# SVG-Head: Hybrid Surface-Volumetric Gaussians for High-Fidelity Head Reconstruction and Real-Time Editing

arXiv: https://arxiv.org/abs/2508.09597 · HTML: https://mlsanity.com/paper/2508.09597/

## Key facts

- Cited by 4 papers in the map (data through 14 Oct 2026).
- Builds on 20 of its 41 references that are in the map.
- First posted on arXiv 13 Aug 2025.

## Builds on (most cited first, 20 of 20)

- [High-Resolution Image Synthesis with Latent Diffusion Models](https://mlsanity.com/paper/2112.10752/) (2021)
- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [InstructPix2Pix: Learning to Follow Image Editing Instructions](https://mlsanity.com/paper/2211.09800/) (2022)
- [Dynamic Neural Radiance Fields for Monocular 4D Facial Avatar Reconstruction](https://mlsanity.com/paper/2012.03065/) (2020)
- [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)
- [PointAvatar: Deformable Point-based Head Avatars from Videos](https://mlsanity.com/paper/2212.08377/) (2022)
- [Deep Appearance Models for Face Rendering](https://mlsanity.com/paper/1808.00362/) (2018)
- [Recent Advances in 3D Gaussian Splatting](https://mlsanity.com/paper/2403.11134/) (2024)
- [Reconstructing Personalized Semantic Facial NeRF Models From Monocular Video](https://mlsanity.com/paper/2210.06108/) (2022)
- [NeuTex: Neural Texture Mapping for Volumetric Neural Rendering](https://mlsanity.com/paper/2103.00762/) (2021)
- [High-Fidelity 3D Digital Human Head Creation from RGB-D Selfies](https://mlsanity.com/paper/2010.05562/) (2020)
- [Texture-GS: Disentangling the Geometry and Texture for 3D Gaussian Splatting Editing](https://mlsanity.com/paper/2403.10050/) (2024)
- [MeGA: Hybrid Mesh-Gaussian Head Avatar for High-Fidelity Rendering and Head Editing](https://mlsanity.com/paper/2404.19026/) (2024)
- [HAHA: Highly Articulated Gaussian Human Avatars with Textured Mesh Prior](https://mlsanity.com/paper/2404.01053/) (2024)
- [ProteusNeRF: Fast Lightweight NeRF Editing using 3D-Aware Image Context](https://mlsanity.com/paper/2310.09965/) (2023)
- [Neural Point-based Volumetric Avatar: Surface-guided Neural Points for Efficient and Photorealistic Volumetric Head Avatar](https://mlsanity.com/paper/2307.05000/) (2023)
- [General Neural Gauge Fields](https://mlsanity.com/paper/2305.03462/) (2023)
- [GaussianAvatar-Editor: Photorealistic Animatable Gaussian Head Avatar Editor](https://mlsanity.com/paper/2501.09978/) (2025)

## Built on by (most cited first, 4 of 4)

- [AvatarBack: Back-Head Generation for Complete 3D Avatars from Front-View Images](https://mlsanity.com/paper/2508.20623/) (2025)
- [Using Gaussian Splats to Create High-Fidelity Facial Geometry and Texture](https://mlsanity.com/paper/2512.16397/) (2025)
- [MGAvatar: Mesh-Bound Gaussians for Head Avatar Geometry and Appearance Modeling](https://mlsanity.com/paper/2609.12850/) (2026)
- [Learning Semantic Inpainting for Animatable Gaussian Head Avatars](https://mlsanity.com/paper/2609.38343/) (2026)

## Abstract (arXiv)

Creating high-fidelity and editable head avatars is a pivotal challenge in computer vision and graphics, boosting many AR/VR applications. While recent advancements have achieved photorealistic renderings and plausible animation, head editing, especially real-time appearance editing, remains challenging due to the implicit representation and entangled modeling of the geometry and global appearance. To address this, we propose Surface-Volumetric Gaussian Head Avatar (SVG-Head), a novel hybrid representation that explicitly models the geometry with 3D Gaussians bound on a FLAME mesh and leverages disentangled texture images to capture the global appearance. Technically, it contains two types of Gaussians, in which surface Gaussians explicitly model the appearance of head avatars using learnable texture images, facilitating real-time texture editing, while volumetric Gaussians enhance the reconstruction quality of non-Lambertian regions (e.g., lips and hair). To model the correspondence between 3D world and texture space, we provide a mesh-aware Gaussian UV mapping method, which leverages UV coordinates given by the FLAME mesh to obtain sharp texture images and real-time rendering speed. A hierarchical optimization strategy is further designed to pursue the optimal performance in both reconstruction quality and editing flexibility. Experiments on the NeRSemble dataset show that SVG-Head not only generates high-fidelity rendering results, but also is the first method to obtain explicit texture images for Gaussian head avatars and support real-time appearance editing.
