Research map / 3D vision / Face and shape
DAGSM: Disentangled Avatar Generation with GS-enhanced Mesh
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Generates disentangled text-driven 3D avatars by sequentially creating a body and individual garments as GS-enhanced meshes (2DGS bound to mesh), with SAM-based filtering and view-consistent texture refinement.
Problem
Text-driven 3D avatar generation usually models the body and all garments as one holistic model, which prevents clothing replacement, limits user control, and yields unrealistic animation and low-quality textures.
Approach
Represent each body/garment part as a GS-enhanced mesh (2D Gaussians attached to mesh triangles), generate body first then garments sequentially with SAM-based Gaussian filtering for separation, and refine textures with cross-view attention and incident-angle-weighted denoising.
Key results
- CLIP ViT-L/14 similarity 28.8 for DAGSM vs 27.3 for HumanGaussian and 24.2 for DreamWaltz
- User study (50 participants): 74.0% votes for visual quality, 76.8% for text alignment, 68.4% for animation realism
- Body generation takes about 60 minutes on one NVIDIA A100 40GB; garment generation and texture steps take 30 and 20 minutes
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use DAGSM rather than the strongest baseline, HumanGaussian | 10 generated avatars · 10 generated avatars | CLIP similarity (ViT-L/14): 27.3 -> 28.8 | Helped |
| Use DAGSM rather than the strongest baseline, HumanGaussian | 10 generated avatars · 10 generated avatars | CLIP similarity (ViTbigG-14): 43.9 -> 45.8 | Helped |
| Use DAGSM rather than the strongest baseline, SO-SMPL | 10 generated avatars · User study, 10 generated avatars | visual quality votes: 16.6% -> 74.0% | Helped |
| Use DAGSM rather than the strongest baseline, SO-SMPL | 10 generated avatars · User study, 10 generated avatars | text alignment votes: 11.6% -> 76.8% | Helped |
| Use DAGSM rather than the strongest baseline, SO-SMPL | 10 generated avatars · User study, 10 generated avatars | animation realism votes: 20.4% -> 68.4% | Helped |
| Add SAM-based filtering to remove non-garment Gaussians (ablation) | DAGSM garment generation · Garment generation | body-garment separation | Helped |
| Add view-consistent refinement (ablation) | DAGSM texture generation · White lace dress texture | texture quality | Helped |
| Add cross-view attention during refinement (ablation) | DAGSM texture refinement · White lace dress texture | texture style consistency | Helped |
| Add incident-angle-weighted denoising (IAW-DE) (ablation) | DAGSM texture refinement · White lace dress texture | texture blurriness | Helped |
Limitations
- TSDF mesh extraction only reconstructs garment surfaces, omitting internal structures such as pockets
- SO-SMPL-style body-topology constraints are avoided only partially; evaluation limited to 10 avatars
Experimental setup
Datasets: AIST++
Benchmarks: 10 generated avatars with text prompts (in-house)
Metrics: CLIP similarity (ViT-L/14, ViTbigG-14) user study preference rate
Baselines: DreamWaltz HumanGaussian SO-SMPL
Builds on: DreamFusion 2D Gaussian Splatting SMPL-X RFDS loss TIP-Editor GaMeS
Closest papers by meaning
- FreeCloth: Free-form Generation Enhances Challenging Clothed Human Modeling (CVPR 2025 · similarity 0.89)
- CtrlAvatar: Controllable Avatars Generation via Disentangled Invertible Networks (AAAI 2025 · similarity 0.89)
- Design2Cloth: 3D Cloth Generation from 2D Masks (CVPR 2024 · similarity 0.88)
- SimAvatar: Simulation-Ready Avatars with Layered Hair and Clothing (CVPR 2025 · similarity 0.87)
- DreamFit: Garment-Centric Human Generation via a Lightweight Anything-Dressing Encoder (AAAI 2025 · similarity 0.86)
- En3D: An Enhanced Generative Model for Sculpting 3D Humans from 2D Synthetic Data (CVPR 2024 · similarity 0.86)
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