PrismAvatar: Real-time animated 3D neural head avatars on edge devices

Fuente: arXiv
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Auteurs principaux: Raina, Prashant, Taubner, Felix, Tuli, Mathieu, Teh, Eu Wern, Ferreira, Kevin
Format: Preprint
Publié: 2025
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author Raina, Prashant
Taubner, Felix
Tuli, Mathieu
Teh, Eu Wern
Ferreira, Kevin
author_facet Raina, Prashant
Taubner, Felix
Tuli, Mathieu
Teh, Eu Wern
Ferreira, Kevin
contents We present PrismAvatar: a 3D head avatar model which is designed specifically to enable real-time animation and rendering on resource-constrained edge devices, while still enjoying the benefits of neural volumetric rendering at training time. By integrating a rigged prism lattice with a 3D morphable head model, we use a hybrid rendering model to simultaneously reconstruct a mesh-based head and a deformable NeRF model for regions not represented by the 3DMM. We then distill the deformable NeRF into a rigged mesh and neural textures, which can be animated and rendered efficiently within the constraints of the traditional triangle rendering pipeline. In addition to running at 60 fps with low memory usage on mobile devices, we find that our trained models have comparable quality to state-of-the-art 3D avatar models on desktop devices.
format Preprint
id arxiv_https___arxiv_org_abs_2502_07030
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle PrismAvatar: Real-time animated 3D neural head avatars on edge devices
Raina, Prashant
Taubner, Felix
Tuli, Mathieu
Teh, Eu Wern
Ferreira, Kevin
Computer Vision and Pattern Recognition
Graphics
Machine Learning
I.2.10; I.3.5; I.3.7
We present PrismAvatar: a 3D head avatar model which is designed specifically to enable real-time animation and rendering on resource-constrained edge devices, while still enjoying the benefits of neural volumetric rendering at training time. By integrating a rigged prism lattice with a 3D morphable head model, we use a hybrid rendering model to simultaneously reconstruct a mesh-based head and a deformable NeRF model for regions not represented by the 3DMM. We then distill the deformable NeRF into a rigged mesh and neural textures, which can be animated and rendered efficiently within the constraints of the traditional triangle rendering pipeline. In addition to running at 60 fps with low memory usage on mobile devices, we find that our trained models have comparable quality to state-of-the-art 3D avatar models on desktop devices.
title PrismAvatar: Real-time animated 3D neural head avatars on edge devices
topic Computer Vision and Pattern Recognition
Graphics
Machine Learning
I.2.10; I.3.5; I.3.7
url https://arxiv.org/abs/2502.07030