# Using Gaussian Splats to Create High-Fidelity Facial Geometry and Texture

arXiv: https://arxiv.org/abs/2512.16397 · HTML: https://mlsanity.com/paper/2512.16397/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 78 of its 126 references that are in the map.
- First posted on arXiv 18 Dec 2025.

## Builds on (most cited first, 30 of 78)

- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [Generative Adversarial Networks](https://mlsanity.com/paper/2203.00667/) (2022)
- [Deep Learning Face Attributes in the Wild](https://mlsanity.com/paper/1411.7766/) (2014)
- [Masked-attention Mask Transformer for Universal Image Segmentation](https://mlsanity.com/paper/2112.01527/) (2021)
- [2D Gaussian Splatting for Geometrically Accurate Radiance Fields](https://mlsanity.com/paper/2403.17888/) (2024)
- [VoxCeleb2: Deep Speaker Recognition](https://mlsanity.com/paper/1806.05622/) (2018)
- [SuGaR: Surface-Aligned Gaussian Splatting for Efficient 3D Mesh Reconstruction and High-Quality Mesh Rendering](https://mlsanity.com/paper/2311.12775/) (2023)
- [Accurate 3D Face Reconstruction with Weakly-Supervised Learning: From Single Image to Image Set](https://mlsanity.com/paper/1903.08527/) (2019)
- [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)
- [HeadNeRF: A Real-time NeRF-based Parametric Head Model](https://mlsanity.com/paper/2112.05637/) (2021)
- [Neural Head Avatars from Monocular RGB Videos](https://mlsanity.com/paper/2112.01554/) (2021)
- [Fake It Till You Make It: Face analysis in the wild using synthetic data alone](https://mlsanity.com/paper/2109.15102/) (2021)
- [FaceScape: a Large-scale High Quality 3D Face Dataset and Detailed Riggable 3D Face Prediction](https://mlsanity.com/paper/2003.13989/) (2020)
- [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)
- [Nonlinear 3D Face Morphable Model](https://mlsanity.com/paper/1804.03786/) (2018)
- [Single Image Portrait Relighting](https://mlsanity.com/paper/1905.00824/) (2019)
- [Reconstructing Personalized Semantic Facial NeRF Models From Monocular Video](https://mlsanity.com/paper/2210.06108/) (2022)
- [Pixel Codec Avatars](https://mlsanity.com/paper/2104.04638/) (2021)
- [Relightable Gaussian Codec Avatars](https://mlsanity.com/paper/2312.03704/) (2023)
- [FENeRF: Face Editing in Neural Radiance Fields](https://mlsanity.com/paper/2111.15490/) (2021)
- [i3DMM: Deep Implicit 3D Morphable Model of Human Heads](https://mlsanity.com/paper/2011.14143/) (2020)
- [FlashAvatar: High-fidelity Head Avatar with Efficient Gaussian Embedding](https://mlsanity.com/paper/2312.02214/) (2023)
- [GaussianImage: 1000 FPS Image Representation and Compression by 2D Gaussian Splatting](https://mlsanity.com/paper/2403.08551/) (2024)
- [FaceVerse: a Fine-grained and Detail-controllable 3D Face Morphable Model from a Hybrid Dataset](https://mlsanity.com/paper/2203.14057/) (2022)
- [Generalizable and Animatable Gaussian Head Avatar](https://mlsanity.com/paper/2410.07971/) (2024)
- [Learning Formation of Physically-Based Face Attributes](https://mlsanity.com/paper/2004.03458/) (2020)
- [MoFaNeRF: Morphable Facial Neural Radiance Field](https://mlsanity.com/paper/2112.02308/) (2021)

## Abstract (arXiv)

We leverage increasingly popular three-dimensional neural representations in order to construct a unified and consistent explanation of a collection of uncalibrated images of the human face. Our approach utilizes Gaussian Splatting, since it is more explicit and thus more amenable to constraints than NeRFs. We leverage segmentation annotations to align the semantic regions of the face, facilitating the reconstruction of a neutral pose from only 11 images (as opposed to requiring a long video). We soft constrain the Gaussians to an underlying triangulated surface in order to provide a more structured Gaussian Splat reconstruction, which in turn informs subsequent perturbations to increase the accuracy of the underlying triangulated surface. The resulting triangulated surface can then be used in a standard graphics pipeline. In addition, and perhaps most impactful, we show how accurate geometry enables the Gaussian Splats to be transformed into texture space where they can be treated as a view-dependent neural texture. This allows one to use high visual fidelity Gaussian Splatting on any asset in a scene without the need to modify any other asset or any other aspect (geometry, lighting, renderer, etc.) of the graphics pipeline. We utilize a relightable Gaussian model to disentangle texture from lighting in order to obtain a delit high-resolution albedo texture that is also readily usable in a standard graphics pipeline. The flexibility of our system allows for training with disparate images, even with incompatible lighting, facilitating robust regularization. Finally, we demonstrate the efficacy of our approach by illustrating its use in a text-driven asset creation pipeline.
