Tobias Kirschstein

dblp:205/3994 · DBLP profile ↗
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13ranked-venue papers
4as first author
12since 2021 · last 2025
0009-0002-5308-591XORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 12 · 4 first-author · 11 since 2021Artificial intelligence and machine learning · 8 · 2 first-author · 8 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 first-author · 2 since 2021
YearPublicationVenuePosition
2025 GAF: Gaussian Avatar Reconstruction from Monocular Videos via Multi-view Diffusion
abstract
We propose a novel approach for reconstructing animatable 3D Gaussian avatars from monocular videos captured by commodity devices like smartphones. Photorealistic 3D head avatar reconstruction from such recordings is challenging due to limited observations, which leaves unobserved regions under-constrained and can lead to artifacts in novel views. To address this problem, we introduce a multi-view head diffusion model, leveraging its priors to fill in missing regions and ensure view consistency in Gaussian splatting renderings. To enable precise viewpoint control, we use normal maps rendered from FLAME-based head reconstruction, which provides pixel-aligned inductive biases. We also condition the diffusion model on VAE features extracted from the input image to preserve facial identity and appearance details. For Gaussian avatar reconstruction, we distill multi-view diffusion priors by using iteratively denoised images as pseudo-ground truths, effectively mitigating over-saturation issues. To further improve photorealism, we apply latent upsampling priors to refine the denoised latent before decoding it into an image. We evaluate our method on the NeRSemble dataset, showing that GAF outperforms previous state-of-the-art methods in novel view synthesis. Furthermore, we demonstrate higher-fidelity avatar reconstructions from monocular videos captured on commodity devices. Project Page: https://tangjiapeng.github.io/projects/GAF
Jiapeng Tang, Davide Davoli 0002, Tobias Kirschstein, Liam Schoneveld, Matthias Nießner
CVPR3
2025 GaussianSpeech: Audio-Driven Personalized 3D Gaussian Avatars
Shivangi Aneja, Artem Sevastopolsky, Tobias Kirschstein, Justus Thies, Angela Dai, Matthias Nießner
ICCV3
2025 Avat3r: Large Animatable Gaussian Reconstruction Model for High-Fidelity 3D Head Avatars
abstract
Traditionally, creating photo-realistic 3D head avatars requires a studio-level multi-view capture setup and expensive optimization during test-time, limiting the use of digital human doubles to the VFX industry or offline renderings. To address this shortcoming, we present Avat3r, which regresses a high-quality and animatable 3D head avatar from just a few input images, vastly reducing compute requirements during inference. More specifically, we make Large Reconstruction Models animatable and learn a powerful prior over 3D human heads from a large multi-view video dataset. For better 3D head reconstructions, we employ position maps from DUSt3R and generalized feature maps from the human foundation model Sapiens. To animate the 3D head, our key discovery is that simple cross-attention to an expression code is already sufficient. Finally, we increase robustness by feeding input images with different expressions to our model during training, enabling the reconstruction of 3D head avatars from inconsistent inputs, e.g., an imperfect phone capture with accidental movement, or frames from a monocular video. We compare Avat3r with current state-of-the-art methods for few-input and single-input scenarios, and find that our method has a competitive advantage in both tasks. Finally, we demonstrate the wide applicability of our proposed model, creating 3D head avatars from images of different sources, smartphone captures, single images, and even out-of-domain inputs like antique busts. Project website: https://tobias-kirschstein.github.io/avat3r/
Tobias Kirschstein, Javier Romero 0002, Artem Sevastopolsky, Matthias Nießner, Shunsuke Saito
ICCV1
2025 3DGH: 3D Head Generation with Composable Hair and Face
abstract
We present 3DGH, an unconditional generative model for 3D human heads with composable hair and face components. Unlike previous work that entangles the modeling of hair and face, we propose to separate them using a novel data representation with template-based 3D Gaussian Splatting, in which deformable hair geometry is introduced to capture the geometric variations across different hairstyles. Based on this data representation, we design a 3D GAN-based architecture with dual generators and employ a cross-attention mechanism to model the inherent correlation between hair and face. The model is trained on synthetic renderings using carefully designed objectives to stabilize training and facilitate hair-face separation. We conduct extensive experiments to validate the design choice of 3DGH, and evaluate it both qualitatively and quantitatively by comparing with several state-of-the-art 3D GAN methods, demonstrating its effectiveness in unconditional full-head image synthesis and composable 3D hairstyle editing. More details will be available on our project page: https://c-he.github.io/projects/3dgh/.
Chengan He, Tobias Kirschstein, Artem Sevastopolsky, Shunsuke Saito, Qingyang Tan, Javier Romero 0002, Chen Cao 0001, Holly E. Rushmeier, Giljoo Nam
ACM Trans. Graph.3
2024 MonoNPHM: Dynamic Head Reconstruction from Monocular Videos
abstract
We present Monocular Neural Parametric Head Models (MonoNPHM) for dynamic 3D head reconstructions from monocular RGB videos. To this end, we propose a latent appearance space that parameterizes a texture field on top of a neural parametric model. We constrain predicted color values to be correlated with the underlying geometry such that gradients from RGB effectively influence latent geometry codes during inverse rendering. To increase the representational capacity of our expression space, we augment our backward deformation field with hyper-dimensions, thus improving color and geometry representation in topologically challenging expressions. Using MonoNPHM as a learned prior, we approach the task of 3D head reconstruction using signed distance field based volumetric rendering. By numerically inverting our backward deformation field, we incorporated a landmark loss using facial anchor points that are closely tied to our canonical geometry representation. To evaluate the task of dynamic face reconstruction from monocular RGB videos we record 20 challenging Kinect sequences under casual conditions. MonoNPHM outper-forms all baselines with a significant margin, and makes an important step towards easily accessible neural parametric face models through RGB tracking.
Simon Giebenhain, Tobias Kirschstein, Markos Georgopoulos, Martin Rünz, Lourdes Agapito, Matthias Nießner
CVPR2
2024 DiffusionAvatars: Deferred Diffusion for High-fidelity 3D Head Avatars
abstract
DiffusionAvatars synthesizes a high-fidelity 3D head avatar of a person, offering intuitive control over both pose and expression. We propose a diffusion-based neural ren-derer that leverages generic 2D priors to produce com-pelling images of faces. For coarse guidance of the expression and head pose, we render a neural parametric head model (NPHM) from the target viewpoint, which acts as a proxy geometry of the person. Additionally, to enhance the modeling of intricate facial expressions, we condition DiffusionAvatars directly on the expression codes obtained from NPHM via cross-attention. Finally, to synthesize consistent surface details across different viewpoints and ex-pressions, we rig learnable spatial features to the head's surface via TriPlane lookup in NPHM's canonical space. We train DiffusionAvatars on RGB videos and corresponding fitted NPHM meshes of a person and test the obtained avatars in both self-reenactment and animation scenarios. Our experiments demonstrate that DiffusionAvatars gener-ates temporally consistent and visually appealing videos for novel poses and expressions of a person, outperforming ex-isting approaches.
Tobias Kirschstein, Simon Giebenhain, Matthias Nießner
CVPR1
2024 GaussianAvatars: Photorealistic Head Avatars with Rigged 3D Gaussians
abstract
We introduce GaussianAvatars11Project page: https://shenhanqian.github.io/gaussian-avatars, a new method to create photorealistic head avatars that are fully controllable in terms of expression, pose, and viewpoint. The core idea is a dynamic 3D representation based on 3D Gaussian splats that are rigged to a parametric morphable face model. This combination facilitates photorealistic rendering while allowing for precise animation control via the underlying parametric model, e.g., through expression transfer from a driving sequence or by manually changing the morphable model parameters. We parameterize each splat by a local coordinate frame of a triangle and optimize for explicit dis-placement offset to obtain a more accurate geometric representation. During avatar reconstruction, we jointly optimize for the morphable model parameters and Gaussian splat parameters in an end-to-end fashion. We demonstrate the animation capabilities of our photorealistic avatar in several challenging scenarios. For instance, we show reen-actments from a driving video, where our method outperforms existing works by a significant margin.
Shenhan Qian, Tobias Kirschstein, Liam Schoneveld, Davide Davoli 0002, Simon Giebenhain, Matthias Nießner
CVPR2
2024 NPGA: Neural Parametric Gaussian Avatars
Simon Giebenhain, Tobias Kirschstein, Martin Rünz, Lourdes Agapito, Matthias Nießner
SIGGRAPH Asia2
2024 GGHead: Fast and Generalizable 3D Gaussian Heads
abstract
Learning 3D head priors from large 2D image collections is an important step towards high-quality 3D-aware human modeling. A core requirement is an efficient architecture that scales well to large-scale datasets and large image resolutions. Unfortunately, existing 3D GANs struggle to scale to generate samples at high resolutions due to their relatively slow train and render speeds, and typically have to rely on 2D superresolution networks at the expense of global 3D consistency. To address these challenges, we propose Generative Gaussian Heads (GGHead), which adopts the recent 3D Gaussian Splatting representation within a 3D GAN framework. To generate a 3D representation, we employ a powerful 2D CNN generator to predict Gaussian attributes in the UV space of a template head mesh. This way, GGHead exploits the regularity of the template's UV layout, substantially facilitating the challenging task of predicting an unstructured set of 3D Gaussians. We further improve the geometric fidelity of the generated 3D representations with a novel total variation loss on rendered UV coordinates. Intuitively, this regularization encourages that neighboring rendered pixels should stem from neighboring Gaussians in the template's UV space. Taken together, our pipeline can efficiently generate 3D heads trained only from single-view 2D image observations. Our proposed framework matches the quality of existing 3D head GANs on FFHQ while being both substantially faster and fully 3D consistent. As a result, we demonstrate real-time generation and rendering of high-quality 3D-consistent heads at $1024^2$ resolution for the first time. Project Website: https://tobias-kirschstein.github.io/gghead
Tobias Kirschstein, Simon Giebenhain, Jiapeng Tang, Markos Georgopoulos, Matthias Nießner
SIGGRAPH Asia1
2023 Learning Neural Parametric Head Models
abstract
We propose a novel 3D morphable model for complete human heads based on hybrid neural fields. At the core of our model lies a neural parametric representation that disentangles identity and expressions in disjoint latent spaces. To this end, we capture a person's identity in a canonical space as a signed distance field (SDF), and model facial expressions with a neural deformation field. In addition, our representation achieves high-fidelity local detail by introducing an ensemble of local fields centered around facial anchor points. To facilitate generalization, we train our model on a newly-captured dataset of over 3700 head scans from 203 different identities using a custom high-end 3D scanning setup. Our dataset significantly exceeds comparable existing datasets, both with respect to quality and completeness of geometry, averaging around 3.5M mesh faces per scan11We will publicly release our dataset along with a public benchmark for both neural head avatar construction as well as an evaluation on a hidden test-set for inference-time fitting.. Finally, we demonstrate that our approach outperforms state-of-the-art methods in terms of fitting error and reconstruction quality.
Simon Giebenhain, Tobias Kirschstein, Markos Georgopoulos, Martin Rünz, Lourdes Agapito, Matthias Nießner
CVPR2
2023 NeRSemble: Multi-view Radiance Field Reconstruction of Human Heads
abstract
We focus on reconstructing high-fidelity radiance fields of human heads, capturing their animations over time, and synthesizing re-renderings from novel viewpoints at arbitrary time steps. To this end, we propose a new multi-view capture setup composed of 16 calibrated machine vision cameras that record time-synchronized images at 7.1 MP resolution and 73 frames per second. With our setup, we collect a new dataset of over 4700 high-resolution, high-framerate sequences of more than 220 human heads, from which we introduce a new human head reconstruction benchmark 1 . The recorded sequences cover a wide range of facial dynamics, including head motions, natural expressions, emotions, and spoken language. In order to reconstruct high-fidelity human heads, we propose Dynamic Neural Radiance Fields using Hash Ensembles (NeRSemble). We represent scene dynamics by combining a deformation field and an ensemble of 3D multi-resolution hash encodings. The deformation field allows for precise modeling of simple scene movements, while the ensemble of hash encodings helps to represent complex dynamics. As a result, we obtain radiance field representations of human heads that capture motion over time and facilitate re-rendering of arbitrary novel viewpoints. In a series of experiments, we explore the design choices of our method and demonstrate that our approach outperforms state-of-the-art dynamic radiance field approaches by a significant margin.
Tobias Kirschstein, Shenhan Qian, Simon Giebenhain, Tim Walter, Matthias Nießner
ACM Trans. Graph.1
2021 Language-Agnostic Representation Learning of Source Code from Structure and Context
Daniel Zügner, Tobias Kirschstein, Michele Catasta, Jure Leskovec, Stephan Günnemann
ICLR2
2017 End-to-end learning for dimensional emotion recognition from physiological signals
abstract
Dimensional emotion recognition from physiological signals is a highly challenging task. Common methods rely on hand-crafted features that do not yet provide the performance necessary for real-life application. In this work, we exploit a series of convolutional and recurrent neural networks to predict affect from physiological signals, such as electrocardiogram and electrodermal activity, directly from the raw time representation. The motivation behind this so-called end-to-end approach is that, ultimately, the network learns an intermediate representation of the physiological signals that better suits the task at hand. Experimental evaluations show that, this very first study on end-to-end learning of emotion based on physiology, yields significantly better performance in comparison to existing work on the challenging RECOLA database, which includes fully spontaneous affective behaviors displayed during naturalistic interactions. Furthermore, we gain better understanding of the models' inner representations, by demonstrating that some cells' activations in the convolutional network are correlated to a large extent with hand-crafted features.
Gil Keren, Tobias Kirschstein, Erik Marchi, Fabien Ringeval, Björn W. Schuller
ICME2