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Human Gaussian Splatting: Real-time Rendering of Animatable Avatars

CVPR 2024 · 3D vision › Gaussian splatting · approach: Animatable Gaussian human avatars · 75 citations (OpenAlex)

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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

Measured effects reported in the paper

What was changedWhereMeasuredEffect
use HuGS instead of PoseVocabTHuman4 subject00 · novel posesPSNR: 30.97 -> 32.49Helped
use HuGS instead of DVADNA-Rendering 0165 · novel viewsPSNR: 29.8 -> 31.5Helped
use HuGS instead of DVADNA-Rendering 0166 · novel posesPSNR: 25.4 -> 25.7Helped
use HuGS instead of DVADNA-Rendering 0206 · novel posesPSNR: 23.1 -> 23.2No clear effect
use HuGS instead of SLRFZJU-MoCap · novel posesPSNR: 23.61 -> 23.69Helped
add learned per-Gaussian skinning weights instead of using closest-vertex SMPL weights (ablation)HuGS with LBS only · THuman4 novel viewsPSNR: 30.97 -> 31.99Helped
use per-Gaussian latent code instead of Fourier-encoded canonical position as MLP input (ablation)HuGS · THuman4 novel pose synthesisPSNR: 32.20 -> 32.49Helped
add the MLP shading output (ablation)HuGS · THuman4 sequence00 novel pose synthesisPSNR: 29.72dB -> 32.49Helped

Surprising findings

Limitations

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

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