# AGORA: Adversarial Generation Of Real-time Animatable 3D Gaussian Head Avatars

arXiv: https://arxiv.org/abs/2512.06438 · HTML: https://mlsanity.com/paper/2512.06438/

## Key facts

- Cited by 3 papers in the map (data through 14 Oct 2026).
- Builds on 75 of its 86 references that are in the map.
- First posted on arXiv 6 Dec 2025.

## Builds on (most cited first, 30 of 75)

- [DINOv2: Learning Robust Visual Features without Supervision](https://mlsanity.com/paper/2304.07193/) (2023)
- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [A Style-Based Generator Architecture for Generative Adversarial Networks](https://mlsanity.com/paper/1812.04948/) (2018)
- [Instant Neural Graphics Primitives with a Multiresolution Hash Encoding](https://mlsanity.com/paper/2201.05989/) (2022)
- [Analyzing and Improving the Image Quality of StyleGAN](https://mlsanity.com/paper/1912.04958/) (2019)
- [DreamFusion: Text-to-3D using 2D Diffusion](https://mlsanity.com/paper/2209.14988/) (2022)
- [Efficient Geometry-aware 3D Generative Adversarial Networks](https://mlsanity.com/paper/2112.07945/) (2021)
- [Neural Sparse Voxel Fields](https://mlsanity.com/paper/2007.11571/) (2020)
- [GIRAFFE: Representing Scenes as Compositional Generative Neural Feature Fields](https://mlsanity.com/paper/2011.12100/) (2020)
- [pi-GAN: Periodic Implicit Generative Adversarial Networks for 3D-Aware Image Synthesis](https://mlsanity.com/paper/2012.00926/) (2020)
- [GRAF: Generative Radiance Fields for 3D-Aware Image Synthesis](https://mlsanity.com/paper/2007.02442/) (2020)
- [Which Training Methods for GANs do actually Converge?](https://mlsanity.com/paper/1801.04406/) (2018)
- [Face2Face: Real-time Face Capture and Reenactment of RGB Videos](https://mlsanity.com/paper/2007.14808/) (2020)
- [HexPlane: A Fast Representation for Dynamic Scenes](https://mlsanity.com/paper/2301.09632/) (2023)
- [StyleNeRF: A Style-based 3D-Aware Generator for High-resolution Image Synthesis](https://mlsanity.com/paper/2110.08985/) (2021)
- [Dynamic Neural Radiance Fields for Monocular 4D Facial Avatar Reconstruction](https://mlsanity.com/paper/2012.03065/) (2020)
- [Pivotal Tuning for Latent-based Editing of Real Images](https://mlsanity.com/paper/2106.05744/) (2021)
- [Towards Real-World Blind Face Restoration with Generative Facial Prior](https://mlsanity.com/paper/2101.04061/) (2021)
- [StyleSDF: High-Resolution 3D-Consistent Image and Geometry Generation](https://mlsanity.com/paper/2112.11427/) (2021)
- [Few-Shot Adversarial Learning of Realistic Neural Talking Head Models](https://mlsanity.com/paper/1905.08233/) (2019)
- [Deep Video Portraits](https://mlsanity.com/paper/1805.11714/) (2018)
- [GaussianAvatars: Photorealistic Head Avatars with Rigged 3D Gaussians](https://mlsanity.com/paper/2312.02069/) (2023)
- [cGANs with Projection Discriminator](https://mlsanity.com/paper/1802.05637/) (2018)
- [I M Avatar: Implicit Morphable Head Avatars from Videos](https://mlsanity.com/paper/2112.07471/) (2021)
- [Disentangled and Controllable Face Image Generation via 3D Imitative-Contrastive Learning](https://mlsanity.com/paper/2004.11660/) (2020)
- [GRAM: Generative Radiance Manifolds for 3D-Aware Image Generation](https://mlsanity.com/paper/2112.08867/) (2021)
- [Neural Head Avatars from Monocular RGB Videos](https://mlsanity.com/paper/2112.01554/) (2021)
- [Projected GANs Converge Faster](https://mlsanity.com/paper/2111.01007/) (2021)
- [PointAvatar: Deformable Point-based Head Avatars from Videos](https://mlsanity.com/paper/2212.08377/) (2022)
- [VFHQ: A High-Quality Dataset and Benchmark for Video Face Super-Resolution](https://mlsanity.com/paper/2205.03409/) (2022)

## Built on by (most cited first, 3 of 3)

- [One-shot Compositional 3D Head Avatars with Deformable Hair](https://mlsanity.com/paper/2604.14782/) (2026)
- [One Basis to Animate Them All: Gaussian Blendshape Distillation for Real-Time Avatars](https://mlsanity.com/paper/2610.02207/) (2026)
- [Efficient 3D Gaussian Head Avatars for Edge Devices](https://mlsanity.com/paper/2610.09821/) (2026)

## Abstract (arXiv)

The generation of high-fidelity, animatable 3D human avatars remains a core challenge in computer graphics and vision, with applications in VR, telepresence, and entertainment. Existing approaches based on implicit representations like NeRFs suffer from slow rendering and dynamic inconsistencies, while 3D Gaussian Splatting (3DGS) methods are typically limited to static head generation, lacking dynamic control. We bridge this gap by introducing AGORA, a novel framework that extends 3DGS within a generative adversarial network to produce animatable avatars. Our key contribution is a lightweight, FLAME-conditioned deformation branch that predicts per-Gaussian residuals, enabling identity-preserving, fine-grained expression control while allowing real-time inference. Identity is further preserved through spatial shape conditioning of the identity branch, and expression fidelity is enforced via a dual-discriminator training scheme leveraging synthetic renderings of the parametric mesh. AGORA generates avatars that are not only visually realistic but also precisely controllable. Quantitatively, we outperform state-of-the-art NeRF-based methods on expression accuracy while rendering at 250 FPS on a single GPU and, notably, at ~9 FPS under CPU-only inference -- to our knowledge the first demonstration of CPU-only animatable 3DGS avatar synthesis. This work represents a significant step toward practical, high-performance digital humans. Project website: https://ramazan793.github.io/AGORA/
