# LightHeadEd: Relightable & Editable Head Avatars from a Smartphone

arXiv: https://arxiv.org/abs/2504.09671 · HTML: https://mlsanity.com/paper/2504.09671/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Builds on 26 of its 57 references that are in the map.
- First posted on arXiv 13 Apr 2025.

## Builds on (most cited first, 26 of 26)

- [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)
- [Plenoxels: Radiance Fields without Neural Networks](https://mlsanity.com/paper/2112.05131/) (2021)
- [2D Gaussian Splatting for Geometrically Accurate Radiance Fields](https://mlsanity.com/paper/2403.17888/) (2024)
- [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)
- [Generating 3D faces using Convolutional Mesh Autoencoders](https://mlsanity.com/paper/1807.10267/) (2018)
- [Text2Tex: Text-driven Texture Synthesis via Diffusion Models](https://mlsanity.com/paper/2303.11396/) (2023)
- [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)
- [SplattingAvatar: Realistic Real-Time Human Avatars with Mesh-Embedded Gaussian Splatting](https://mlsanity.com/paper/2403.05087/) (2024)
- [Nonlinear 3D Face Morphable Model](https://mlsanity.com/paper/1804.03786/) (2018)
- [Relightable Gaussian Codec Avatars](https://mlsanity.com/paper/2312.03704/) (2023)
- [FlashAvatar: High-fidelity Head Avatar with Efficient Gaussian Embedding](https://mlsanity.com/paper/2312.02214/) (2023)
- [MonoGaussianAvatar: Monocular Gaussian Point-based Head Avatar](https://mlsanity.com/paper/2312.04558/) (2023)
- [3D Gaussian Blendshapes for Head Avatar Animation](https://mlsanity.com/paper/2404.19398/) (2024)
- [NPGA: Neural Parametric Gaussian Avatars](https://mlsanity.com/paper/2405.19331/) (2024)
- [URAvatar: Universal Relightable Gaussian Codec Avatars](https://mlsanity.com/paper/2410.24223/) (2024)
- [DiffusionAvatars: Deferred Diffusion for High-fidelity 3D Head Avatars](https://mlsanity.com/paper/2311.18635/) (2023)
- [MeGA: Hybrid Mesh-Gaussian Head Avatar for High-Fidelity Rendering and Head Editing](https://mlsanity.com/paper/2404.19026/) (2024)
- [HAvatar: High-fidelity Head Avatar via Facial Model Conditioned Neural Radiance Field](https://mlsanity.com/paper/2309.17128/) (2023)
- [MonoNPHM: Dynamic Head Reconstruction from Monocular Videos](https://mlsanity.com/paper/2312.06740/) (2023)
- [AvatarStudio: Text-driven Editing of 3D Dynamic Human Head Avatars](https://mlsanity.com/paper/2306.00547/) (2023)
- [High-Res Facial Appearance Capture from Polarized Smartphone Images](https://mlsanity.com/paper/2212.01160/) (2022)
- [WordRobe: Text-Guided Generation of Textured 3D Garments](https://mlsanity.com/paper/2403.17541/) (2024)
- [SPARK: Self-supervised Personalized Real-time Monocular Face Capture](https://mlsanity.com/paper/2409.07984/) (2024)

## Built on by (most cited first, 1 of 1)

- [AvatarBack: Back-Head Generation for Complete 3D Avatars from Front-View Images](https://mlsanity.com/paper/2508.20623/) (2025)

## Abstract (arXiv)

Creating photorealistic, animatable, and relightable 3D head avatars traditionally requires expensive Lightstage with multiple calibrated cameras, making it inaccessible for widespread adoption. To bridge this gap, we present a novel, cost-effective approach for creating high-quality relightable head avatars using only a smartphone equipped with polaroid filters. Our approach involves simultaneously capturing cross-polarized and parallel-polarized video streams in a dark room with a single point-light source, separating the skin's diffuse and specular components during dynamic facial performances. We introduce a hybrid representation that embeds 2D Gaussians in the UV space of a parametric head model, facilitating efficient real-time rendering while preserving high-fidelity geometric details. Our learning-based neural analysis-by-synthesis pipeline decouples pose and expression-dependent geometrical offsets from appearance, decomposing the surface into albedo, normal, and specular UV texture maps, along with the environment maps. We collect a unique dataset of various subjects performing diverse facial expressions and head movements.
