MGAvatar: Mesh-Bound Gaussians for Head Avatar Geometry and Appearance Modeling
Published 15 Sept 2026arXiv:2609.12850
Updated 24 h ago · first seen 14 Sept 2026
paper_01M2F50EDPAA81BQGDV3Y3YGS2
Abstract
Accurate head modeling requires a stable yet expressive geometric representation. Existing Gaussian-based head avatars commonly rely on parametric templates (e.g., FLAME) for Gaussian initialization and deformation, but these templates lack personalized priors and struggle to represent structures such as hair and clothing. To address this issue, we propose MGAvatar, a Gaussian-mesh hybrid representation that jointly models geometry and appearance through two Gaussian-mesh binding modes. Specifically, we introduce vertex-bound Gaussians and constrain their learnable parameters, enabling progressive mesh deformation to represent complex head geometry, while a pose-dependent offset module accounts for non-rigid deformations. Once geometry is stabilized, MGAvatar switches to face-bound Gaussians for appearance modeling. To improve appearance consistency across novel poses and viewpoints, we introduce a view-conditioned neural color field that alleviates artifacts caused by independently optimized Gaussian colors. In addition, we design a Gaussian offset network to predict Gaussian offset maps in the observation space, providing greater flexibility for face-bound Gaussians to capture dynamic facial textures. Extensive experiments on multi-view and monocular videos show that MGAvatar outperforms existing methods in rendering quality, producing high-fidelity head avatars with rich texture details.
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MGAvatar: Mesh-Bound Gaussians for Head Avatar Geometry and Appearance Modeling: published at changed from 2026-09-14T04:00:00+00:00 to 2026-09-15T04:00:00+00:00
Published14 Sept 2026→15 Sept 2026arxiv New paper: MGAvatar: Mesh-Bound Gaussians for Head Avatar Geometry and Appearance Modeling
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