Research map / 3D vision / Gaussian splatting
GBC-Splat: Generalizable Gaussian-Based Clothed Human Digitalization under Sparse RGB Cameras
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Feed-forward generalizable human digitalization from sparse binocular RGB pairs: implicit occupancy plus disparity-refined mesh, mesh-anchored 2D Gaussian surfels, and non-learned texel-based subdivision for sharper rendering.
Problem
Reconstructing complete, watertight clothed human geometry and high-quality Gaussian Splatting appearance from very sparse RGB views in a feed-forward manner, without per-subject optimization or parametric body models.
Approach
Coarse implicit occupancy field with cross-view attention, refined by stereo disparity/normal estimation and Poisson reconstruction; 2D Gaussian surfels are spawned on the mesh vertices with orientation from mesh normal and image texture gradient, then subdivided in high-frequency visible regions using clustering on projected patches without learning.
Key results
- Geometry: P2S 1.089 and Chamfer 1.218 with 8 views, outperforming GPS-Gaussian (8 views, 2.173/2.264) and 2DGS (8 views, 2.416/2.535).
- Rendering: PSNR 25.86, SSIM 0.8970, LPIPS 0.1188 with subdivision, versus 2DGS (8 views) at 25.81/0.8675/0.1719.
- Inference takes about 300 ms per frame, versus about 3 minutes for NeuS2 and 2DGS optimization.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| use GBC-Splat instead of GPS-Gaussian (8) | Human geometry reconstruction · Human geometry reconstruction | P2S: 2.173 -> 1.089 | Helped |
| use GBC-Splat instead of GPS-Gaussian (8) | Human geometry reconstruction · Human geometry reconstruction | Chamfer: 2.264 -> 1.218 | Helped |
| use GBC-Splat instead of 2DGS (8 Views) | Novel-view rendering · Novel-view rendering | PSNR: 25.81 -> 24.94 | Mixed |
| use GBC-Splat instead of GPS-Gaussian (8 Views) | Novel-view rendering · Novel-view rendering | LPIPS: 0.2008 -> 0.1269 | Helped |
| add Gaussian subdivision (ablation) | GBC-Splat · Novel-view rendering | PSNR: 24.94 -> 25.86 | Helped |
| add Gaussian subdivision (ablation) | GBC-Splat · Novel-view rendering | SSIM: 0.8881 -> 0.8970 | Helped |
| add Gaussian subdivision (ablation) | GBC-Splat · Novel-view rendering | LPIPS: 0.1269 -> 0.1188 | Helped |
| use 2D/3D cross-attention instead of 2D features only (ablation) | GBC-Splat geometry reconstruction · Human geometry reconstruction | P2S: 2.366 -> 1.652 | Helped |
| use 2D/3D cross-attention instead of 2D self-attention (ablation) | GBC-Splat geometry reconstruction · Human geometry reconstruction | P2S: 2.686 -> 1.652 | Helped |
| add 3D feature volume to 2D features with cross-attention (ablation) | GBC-Splat geometry reconstruction · Human geometry reconstruction | P2S: 1.698 -> 1.652 | Helped |
| add 2D/3D cross-attention (ablation) | GBC-Splat geometry reconstruction · Human geometry reconstruction | P2S: 1.103 -> 1.089 | Helped |
| add 2D/3D cross-attention (ablation) | GBC-Splat geometry reconstruction · Human geometry reconstruction | Chamfer: 1.240 -> 1.218 | Helped |
Surprising findings
- Naive 2D-feature fusion with self-attention across views degrades geometry compared with 2D features alone, attributed to severe self-occlusion under sparse inputs.
Limitations
- Frame-by-frame processing ignores temporal information, causing flickering and jittering in fast motion and complex clothing.
- Lack of topological consistency limits applications such as volumetric video compression and transmission.
Experimental setup
Datasets: Twindom THuman2.0 2K2K
Benchmarks: THuman2.0 Twindom 2K2K
Metrics: P2S Chamfer distance PSNR SSIM LPIPS
Baselines: NeuS2 2DGS DoubleField GPS-Gaussian GHG
Builds on: PIFu RAFT-Stereo 2D Gaussian Splatting Poisson Surface Reconstruction GPS-Gaussian
Closest papers by meaning
- PGC: Physics-Based Gaussian Cloth from a Single Pose (CVPR 2025 · similarity 0.91)
- Human Gaussian Splatting: Real-time Rendering of Animatable Avatars (CVPR 2024 · similarity 0.90)
- HUGS: Human Gaussian Splats (CVPR 2024 · similarity 0.88)
- ASH: Animatable Gaussian Splats for Efficient and Photoreal Human Rendering (CVPR 2024 · similarity 0.88)
- GPS-Gaussian: Generalizable Pixel-wise 3D Gaussian Splatting for Real-time Human Novel View Synthesis (CVPR 2024 · similarity 0.88)
- GarFast: Realistic and Fast Garment Transfer with a Simplified Parser-Free Approach (AAAI 2025 · similarity 0.88)
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