# PrismAvatar: Real-time animated 3D neural head avatars on edge devices

arXiv: https://arxiv.org/abs/2502.07030 · HTML: https://mlsanity.com/paper/2502.07030/

## Key facts

- Cited by 2 papers in the map (data through 14 Oct 2026).
- Builds on 28 of its 46 references that are in the map.
- First posted on arXiv 10 Feb 2025.

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

- [Adam: A Method for Stochastic Optimization](https://mlsanity.com/paper/1412.6980/) (2014)
- [Instant Neural Graphics Primitives with a Multiresolution Hash Encoding](https://mlsanity.com/paper/2201.05989/) (2022)
- [Estimating or Propagating Gradients Through Stochastic Neurons for Conditional Computation](https://mlsanity.com/paper/1308.3432/) (2013)
- [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)
- [PlenOctrees for Real-time Rendering of Neural Radiance Fields](https://mlsanity.com/paper/2103.14024/) (2021)
- [KiloNeRF: Speeding up Neural Radiance Fields with Thousands of Tiny MLPs](https://mlsanity.com/paper/2103.13744/) (2021)
- [BiSeNet: Bilateral Segmentation Network for Real-time Semantic Segmentation](https://mlsanity.com/paper/1808.00897/) (2018)
- [Baking Neural Radiance Fields for Real-Time View Synthesis](https://mlsanity.com/paper/2103.14645/) (2021)
- [Dynamic Neural Radiance Fields for Monocular 4D Facial Avatar Reconstruction](https://mlsanity.com/paper/2012.03065/) (2020)
- [Extracting Triangular 3D Models, Materials, and Lighting From Images](https://mlsanity.com/paper/2111.12503/) (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)
- [Neural Head Avatars from Monocular RGB Videos](https://mlsanity.com/paper/2112.01554/) (2021)
- [PointAvatar: Deformable Point-based Head Avatars from Videos](https://mlsanity.com/paper/2212.08377/) (2022)
- [Robust High-Resolution Video Matting with Temporal Guidance](https://mlsanity.com/paper/2108.11515/) (2021)
- [Pixel Codec Avatars](https://mlsanity.com/paper/2104.04638/) (2021)
- [RigNeRF: Fully Controllable Neural 3D Portraits](https://mlsanity.com/paper/2206.06481/) (2022)
- [Realistic One-shot Mesh-based Head Avatars](https://mlsanity.com/paper/2206.08343/) (2022)
- [Adaptive Shells for Efficient Neural Radiance Field Rendering](https://mlsanity.com/paper/2311.10091/) (2023)
- [LatentAvatar: Learning Latent Expression Code for Expressive Neural Head Avatar](https://mlsanity.com/paper/2305.01190/) (2023)
- [Real-Time Neural Light Field on Mobile Devices](https://mlsanity.com/paper/2212.08057/) (2022)
- [FLARE: Fast Learning of Animatable and Relightable Mesh Avatars](https://mlsanity.com/paper/2310.17519/) (2023)
- [FLAME-in-NeRF : Neural control of Radiance Fields for Free View Face Animation](https://mlsanity.com/paper/2108.04913/) (2021)
- [VMesh: Hybrid Volume-Mesh Representation for Efficient View Synthesis](https://mlsanity.com/paper/2303.16184/) (2023)
- [Appearance-Driven Automatic 3D Model Simplification](https://mlsanity.com/paper/2104.03989/) (2021)
- [3D Face Tracking from 2D Video through Iterative Dense UV to Image Flow](https://mlsanity.com/paper/2404.09819/) (2024)
- [LightSpeed: Light and Fast Neural Light Fields on Mobile Devices](https://mlsanity.com/paper/2310.16832/) (2023)

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

- [SRM-Hair: Single Image Head Mesh Reconstruction via 3D Morphable Hair](https://mlsanity.com/paper/2503.06154/) (2025)
- [GHARP: Real-time Gaussian Head Animation from Large-scale Reconstruction Prior](https://mlsanity.com/paper/2610.10945/) (2026)

## Abstract (arXiv)

We present PrismAvatar: a 3D head avatar model which is designed specifically to enable real-time animation and rendering on resource-constrained edge devices, while still enjoying the benefits of neural volumetric rendering at training time. By integrating a rigged prism lattice with a 3D morphable head model, we use a hybrid rendering model to simultaneously reconstruct a mesh-based head and a deformable NeRF model for regions not represented by the 3DMM. We then distill the deformable NeRF into a rigged mesh and neural textures, which can be animated and rendered efficiently within the constraints of the traditional triangle rendering pipeline. In addition to running at 60 fps with low memory usage on mobile devices, we find that our trained models have comparable quality to state-of-the-art 3D avatar models on desktop devices.
