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Animatable Gaussians: Learning Pose-dependent Gaussian Maps for High-fidelity Human Avatar Modeling
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Creates animatable human avatars by learning a character-specific template and predicting pose-dependent front/back Gaussian maps with a StyleUNet CNN, plus a PCA-based pose projection for novel poses.
Problem
Modeling high-fidelity, pose-dependent garment details and generalizing to novel poses for animatable human avatars learned from multi-view RGB videos, where pure MLP-based NeRFs struggle with high-frequency detail.
Approach
Parameterize 3D Gaussians anchored on a learned character-specific template onto front and back orthographic canonical Gaussian maps, so a StyleGAN-based 2D CNN (StyleUNet) can regress pose-dependent Gaussian attributes; a PCA pose projection keeps driving poses within the training distribution.
Key results
- On THuman4.0 subject00, the method reaches PSNR 28.07, SSIM 0.9739, LPIPS 0.0515, FID 29.48, beating PoseVocab (PSNR 26.38, LPIPS 0.0592).
- Against AvatarReX on its dataset, PSNR 30.61 vs 23.25 and LPIPS 0.0290 vs 0.0646 for training-pose reconstruction.
- Renders at 25 FPS in PyTorch on an RTX 3090 at 1024x1024, versus 0.003-0.20 FPS for compared NeRF-based methods (TAVA, ARAH, SLRF, PoseVocab, AvatarReX).
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use Animatable Gaussians instead of PoseVocab | THuman4.0 subject00 · THuman4.0 subject00 testing chunk | PSNR: 26.3784 -> 28.0714 | Helped |
| Use Animatable Gaussians instead of AvatarReX | AvatarReX dataset · AvatarReX dataset training pose reconstruction | PSNR: 23.2475 -> 30.6143 | Helped |
| Replace the character-specific template with SMPL-X (ablation) | Animatable Gaussians · Novel pose synthesis | visual avatar quality | Hurt |
| Replace StyleUNet with a coordinate-based MLP (ablation) | Animatable Gaussians · Training pose reconstruction | visual detail | Hurt |
| Replace StyleUNet with a standard U-Net (ablation) | Animatable Gaussians · Training pose reconstruction | visual detail | Hurt |
| Remove pose projection and directly input the novel position map (ablation) | Animatable Gaussians · Novel pose synthesis | visual avatar quality | Hurt |
Limitations
- Entangles body and clothing modeling, so clothes cannot be changed independently (e.g., for virtual try-on).
- Requires multi-view input to reconstruct the parametric template, limiting application to loose clothes from monocular video.
Experimental setup
Datasets: THuman4.0 ActorsHQ AvatarReX dataset
Benchmarks: THuman4.0 ActorsHQ AvatarReX dataset
Metrics: PSNR SSIM LPIPS FID framerate (FPS)
Baselines: PoseVocab SLRF ARAH TAVA AvatarReX U-Net backbone MLP backbone
Builds on: 3D Gaussian splatting StyleGAN SDF-based volume rendering (NeuS) SMPL-X PointAvatar
Closest papers by meaning
- GaussianAvatar: Towards Realistic Human Avatar Modeling from a Single Video via Animatable 3D Gaussians (CVPR 2024 · similarity 0.91)
- 3DGS-Avatar: Animatable Avatars via Deformable 3D Gaussian Splatting (CVPR 2024 · similarity 0.91)
- ASH: Animatable Gaussian Splats for Efficient and Photoreal Human Rendering (CVPR 2024 · similarity 0.90)
- GAvatar: Animatable 3D Gaussian Avatars with Implicit Mesh Learning (CVPR 2024 · similarity 0.90)
- Human Gaussian Splatting: Real-time Rendering of Animatable Avatars (CVPR 2024 · similarity 0.90)
- Real-time High-fidelity Gaussian Human Avatars with Position-based Interpolation of Spatially Distributed MLPs (CVPR 2025 · similarity 0.90)
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