Relightable Gaussian Codec Avatars
Shunsuke Saito, Gabriel Schwartz, Tomas Simon, Junxuan Li, Giljoo Nam
Abstract
The fidelity of relighting is bounded by both geometry and appearance representations. For geometry, both mesh and volumetric approaches have difficulty modeling intri-cate structures like 3D hair geometry. For appearance, existing relighting models are limited in fidelity and often too slow to render in real-time with high-resolution contin-uous environments. In this work, we present Relightable Gaussian Codec Avatars, a method to build high-fidelity relightable head avatars that can be animated to generate novel expressions. Our geometry model based on 3D Gaus-sians can capture 3D-consistent sub-millimeter details such as hair strands and pores on dynamic face sequences. To support diverse materials of human heads such as the eyes, skin, and hair in a unified manner, we present a novel re-lightable appearance model based on learnable radiance transfer. Together with global illumination-aware spheri-cal harmonics for the diffuse components, we achieve real-time relighting with all-frequency reflections using spheri-cal Gaussians. This appearance model can be efficiently relit under both point light and continuous illumination. We further improve the fidelity of eye reflections and enable ex-plicit gaze control by introducing relightable explicit eye models. Our method outperforms existing approaches with-out compromising real-time performance. We also demon-strate real-time relighting of avatars on a tethered con-sumer VR headset, showcasing the efficiency and fidelity of our avatars.
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