{"id":94,"date":"2025-12-12T04:32:59","date_gmt":"2025-12-12T04:32:59","guid":{"rendered":"https:\/\/mscvprojects.ri.cmu.edu\/2025team11\/?page_id=94"},"modified":"2025-12-12T21:07:11","modified_gmt":"2025-12-12T21:07:11","slug":"methodology","status":"publish","type":"page","link":"https:\/\/mscvprojects.ri.cmu.edu\/2025team11\/methodology\/","title":{"rendered":"Methodology"},"content":{"rendered":"\n<h2 class=\"wp-block-heading\"><strong>Overview<\/strong><\/h2>\n\n\n\n<p>Given a low-resolution 3D head avatar driven by a morphable model, our pipeline operates in three main stages. We first reconstruct a static 3D head in the canonical space with <strong>multi-view 3D GAN inversion<\/strong>. We then <strong>refine mesh geometry<\/strong> and rig 3D Gaussians onto the mesh surface to enable animation. Finally, we include anchor images with diverse camera poses and expressions for <strong>dynamics-aware 3D refinement<\/strong>, ensuring the robustness of the 3D head model across viewing angles and complex facial motions.<\/p>\n\n\n\n<figure class=\"wp-block-image size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"1024\" height=\"425\" src=\"http:\/\/mscvprojects.ri.cmu.edu\/2025team11\/wp-content\/uploads\/sites\/137\/2025\/12\/method_overview-1024x425.jpg\" alt=\"\" class=\"wp-image-112\" srcset=\"https:\/\/mscvprojects.ri.cmu.edu\/2025team11\/wp-content\/uploads\/sites\/137\/2025\/12\/method_overview-1024x425.jpg 1024w, https:\/\/mscvprojects.ri.cmu.edu\/2025team11\/wp-content\/uploads\/sites\/137\/2025\/12\/method_overview-300x124.jpg 300w, https:\/\/mscvprojects.ri.cmu.edu\/2025team11\/wp-content\/uploads\/sites\/137\/2025\/12\/method_overview-768x318.jpg 768w, https:\/\/mscvprojects.ri.cmu.edu\/2025team11\/wp-content\/uploads\/sites\/137\/2025\/12\/method_overview-1536x637.jpg 1536w, https:\/\/mscvprojects.ri.cmu.edu\/2025team11\/wp-content\/uploads\/sites\/137\/2025\/12\/method_overview-2048x849.jpg 2048w\" sizes=\"auto, (max-width: 767px) 89vw, (max-width: 1000px) 54vw, (max-width: 1071px) 543px, 580px\" \/><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>Key Components<\/strong><\/h2>\n\n\n\n<p>To achieve this, we break down the process into three core technical modules:<\/p>\n\n\n\n<p><strong>1. Multi-View 3D Inversion (Canonical Reconstruction)<\/strong> The first step is to hallucinate missing high-frequency details from the low-quality input.<\/p>\n\n\n\n<p><strong>The Process:<\/strong> We utilize a pre-trained 3D GAN to generate a static, high-resolution 3D Gaussian head. By optimizing the latent code based on upscaled multi-view renderings, we ensure the reconstructed head possesses photorealistic textures and geometry.<br><strong>Why it matters:<\/strong> This establishes a high-fidelity &#8220;base model&#8221; that far exceeds the quality of the original blurry input.<\/p>\n\n\n\n<p><strong>2. 3D Gaussian Rigging &amp; Geometry Refinement<\/strong> A high-quality static head must be rigged correctly to move convincingly.<\/p>\n\n\n\n<p><strong>Geometry Refinement:<\/strong> Low-resolution inputs often suffer from misalignment (e.g., teeth not aligning with lips). We refine the underlying FLAME mesh geometry to strictly align with facial landmarks before binding.<br><strong>Rigging:<\/strong> The optimized 3D Gaussians are then bound to this refined mesh, allowing the detailed textures to follow the face&#8217;s movement naturally.<\/p>\n\n\n\n<p><strong>3. Dynamics-Aware 3D Refinement<\/strong> Standard inversion often fails when the face deforms into extreme expressions.<\/p>\n\n\n\n<p><strong>Multi-Expression Anchors:<\/strong> We sample &#8220;anchor images&#8221; containing diverse expressions (such as open mouths or squints) to capture occluded regions like teeth and eyelids.<br><strong>Joint Optimization:<\/strong> We jointly optimize the model using these dynamic anchors. This ensures that the super-resolved avatar maintains its identity and geometric consistency not just in a neutral pose, but across all complex facial motions.<\/p>\n\n\n\n<p><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Overview Given a low-resolution 3D head avatar driven by a morphable model, our pipeline operates in three main stages. We first reconstruct a static 3D head in the canonical space with multi-view 3D GAN inversion. We then refine mesh geometry and rig 3D Gaussians onto the mesh surface to enable animation. Finally, we include anchor &hellip; <\/p>\n<p class=\"link-more\"><a href=\"https:\/\/mscvprojects.ri.cmu.edu\/2025team11\/methodology\/\" class=\"more-link\">Continue reading<span class=\"screen-reader-text\"> &#8220;Methodology&#8221;<\/span><\/a><\/p>\n","protected":false},"author":259,"featured_media":0,"parent":0,"menu_order":0,"comment_status":"closed","ping_status":"closed","template":"","meta":{"footnotes":""},"class_list":["post-94","page","type-page","status-publish","hentry"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v28.1 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Methodology - 3D Gaussian Human Enhancement<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/mscvprojects.ri.cmu.edu\/2025team11\/methodology\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Methodology - 3D Gaussian Human Enhancement\" \/>\n<meta property=\"og:description\" content=\"Overview Given a low-resolution 3D head avatar driven by a morphable model, our pipeline operates in three main stages. 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