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GAN-Avatar: Controllable Personalized GAN-based Human Head Avatar

Computer Vision and Pattern Recognition · Submitted 22 Nov 2023

abstract compiled · 2026-09-23 · no language-model review

The authors' main claim In a series of experiments, we compare our proposed technique to state-of-the-art monocular methods and show superior quality while not requiring expression tracking of the training data.

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arXiv ID2311.13655 (version 1)
Pith IDTV3BL5JV, Pith's permanent record of this paper and its review
CitationBerna Kabadayi, Bharat Lal Bhatnagar, Gerard Pons-Moll, Justus Thies, Wojciech Zielonka. "GAN-Avatar: Controllable Personalized GAN-based Human Head Avatar." arXiv:2311.13655 (2023). https://pith.science/paper/TV3BL5JV
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The paper's own sentences, arranged. Each label is drawn from a closed vocabulary; the number beside it is the probability the classifier gave that label. Numbers in the tables are the authors', checked by code. No sentence in this record was written by a model.

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Compiled by classifier-1.13.0 via TypeSafe API, question bank abstract-p1-20260923, 2026-09-23: 1 request, 7,576 input tokens.

What the abstract itself states, as probabilities: claims first 0.06 · states limitation 0.14 · human participants 0.36 · controlled comparison 0.77 · randomized assignment 0.01 · states quantitative result 0.04 · compares with prior results 0.97 · mentions code or data availability 0.02.

The abstract, sentence by sentence

arXiv listing abstract v1. Results and the main claim are underlined; .

Digital humans and, especially, 3D facial avatars have raised a lot of attention in the past years, as they are the backbone of several applications like immersive telepresence in AR or VR. Despite the progress, facial avatars reconstructed from commodity hardware are incomplete and miss out on parts of the side and back of the head, severely limiting the usability of the avatar. This limitation in prior work stems from their requirement of face tracking, which fails for profile and back views. To address this issue, we propose to learn person-specific animatable avatars from images without assuming to have access to precise facial expression tracking. At the core of our method, we leverage a 3D-aware generative model that is trained to reproduce the distribution of facial expressions from the training data. To train this appearance model, we only assume to have a collection of 2D images with the corresponding camera parameters. For controlling the model, we learn a mapping from 3DMM facial expression parameters to the latent space of the generative model. This mapping can be learned by sampling the latent space of the appearance model and reconstructing the facial parameters from a normalized frontal view, where facial expression estimation performs well. With this scheme, we decouple 3D appearance reconstruction and animation control to achieve high fidelity in image synthesis. In a series of experiments, we compare our proposed technique to state-of-the-art monocular methods and show superior quality while not requiring expression tracking of the training data.

background contribution method result interpretation main claim

What the classifier reports for each sentence. The number is the probability it gave the label.
#sentencerolethe authors' own workstates the main conclusionstrength
s0 Digital humans and, especially, 3D facial avatars have raised a lot of attention in the past years, as they are the backbone of several applications like immersive telepresence in AR or VR. background 1.00 0.04 0.02 asserted 1.00
s1 Despite the progress, facial avatars reconstructed from commodity hardware are incomplete and miss out on parts of the side and back of the head, severely limiting the usability of the avatar. gap 0.65 0.08 0.04 asserted 1.00
s2 This limitation in prior work stems from their requirement of face tracking, which fails for profile and back views. background 0.49 0.05 0.03 asserted 1.00
s3 To address this issue, we propose to learn person-specific animatable avatars from images without assuming to have access to precise facial expression tracking. contribution 0.99 0.67 0.13 asserted 0.92
s4 At the core of our method, we leverage a 3D-aware generative model that is trained to reproduce the distribution of facial expressions from the training data. method 0.95 0.82 0.07 asserted 1.00
s5 To train this appearance model, we only assume to have a collection of 2D images with the corresponding camera parameters. method 0.99 0.63 0.04 asserted 0.99
s6 For controlling the model, we learn a mapping from 3DMM facial expression parameters to the latent space of the generative model. method 0.98 0.90 0.05 asserted 0.99
s7 This mapping can be learned by sampling the latent space of the appearance model and reconstructing the facial parameters from a normalized frontal view, where facial expression estimation performs well. method 1.00 0.80 0.05 asserted 0.74
s8 With this scheme, we decouple 3D appearance reconstruction and animation control to achieve high fidelity in image synthesis. method 0.62 0.85 0.16 asserted 0.97
s9 In a series of experiments, we compare our proposed technique to state-of-the-art monocular methods and show superior quality while not requiring expression tracking of the training data. result 0.99 0.96 0.76 asserted 1.00

What kind of paper the classifier reports this is: method or tool 1.00 · evidence from observation or experiment 0.99.

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  • C citations
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Every quoted sentence on this record is the authors'. Every label is from Pith's closed vocabulary, with the probability shown beside it. Every number in the measurements table is the authors', checked by code. Record as JSON

The paper
Original abstract

Digital humans and, especially, 3D facial avatars have raised a lot of attention in the past years, as they are the backbone of several applications like immersive telepresence in AR or VR. Despite the progress, facial avatars reconstructed from commodity hardware are incomplete and miss out on parts of the side and back of the head, severely limiting the usability of the avatar. This limitation in prior work stems from their requirement of face tracking, which fails for profile and back views. To address this issue, we propose to learn person-specific animatable avatars from images without assuming to have access to precise facial expression tracking. At the core of our method, we leverage a 3D-aware generative model that is trained to reproduce the distribution of facial expressions from the training data. To train this appearance model, we only assume to have a collection of 2D images with the corresponding camera parameters. For controlling the model, we learn a mapping from 3DMM facial expression parameters to the latent space of the generative model. This mapping can be learned by sampling the latent space of the appearance model and reconstructing the facial parameters from a normalized frontal view, where facial expression estimation performs well. With this scheme, we decouple 3D appearance reconstruction and animation control to achieve high fidelity in image synthesis. In a series of experiments, we compare our proposed technique to state-of-the-art monocular methods and show superior quality while not requiring expression tracking of the training data.

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