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ArchitectHead: Continuous Level of Detail Control for 3D Gaussian Head Avatars

Published 7 Oct 2025 in cs.CV | (2510.05488v1)

Abstract: 3D Gaussian Splatting (3DGS) has enabled photorealistic and real-time rendering of 3D head avatars. Existing 3DGS-based avatars typically rely on tens of thousands of 3D Gaussian points (Gaussians), with the number of Gaussians fixed after training. However, many practical applications require adjustable levels of detail (LOD) to balance rendering efficiency and visual quality. In this work, we propose "ArchitectHead", the first framework for creating 3D Gaussian head avatars that support continuous control over LOD. Our key idea is to parameterize the Gaussians in a 2D UV feature space and propose a UV feature field composed of multi-level learnable feature maps to encode their latent features. A lightweight neural network-based decoder then transforms these latent features into 3D Gaussian attributes for rendering. ArchitectHead controls the number of Gaussians by dynamically resampling feature maps from the UV feature field at the desired resolutions. This method enables efficient and continuous control of LOD without retraining. Experimental results show that ArchitectHead achieves state-of-the-art (SOTA) quality in self and cross-identity reenactment tasks at the highest LOD, while maintaining near SOTA performance at lower LODs. At the lowest LOD, our method uses only 6.2\% of the Gaussians while the quality degrades moderately (L1 Loss +7.9\%, PSNR --0.97\%, SSIM --0.6\%, LPIPS Loss +24.1\%), and the rendering speed nearly doubles.

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