Reduced Gaussian Blendshapes for Online Modeling of Head Avatars](https://mlsanity.com/paper/2503.12886/) (2025)
- [Make-It-Animatable: An Efficient Framework for Authoring Animation-Ready 3D Characters](https://mlsanity.com/paper/2411.18197/) (2024)
- [Synthetic Prior for Few-Shot Drivable Head Avatar Inversion](https://mlsanity.com/paper/2501.06903/) (2025)
- [SqueezeMe: Mobile-Ready Distillation of Gaussian Full-Body Avatars](https://mlsanity.com/paper/2412.15171/) (2024)
- [TeGA: Texture Space Gaussian Avatars for High-Resolution Dynamic Head Modeling](https://mlsanity.com/paper/2505.05672/) (2025)
- [STAvatar: Soft Binding and Temporal Density Control for Monocular 3D Head Avatars Reconstruction](https://mlsanity.com/paper/2511.19854/) (2025)
- [FastGHA: Generalized Few-Shot 3D Gaussian Head Avatars with Real-Time Animation](https://mlsanity.com/paper/2601.13837/) (2026)
- [AGORA: Adversarial Generation Of Real-time Animatable 3D Gaussian Head Avatars](https://mlsanity.com/paper/2512.06438/) (2025)
- [TexAvatars : Hybrid Texel-3D Representations for Stable Rigging of Photorealistic Gaussian Head Avatars](https://mlsanity.com/paper/2512.21099/) (2025)
- [PhysHead: Simulation-Ready Gaussian Head Avatars](https://mlsanity.com/paper/2604.06467/) (2026)
- [High-Fidelity Mobile Avatars with Pruned Local Blendshapes](https://mlsanity.com/paper/2605.01854/) (2026)
- [Feed-forward Gaussian Registration for Head Avatar Creation and Editing](https://mlsanity.com/paper/2603.15811/) (2026)
- [OmniFaceRig: Fully Automatic Inner-Mouth-Aware Face Rigging Across Diverse 3D Character Topologies](https://mlsanity.com/paper/2606.08043/) (2026)
- [Retrieval-Augmented Gaussian Avatars: Improving Expression Generalization](https://mlsanity.com/paper/2603.08645/) (2026)
- [DipGuava: Disentangling Personalized Gaussian Features for 3D Head Avatars from Monocular Video](https://mlsanity.com/paper/2603.28003/) (2026)
- [3DRealHead: Few-Shot Detailed Head Avatar](https://mlsanity.com/paper/2604.13171/) (2026)
- [FlexiAvatar: Unified 3D Gaussian Human Avatars Under Arbitrary Body Visibility](https://mlsanity.com/paper/2607.19100/) (2026)
- [URHead: A Unified UV-Space Representation for Joint Mesh-3DGS Optimization in Head Avatars](https://mlsanity.com/paper/2607.22673/) (2026)
- [Head Avatars with Dynamic Explicit Hair](https://mlsanity.com/paper/2607.23861/) (2026)
- [Relightable 3D Avatar Reconstruction with Semantic-Adaptive Motion-Illumination Responses](https://mlsanity.com/paper/2609.24158/) (2026)
- [One Basis to Animate Them All: Gaussian Blendshape Distillation for Real-Time Avatars](https://mlsanity.com/paper/2610.02207/) (2026)

## Abstract (arXiv)

Current personalized neural head avatars face a trade-off: lightweight models lack detail and realism, while high-quality, animatable avatars require significant computational resources, making them unsuitable for commodity devices. To address this gap, we introduce Gaussian Eigen Models (GEM), which provide high-quality, lightweight, and easily controllable head avatars. GEM utilizes 3D Gaussian primitives for representing the appearance combined with Gaussian splatting for rendering. Building on the success of mesh-based 3D morphable face models (3DMM), we define GEM as an ensemble of linear eigenbases for representing the head appearance of a specific subject. In particular, we construct linear bases to represent the position, scale, rotation, and opacity of the 3D Gaussians. This allows us to efficiently generate Gaussian primitives of a specific head shape by a linear combination of the basis vectors, only requiring a low-dimensional parameter vector that contains the respective coefficients. We propose to construct these linear bases (GEM) by distilling high-quality compute-intense CNN-based Gaussian avatar models that can generate expression-dependent appearance changes like wrinkles. These high-quality models are trained on multi-view videos of a subject and are distilled using a series of principal component analyses. Once we have obtained the bases that represent the animatable appearance space of a specific human, we learn a regressor that takes a single RGB image as input and predicts the low-dimensional parameter vector that corresponds to the shown facial expression. In a series of experiments, we compare GEM's self-reenactment and cross-person reenactment results to state-of-the-art 3D avatar methods, demonstrating GEM's higher visual quality and better generalization to new expressions.
