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Human Gaussian Splatting: Real-time Rendering of Animatable Avatars
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Proposes HuGS, an animatable human avatar built on 3D Gaussian Splatting that deforms canonical Gaussians with forward LBS plus a pose-dependent MLP refinement, enabling real-time novel-pose rendering from multi-view videos.
Problem
Real-time, photorealistic rendering of animatable human body avatars learned from multi-view video, with good generalization to novel body poses; neural NeRF/SDF avatars are slow to render and generalize poorly to unseen poses.
Approach
Represent the canonical body as 3D Gaussians with learnable per-Gaussian skinning weights and latent codes, deform them with direct forward linear blend skinning (avoiding backward skinning), then refine positions, rotations and colors with a shallow pose-dependent MLP plus regularizers that keep the MLP outputs small.
Key results
- On THuman4 novel pose synthesis, HuGS reaches 32.49 PSNR vs 30.97 for PoseVocab (about 1.5 dB gain) and renders 512x512 in ~12 ms (~80 fps) on a Tesla V100.
- On ZJU-MoCap novel pose synthesis, HuGS achieves the highest PSNR (23.69) among compared methods, while second-best on novel view PSNR (26.58 vs SLRF 28.32).
- Learned per-Gaussian skinning weights improve PSNR by about 1 dB over SMPL-imported weights (31.99 vs 30.97) on THuman4 novel views.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| use HuGS instead of PoseVocab | THuman4 subject00 · novel poses | PSNR: 30.97 -> 32.49 | Helped |
| use HuGS instead of DVA | DNA-Rendering 0165 · novel views | PSNR: 29.8 -> 31.5 | Helped |
| use HuGS instead of DVA | DNA-Rendering 0166 · novel poses | PSNR: 25.4 -> 25.7 | Helped |
| use HuGS instead of DVA | DNA-Rendering 0206 · novel poses | PSNR: 23.1 -> 23.2 | No clear effect |
| use HuGS instead of SLRF | ZJU-MoCap · novel poses | PSNR: 23.61 -> 23.69 | Helped |
| add learned per-Gaussian skinning weights instead of using closest-vertex SMPL weights (ablation) | HuGS with LBS only · THuman4 novel views | PSNR: 30.97 -> 31.99 | Helped |
| use per-Gaussian latent code instead of Fourier-encoded canonical position as MLP input (ablation) | HuGS · THuman4 novel pose synthesis | PSNR: 32.20 -> 32.49 | Helped |
| add the MLP shading output (ablation) | HuGS · THuman4 sequence00 novel pose synthesis | PSNR: 29.72dB -> 32.49 | Helped |
Surprising findings
- Using only LBS without the MLP is already a strong baseline quantitatively competitive with state-of-the-art methods.
Limitations
- Reconstruction degrades with sparse camera setups, causing overfitting and poor novel pose synthesis.
- The MLP fits observed garment deformations but does not extrapolate novel deformations to new poses.
- Each Gaussian is optimized and deformed independently, ignoring neighborhood structure between primitives.
Experimental setup
Datasets: THuman4 DNA-Rendering ZJU-MoCap
Benchmarks: THuman4 DNA-Rendering ZJU-MoCap
Metrics: PSNR SSIM LPIPS FID render time training time
Baselines: PoseVocab SLRF TAVA Ani-NeRF ARAH DVA Neural Body
Builds on: 3D Gaussian Splatting SMPL SCANimate SMPL-X
Closest papers by meaning
- HUGS: Human Gaussian Splats (CVPR 2024 · similarity 0.95)
- ASH: Animatable Gaussian Splats for Efficient and Photoreal Human Rendering (CVPR 2024 · similarity 0.95)
- 3DGS-Avatar: Animatable Avatars via Deformable 3D Gaussian Splatting (CVPR 2024 · similarity 0.94)
- SplattingAvatar: Realistic Real-Time Human Avatars with Mesh-Embedded Gaussian Splatting (CVPR 2024 · similarity 0.93)
- GASP: Gaussian Avatars with Synthetic Priors (CVPR 2025 · similarity 0.92)
- Gaussian Head & Shoulders: High Fidelity Neural Upper Body Avatars with Anchor Gaussian Guided Texture Warping (ICLR 2025 · similarity 0.92)
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