Research map / 3D vision / Gaussian splatting
SplattingAvatar: Realistic Real-Time Human Avatars with Mesh-Embedded Gaussian Splatting
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Presents SplattingAvatar, a hybrid avatar representation that embeds 3D Gaussians on a triangle mesh via trainable barycentric embeddings and lifted optimization, enabling real-time rendering from monocular video.
Problem
Photorealistic, animatable human avatars from monocular video are typically NeRF- or MLP-deformation-based, which is slow and ambiguous to render; mesh-based avatars lack high-frequency detail and real-time mobile performance is hard to achieve.
Approach
Gaussians are embedded on a triangle mesh as Phong surfaces (triangle index, barycentric coordinates, normal displacement), with pose-dependent rotation and scaling derived from mesh deformation; the embeddings are optimized jointly with Gaussian parameters via lifted optimization that lets points walk across triangle boundaries.
Key results
- On head avatars, Ours+NHA reaches 28.86 PSNR / 0.931 SSIM / 0.060 LPIPS vs. PointAvatar 27.84 / 0.913 / 0.067.
- On PeopleSnapshot, Ours achieves the highest PSNR on all four subjects (e.g., 33.01 on male-3-casual vs. InstantAvatar 30.91).
- Renders over 300 FPS on an NVIDIA RTX 3090 and 30 FPS on an iPhone 13 in Unity.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use mesh-embedded Gaussian Splatting instead of the compared methods | Head avatars · Head avatars | PSNR: 27.84 -> 28.86 | Helped |
| Use mesh-embedded Gaussian Splatting instead of the compared methods | Head avatars · Head avatars | LPIPS: 0.067 -> 0.060 | Helped |
| Use mesh-embedded Gaussian Splatting instead of InstantAvatar | PeopleSnapshot · PeopleSnapshot male-3-casual | PSNR: 30.91 -> 33.01 | Helped |
| Use mesh-embedded Gaussian Splatting instead of InstantAvatar | PeopleSnapshot · PeopleSnapshot male-3-casual | SSIM: 0.977 -> 0.982 | Helped |
| Use mesh-embedded Gaussian Splatting instead of InstantAvatar | PeopleSnapshot · PeopleSnapshot male-3-casual | LPIPS: 0.022 -> 0.020 | Hurt |
| Remove trainable mesh embedding and use fixed embedding with a trainable local shift (ablation) | SplattingAvatar · Novel-pose rendering | rendering quality | Hurt |
| Remove the scaling regularization term (ablation) | SplattingAvatar · Novel-pose rendering | rendering quality | Hurt |
Surprising findings
- Driving mesh should emphasize motion rather than exact geometry: the FLAME mesh (Ours+FLAME) gave better visual quality in some inner regions than the more detailed NHA mesh despite lower average metrics for that variant.
Limitations
- Quality depends on the motion representation of the driving mesh; FLAME and SMPL lack separate motion for hair and clothes.
- Off-surface geometry such as hair and glasses is not fully represented by the mesh.
- Limited pose variation in monocular training videos causes artifacts (e.g., under the shoulder).
Experimental setup
Datasets: NHA NerFace INSTA PointAvatar PeopleSnapshot
Benchmarks: NHA/NerFace/INSTA/PointAvatar combined head dataset PeopleSnapshot
Metrics: PSNR SSIM LPIPS FPS
Baselines: NHA INSTA PointAvatar Anim-NeRF InstantAvatar
Builds on: 3D Gaussian Splatting lifted optimization Phong surface INSTA InstantAvatar
Closest papers by meaning
- Human Gaussian Splatting: Real-time Rendering of Animatable Avatars (CVPR 2024 · similarity 0.93)
- 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)
- GauHuman: Articulated Gaussian Splatting from Monocular Human Videos (CVPR 2024 · similarity 0.90)
- Creating Your Editable 3D Photorealistic Avatar with Tetrahedron-constrained Gaussian Splatting (CVPR 2025 · similarity 0.90)
- MPMAvatar: Learning 3D Gaussian Avatars with Accurate and Robust Physics-Based Dynamics (NeurIPS 2025 · similarity 0.90)
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