Research map / 3D vision / Gaussian splatting
ASH: Animatable Gaussian Splats for Efficient and Photoreal Human Rendering
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Proposes ASH, an animatable Gaussian splatting method that attaches 3D Gaussians to a deformable template mesh and predicts their parameters in UV texture space with 2D convolutional decoders, enabling real-time photoreal human rendering from multi-view video.
Problem
Real-time, photorealistic, pose-controllable rendering of clothed human avatars, where naive 3D Gaussian parameter prediction from skeletal motion is too costly and hybrid NeRF-based methods are too slow.
Approach
Parameterize a fixed number of 3D Gaussians as texels on the UV map of a deformable template mesh, so the mapping from skeletal motion (via motion-aware normal and position textures) to Gaussian parameters becomes a 2D image-to-image translation solved by efficient 2D CNNs, with a two-stage warmup and final training supervised by multi-view videos.
Key results
- On novel view synthesis (tight outfits), ASH reaches 35.84 PSNR and 11.92 LPIPS, versus 31.21 PSNR for DDC, the best real-time competitor.
- On novel pose synthesis (loose outfits), ASH reaches 27.12 PSNR and 20.22 LPIPS, outperforming HDHumans (26.71 PSNR, 22.75 LPIPS) which is non-real-time.
- ASH renders at about 30 fps (29.64 fps reported) at 1K resolution.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| use ASH instead of HDHumans | Animatable human rendering · DynaCap novel view, Tight Outfits | PSNR: 30.98 -> 35.84 | Helped |
| use ASH instead of HDHumans | Animatable human rendering · DynaCap novel view, Loose Outfits | LPIPS: 15.79 -> 8.30 | Helped |
| use ASH instead of the strongest baseline | Animatable human rendering · DynaCap novel pose, Tight Outfits | PSNR: 28.78 -> 28.90 | Helped |
| use ASH instead of HDHumans | Animatable human rendering · DynaCap novel pose, Loose Outfits | LPIPS: 22.75 -> 20.22 | Helped |
| add motion conditioning (ablation) | ASH · DynaCap novel pose, Loose Outfits | LPIPS: 32.35 -> 20.22 | Helped |
| add the motion-aware Gaussian offset (ablation) | ASH · DynaCap novel pose, Loose Outfits | LPIPS: 25.32 -> 20.22 | Helped |
| reduce texture resolution to 128 (ablation) | ASH · DynaCap novel pose, Loose Outfits | LPIPS: 20.22 -> 22.00 | Hurt |
| increase texture resolution to 512 (ablation) | ASH · DynaCap training pose, Loose Outfits | PSNR: 35.47 -> 35.28 | No clear effect |
Limitations
- The underlying deformable template mesh is not updated by the Gaussian splatting.
- Quality depends on the texture resolution: halving it to 128 causes blurry renderings and doubling it to 512 breaks real-time performance.
Experimental setup
Datasets: DynaCap newly recorded multi-view sequences
Benchmarks: DynaCap
Metrics: PSNR LPIPS
Baselines: DDC TAVA NA HDHumans
Builds on: 3D Gaussian splatting DDC HDHumans Dual Quaternion skinning
Closest papers by meaning
- Human Gaussian Splatting: Real-time Rendering of Animatable Avatars (CVPR 2024 · similarity 0.95)
- 3DGS-Avatar: Animatable Avatars via Deformable 3D Gaussian Splatting (CVPR 2024 · similarity 0.93)
- GASP: Gaussian Avatars with Synthetic Priors (CVPR 2025 · similarity 0.91)
- SplattingAvatar: Realistic Real-Time Human Avatars with Mesh-Embedded Gaussian Splatting (CVPR 2024 · similarity 0.90)
- HUGS: Human Gaussian Splats (CVPR 2024 · similarity 0.90)
- Animatable Gaussians: Learning Pose-dependent Gaussian Maps for High-fidelity Human Avatar Modeling (CVPR 2024 · similarity 0.90)
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