Research map / 3D vision / Face and shape
GeoAvatar: Geometrically-Consistent Multi-Person Avatar Reconstruction from Sparse Multi-View Videos
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Reconstructs multi-person avatars from sparse multi-view videos using planar 2D Gaussian splats in per-person canonical spaces, with surface-ordering and monocular (Sapiens) geometry priors to prevent inter-penetration.
Problem
Independent per-person avatar reconstruction from sparse multi-view videos yields inter-penetrations and poor geometry in close multi-person interactions, while volumetric neural rendering methods are computationally expensive.
Approach
Represent each avatar with planar 2D Gaussian splats articulated by SMPL-X/LBS and auxiliary deformation, order surfaces across instances using instance masks (surface ordering loss), and supervise geometry with monocular normal and depth priors from Sapiens.
Key results
- On Hi4D (e.g., backhug02), the method reaches PSNR 31.81 and CD 0.5894 versus 29.40 PSNR and CD 0.9070 for EasyMocap and 29.90 PSNR / CD 1.7710 for multi-GART.
- Sapiens gave the best monocular normal prior among those tested on talk22 (CD 0.6480, COS 0.0142), outperforming Marigold, Metric3Dv2, and ECON.
- Training takes about 10 minutes for 3000 iterations on a single RTX A6000 GPU (the conclusion says around 5 minutes).
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| replace Multi-GART with GeoAvatar | multi-person avatar reconstruction · Hi4D Backhug02, Hug01, Talk22, Dance15, Football21 | P2S: 1.2458 -> 0.4806; 1.5944 -> 0.5034; 1.2339 -> 0.5640; 1.1377 -> 0.4769; 1.3394 -> 0.5550 | Helped |
| replace Multi-GART with GeoAvatar | multi-person avatar reconstruction · Hi4D Backhug02, Hug01, Talk22, Dance15, Football21 | PSNR: 29.9026 -> 31.8115; 29.3392 -> 31.2331; 28.8042 -> 30.1691; 25.9205 -> 27.8146; 25.7526 -> 27.3634 | Helped |
| add Gaussian normal-consistency and depth-concentration losses (ablation) | GeoAvatar · talk22 | P2S: 0.5856 -> 0.5160 | Helped |
| add monocular geometry losses (ablation) | GeoAvatar · talk22 | P2S: 0.5836 -> 0.5160 | Helped |
| add Gaussian normal-consistency and depth-concentration losses (ablation) | GeoAvatar · talk22 | CD: 0.6972 -> 0.5855 | Helped |
| add monocular geometry losses (ablation) | GeoAvatar · talk22 | CD: 0.6846 -> 0.5855 | Helped |
| add surface ordering loss (ablation) | GeoAvatar · Hi4D contact patches | mIoU Low 1%: 0.6128 -> 0.7003 | Helped |
| add surface ordering loss (ablation) | GeoAvatar · Hi4D foreground | mIoU: 0.9349 -> 0.9381 | Helped |
| use Sapiens instead of no monocular normal prior | GeoAvatar · talk22 | P2S: 0.6696 -> 0.5656 | Helped |
| use Sapiens instead of no monocular depth prior | GeoAvatar · talk22 | P2S: 0.6720 -> 0.6690 | No clear effect |
Surprising findings
- Monocular depth priors gave only marginal gains over no prior (about 0.01–0.02 dB PSNR), suggesting aligning normals matters more than depth.
Limitations
- Canonical-space deformation via deformation field alone may not capture fine dynamic details like wrinkles.
- Static surface colors and normals cause smoothing when temporal appearance changes occur.
- Reliance on monocular geometric priors inherits their biases.
Experimental setup
Datasets: Hi4D
Benchmarks: Hi4D
Metrics: PSNR SSIM LPIPS P2S Chamfer distance normal cosine distance normal L2 mIoU
Baselines: EasyMocap Multi-GART
Builds on: 2D Gaussian Splatting GART MonoSDF SMPL-X SAM2
Closest papers by meaning
- 3DGS-Avatar: Animatable Avatars via Deformable 3D Gaussian Splatting (CVPR 2024 · similarity 0.89)
- Vid2Avatar-Pro: Authentic Avatar from Videos in the Wild via Universal Prior (CVPR 2025 · similarity 0.88)
- SplattingAvatar: Realistic Real-Time Human Avatars with Mesh-Embedded Gaussian Splatting (CVPR 2024 · similarity 0.88)
- GPAvatar: High-fidelity Head Avatars by Learning Efficient Gaussian Projections (CVPR 2025 · similarity 0.88)
- Real-time High-fidelity Gaussian Human Avatars with Position-based Interpolation of Spatially Distributed MLPs (CVPR 2025 · similarity 0.88)
- FRESA: Feedforward Reconstruction of Personalized Skinned Avatars from Few Images (CVPR 2025 · similarity 0.87)
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