# ArchitectHead: Continuous Level of Detail Control for 3D Gaussian Head Avatars

arXiv: https://arxiv.org/abs/2510.05488 · HTML: https://mlsanity.com/paper/2510.05488/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Builds on 36 of its 56 references that are in the map.
- First posted on arXiv 7 Oct 2025.

## Builds on (most cited first, 30 of 36)

- [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)
- [Plenoxels: Radiance Fields without Neural Networks](https://mlsanity.com/paper/2112.05131/) (2021)
- [Dynamic Neural Radiance Fields for Monocular 4D Facial Avatar Reconstruction](https://mlsanity.com/paper/2012.03065/) (2020)
- [Neural Geometric Level of Detail: Real-time Rendering with Implicit 3D Shapes](https://mlsanity.com/paper/2101.10994/) (2021)
- [gsplat: An Open-Source Library for Gaussian Splatting](https://mlsanity.com/paper/2409.06765/) (2024)
- [3D Morphable Face Models -- Past, Present and Future](https://mlsanity.com/paper/1909.01815/) (2019)
- [Octree-GS: Towards Consistent Real-time Rendering with LOD-Structured 3D Gaussians](https://mlsanity.com/paper/2403.17898/) (2024)
- [CityGaussian: Real-time High-quality Large-Scale Scene Rendering with Gaussians](https://mlsanity.com/paper/2404.01133/) (2024)
- [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)
- [Instant Volumetric Head Avatars](https://mlsanity.com/paper/2211.12499/) (2022)
- [Pixel Codec Avatars](https://mlsanity.com/paper/2104.04638/) (2021)
- [Next3D: Generative Neural Texture Rasterization for 3D-Aware Head Avatars](https://mlsanity.com/paper/2211.11208/) (2022)
- [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)
- [HeadGaS: Real-Time Animatable Head Avatars via 3D Gaussian Splatting](https://mlsanity.com/paper/2312.02902/) (2023)
- [3D Gaussian Blendshapes for Head Avatar Animation](https://mlsanity.com/paper/2404.19398/) (2024)
- [Avat3r: Large Animatable Gaussian Reconstruction Model for High-fidelity 3D Head Avatars](https://mlsanity.com/paper/2502.20220/) (2025)
- [CAP4D: Creating Animatable 4D Portrait Avatars with Morphable Multi-View Diffusion Models](https://mlsanity.com/paper/2412.12093/) (2024)
- [GaussianHead: High-fidelity Head Avatars with Learnable Gaussian Derivation](https://mlsanity.com/paper/2312.01632/) (2023)
- [NPGA: Neural Parametric Gaussian Avatars](https://mlsanity.com/paper/2405.19331/) (2024)
- [HeadGAP: Few-Shot 3D Head Avatar via Generalizable Gaussian Priors](https://mlsanity.com/paper/2408.06019/) (2024)
- [URAvatar: Universal Relightable Gaussian Codec Avatars](https://mlsanity.com/paper/2410.24223/) (2024)
- [LAM: Large Avatar Model for One-shot Animatable Gaussian Head](https://mlsanity.com/paper/2502.17796/) (2025)
- [GAF: Gaussian Avatar Reconstruction from Monocular Videos via Multi-view Diffusion](https://mlsanity.com/paper/2412.10209/) (2024)
- [FATE: Full-head Gaussian Avatar with Textural Editing from Monocular Video](https://mlsanity.com/paper/2411.15604/) (2024)
- [RGBAvatar: Reduced Gaussian Blendshapes for Online Modeling of Head Avatars](https://mlsanity.com/paper/2503.12886/) (2025)
- [FLoD: Integrating Flexible Level of Detail into 3D Gaussian Splatting for Customizable Rendering](https://mlsanity.com/paper/2408.12894/) (2024)
- [HRAvatar: High-Quality and Relightable Gaussian Head Avatar](https://mlsanity.com/paper/2503.08224/) (2025)

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

- [ProgressiveAvatars: Progressive Animatable 3D Gaussian Avatars](https://mlsanity.com/paper/2603.16447/) (2026)

## Abstract (arXiv)

3D Gaussian Splatting (3DGS) has enabled photorealistic and real-time rendering of 3D head avatars. Existing 3DGS-based avatars typically rely on tens of thousands of 3D Gaussian points (Gaussians), with the number of Gaussians fixed after training. However, many practical applications require adjustable levels of detail (LOD) to balance rendering efficiency and visual quality. In this work, we propose "ArchitectHead", the first framework for creating 3D Gaussian head avatars that support continuous control over LOD. Our key idea is to parameterize the Gaussians in a 2D UV feature space and propose a UV feature field composed of multi-level learnable feature maps to encode their latent features. A lightweight neural network-based decoder then transforms these latent features into 3D Gaussian attributes for rendering. ArchitectHead controls the number of Gaussians by dynamically resampling feature maps from the UV feature field at the desired resolutions. This method enables efficient and continuous control of LOD without retraining. Experimental results show that ArchitectHead achieves state-of-the-art (SOTA) quality in self and cross-identity reenactment tasks at the highest LOD, while maintaining near SOTA performance at lower LODs. At the lowest LOD, our method uses only 6.2% of the Gaussians while the quality degrades moderately (L1 Loss +7.9%, PSNR --0.97%, SSIM --0.6%, LPIPS Loss +24.1%), and the rendering speed nearly doubles.
