Research map / 3D vision / Gaussian splatting
3DGS-Avatar: Animatable Avatars via Deformable 3D Gaussian Splatting
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Creates animatable clothed human avatars from monocular videos by deforming canonical 3D Gaussians with a pose-conditioned non-rigid MLP, LBS rigid articulation, a shallow color MLP, and as-isometric-as-possible regularization on Gaussian positions and covariances.
Problem
Animatable clothed human avatar reconstruction from monocular video that is simultaneously fast to train, renders in real time, and models pose-dependent non-rigid cloth deformation while generalizing to unseen poses.
Approach
Applies 3D Gaussian Splatting to articulated human avatars by combining a hash-grid pose-conditioned non-rigid deformation network with forward LBS via a learned skinning field (no inverse skinning), replaces SH color with a tiny MLP using canonicalized view direction, and adds isometry regularization on Gaussian means and covariances.
Key results
- On ZJU-MoCap, 3DGS-Avatar achieves LPIPS 29.58 (ablation full model) and comparable PSNR/SSIM to ARAH, trains in about 30 GPU minutes versus 8 GPU days, and renders at 50 FPS.
- On PeopleSnapshot, it significantly outperforms InstantAvatar on PSNR and LPIPS (e.g., female-3-casual PSNR 30.57 vs 27.66) while being over 3x faster at inference.
- Ablation shows removing the color MLP raises LPIPS from 29.58 to 31.24, and removing isometric regularization raises it to 30.25.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use 3DGS-Avatar instead of ARAH | Animatable avatar reconstruction · ZJU-MoCap | LPIPS: 26.60 -> 20.88; 31.40 -> 25.77; 40.43 -> 34.24; 35.28 -> 30.14; 42.30 -> 35.26; 40.76 -> 31.21 | Helped |
| Use 3DGS-Avatar instead of InstantAvatar | Novel-pose avatar synthesis · PeopleSnapshot | PSNR: 27.66 -> 30.57; 29.11 -> 33.16; 29.53 -> 34.28; 27.67 -> 30.22 | Helped |
| Use 3DGS-Avatar instead of InstantAvatar | Novel-pose avatar synthesis · PeopleSnapshot | LPIPS: 21.00 -> 20.86; 16.70 -> 15.74; 15.50 -> 14.92; 30.7 -> 23.05 | Mixed |
| Remove color MLP (ablation) | 3DGS-Avatar · ZJU-MoCap | LPIPS: 29.58 -> 31.24 | Hurt |
| Add covariance regularization (ablation) | 3DGS-Avatar · ZJU-MoCap | LPIPS: 29.84 -> 29.58 | Helped |
| Add position and covariance regularization (ablation) | 3DGS-Avatar · ZJU-MoCap | LPIPS: 30.25 -> 29.58 | Helped |
| Add pose correction (ablation) | 3DGS-Avatar · ZJU-MoCap | LPIPS: 29.87 -> 29.58 | Helped |
Surprising findings
- Rendering quality is better measured by LPIPS than PSNR/SSIM in the monocular setting, where PSNR/SSIM differences are small across methods.
Limitations
- Loss-function weights and detailed definitions are deferred to supplementary material
- Quantitative evaluation focuses on ZJU-MoCap with repetitive motion; novel pose synthesis is only shown qualitatively
- Instant-NVR is trained on a refined dataset so its metrics are not directly comparable
Experimental setup
Datasets: ZJU-MoCap PeopleSnapshot AMASS AIST++
Benchmarks: ZJU-MoCap PeopleSnapshot
Metrics: PSNR SSIM LPIPS FPS training time
Baselines: NeuralBody HumanNeRF MonoHuman ARAH Instant-NVR InstantAvatar
Builds on: 3D Gaussian Splatting HumanNeRF Instant-NGP as-isometric-as-possible deformation SMPL
Closest papers by meaning
- Human Gaussian Splatting: Real-time Rendering of Animatable Avatars (CVPR 2024 · similarity 0.94)
- ASH: Animatable Gaussian Splats for Efficient and Photoreal Human Rendering (CVPR 2024 · similarity 0.93)
- GAvatar: Animatable 3D Gaussian Avatars with Implicit Mesh Learning (CVPR 2024 · similarity 0.93)
- AniGS: Animatable Gaussian Avatar from a Single Image with Inconsistent Gaussian Reconstruction (CVPR 2025 · similarity 0.92)
- GASP: Gaussian Avatars with Synthetic Priors (CVPR 2025 · similarity 0.92)
- SplattingAvatar: Realistic Real-Time Human Avatars with Mesh-Embedded Gaussian Splatting (CVPR 2024 · similarity 0.91)
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