Simon Giebenhain

dblp:304/8343 · DBLP profile ↗
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11ranked-venue papers
5as first author
11since 2021 · last 2025
0000-0002-7588-8767ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 10 · 5 first-author · 10 since 2021Artificial intelligence and machine learning · 6 · 3 first-author · 6 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 first-author · 2 since 2021
YearPublicationVenuePosition
2025 HeadCraft: Modeling High-Detail Shape Variations for Animated 3DMMs
abstract
Current advances in human head modeling allow to generate plausible-looking 3D head models via neural representations, such as NeRFs and SDFs. Nevertheless, constructing complete high-fidelity head models with explicitly controlled animation remains an issue. Furthermore, completing the head geometry based on a partial observation, e.g. coming from a depth sensor, while preserving a high level of detail is often problematic for the existing methods. We introduce a generative model for detailed 3D head meshes on top of an articulated 3DMM which allows explicit animation and high-detail preservation at the same time. Our method is trained in two stages. First, we register a parametric head model with vertex displacements to each mesh of the recently introduced NPHM dataset of accurate 3D head scans. The estimated displacements are baked into a hand-crafted UV layout. Second, we train a StyleGAN model in order to generalize over the UV maps of displacements, which we later refer to HeadCraft. The decomposition of the parametric model and high-quality vertex displacements allows us to animate the model and modify the regions semantically. We demonstrate the results of unconditional sampling, fitting to a scan and editing. The code and data are available at https://seva100.github.io/headcraft.
Artem Sevastopolsky, Philip-William Grassal, Simon Giebenhain, Shahrukh Athar, Luisa Verdoliva, Matthias Nießner
3DV3
2025 BecomingLit: Relightable Gaussian Avatars with Hybrid Neural Shading
abstract
We introduce *BecomingLit*, a novel method for reconstructing relightable, high-resolution head avatars that can be rendered from novel viewpoints at interactive rates. Therefore, we propose a new low-cost light stage capture setup, tailored specifically towards capturing faces. Using this setup, we collect a novel dataset consisting of diverse multi-view sequences of numerous subjects under varying illumination conditions and facial expressions. By leveraging our new dataset, we introduce a new relightable avatar representation based on 3D Gaussian primitives that we animate with a parametric head model and an expression-dependent dynamics module. We propose a new hybrid neural shading approach, combining a neural diffuse BRDF with an analytical specular term. Our method reconstructs disentangled materials from our dynamic light stage recordings and enables all-frequency relighting of our avatars with both point lights and environment maps. In addition, our avatars can easily be animated and controlled from monocular videos. We validate our approach in extensive experiments on our dataset, where we consistently outperform existing state-of-the-art methods in relighting and reenactment by a significant margin.
Jonathan Schmidt 0002, Simon Giebenhain, Matthias Nießner
NeurIPS2
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
CVPR1
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
CVPR2
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
CVPR5
2024 NPGA: Neural Parametric Gaussian Avatars
Simon Giebenhain, Tobias Kirschstein, Martin Rünz, Lourdes Agapito, Matthias Nießner
SIGGRAPH Asia1
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 Asia2
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
CVPR1
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.3
2022 Neural Puppeteer: Keypoint-Based Neural Rendering of Dynamic Shapes
Simon Giebenhain, Urs Waldmann, Ole Johannsen, Bastian Goldlücke
ACCV (4)1
2021 AIR-Nets: An Attention-Based Framework for Locally Conditioned Implicit Representations
abstract
This paper introduces Attentive Implicit Representation Networks (AIR-Nets), a simple, but highly effective architecture for 3D reconstruction from point clouds. Since representing 3D shapes in a local and modular fashion increases generalization and reconstruction quality, AIR-Nets encode an input point cloud into a set of local latent vectors anchored in 3D space, which locally describe the object’s geometry, as well as a global latent description, enforcing global consistency. Our model is the first grid-free, encoder-based approach that locally describes an implicit function. The vector attention mechanism from [62] serves as main point cloud processing module, and allows for permutation invariance and translation equivariance. When queried with a 3D coordinate, our decoder gathers information from the global and nearby local latent vectors in order to predict an occupancy value. Experiments on the ShapeNet dataset [7] show that AIR-Nets significantly outperform previous state-of-the-art encoder-based, implicit shape learning methods and especially dominate in the sparse setting. Furthermore, our model generalizes well to the FAUST dataset [1] in a zero-shot setting. Finally, since AIR-Nets use a sparse latent representation and follow a simple operating scheme, the model offers several exiting avenues for future work. Our code is available at https: //github.com/SimonGiebenhain/AIR-Nets.
Simon Giebenhain, Bastian Goldlücke
3DV1