First distortion-driven perceptual metric for faces. Generic mesh saliency measures curvature, not tolerance. When a head is compressed to 5% triangles, 1K Gaussians, or 32² texture, where does quality collapse? We capture human preferences via large-scale 2AFC Thurstonian scaling on 10 identities × 5 degradations × 3 views, decoupled into 64×64 overlapping patches (~48K pairs). ANOVA shows allocation method dominates identity (p=7.1e-65 remesh, 1.5e-21 GS) – face perception generalises. We fit a UV-space UNet (512² in → 256² saliency) anchored on 8 semantic UV points, randomised validation r=0.83 RMSE 0.242 JOD vs SD 0.209. Result: SROCC 0.82 / PLCC 0.79 vs Song'14 0.306/0.234, Nehmé'23 0.19/0.23 (weak per Schober). Eyes > wrinkles > mouth > nostrils > silhouette > cheeks cold, but identity-modulates. At 1% tris we beat uniform 98.6% pref, 91.8% at 4%, 75.4% at 16% → mobile sweet-spot. GS 1K: uniform blurs pupils, ours crisp. Texture quadtree saves ~40% leaves.
10 high-quality scanned heads (5 female /5 male, balanced ethnicity/age, ~30K tris face-only, 4K×4K albedo, 200K Gaussians ref) – adapted from Meta Realistic Head collection.
| Family | Type | Levels | Mechanism & Prod. analogue |
|---|---|---|---|
| Geometry | Mesh quantization | 6 (30%→5% edge keep) | Quadric error + uniform; simulates runtime LOD / Draco quant |
| Geometry | Laplacian smoothing | 6 λ=0.05→0.5 | Simulates low-LOD blur / skinning linear artifacts |
| Texture | JPEG / Basis compressed | 6 QF 5→90 | Texel blockiness – streaming compression |
| Texture | Low-res mip | 256→32 downsample | Blurriness – texture streaming LOD |
| Splats | Gaussian sparsity | 5 262K→1K | 3DGS decimation – mobile splat budget |



