Recent advancements in Gaussian Splatting have enabled increasingly accurate reconstruction of photorealistic head avatars, opening the door to numerous applications in visual effects, videoconferencing, and virtual reality. This, however, comes with the lack of intuitive editability offered by traditional triangle mesh-based methods. In contrast, we propose a method that combines the accuracy and fidelity of 2D Gaussian Splatting with the intuitiveness of UV texture mapping. By embedding each canonical Gaussian primitive's local frame into a patch in the UV space of a template mesh in a computationally efficient manner, we reconstruct continuous editable material head textures from a single monocular video on a conventional UV domain. Furthermore, we leverage an efficient physically based reflectance model to enable relighting and editing of these intrinsic material maps. Through extensive comparisons with state-of-the-art methods, we demonstrate the accuracy of our reconstructions, the quality of our relighting results, and the ability to provide intuitive controls for modifying an avatar's appearance and geometry via texture mapping without additional optimization.
翻译:高斯泼溅技术的最新进展使得对逼真头部化身的重建精度日益提高,为视觉特效、视频会议和虚拟现实等众多应用开启了大门。然而,这种方法缺乏传统基于三角形网格方法所提供的直观可编辑性。相比之下,我们提出了一种方法,将二维高斯泼溅的精度与保真度同UV纹理映射的直观性相结合。通过以计算高效的方式将每个规范高斯基元的局部坐标系嵌入到模板网格UV空间中的一个面片内,我们在传统的UV域上,从单目单目视频中重建出连续且可编辑的材质头部纹理。此外,我们利用一种高效的基于物理的反射率模型,实现了对这些本征材质贴图的重光照与编辑。通过与最先进方法的大量比较,我们证明了我们重建的准确性、重光照结果的质量,以及通过纹理映射为修改化身的表观和几何提供直观控制的能力,而无需额外的优化。