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ODHSR: Online Dense 3D Reconstruction of Humans and Scenes from Monocular Videos

CVPR 2025 · 3D vision › Human pose estimation · approach: Transformer-based multi-view 3D pose · 4 citations (OpenAlex)

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Presents ODHSR, an online Gaussian-splatting SLAM framework that jointly tracks camera and human poses and reconstructs photorealistic human avatars and scenes from a monocular RGB video.

Problem

Reconstructing photorealistic human and scene jointly from monocular in-the-wild video typically needs pre-calibrated cameras, known human poses, and days of offline training; online joint camera tracking, human pose estimation and dense human-scene reconstruction is lacking.

Approach

Extends RGB-only Gaussian Splatting SLAM (GS-ICP/Gaussian SLAM style, based on [41]) with a holistic human-scene 3D Gaussian representation: SMPL-guided canonical human Gaussians with hash-encoded time-pose non-rigid deformation, occlusion-aware human silhouette rendering, and monocular depth priors, jointly optimized for camera and human pose during tracking and mapping.

Key results

Measured effects reported in the paper

What was changedWhereMeasuredEffect
Use ODHSR's full joint optimization instead of HUGSEMDB whole-image reconstruction · EMDB, whole imagesPSNR: 21.605 -> 23.790Helped
Use ODHSR's full joint optimization instead of 3DGS-AvatarEMDB human reconstruction · EMDB, human-only regionsPSNR: 27.952 -> 28.955Helped
Use estimated camera tracking instead of ground-truth camera posesODHSR · NeuMan, whole imagesPSNR: 27.784 -> 26.470Hurt
Remove optical flow loss (ablation)ODHSR · EMDBATE RMSE [m]: 0.084 -> 0.214Hurt
Remove 2D keypoint loss (ablation)ODHSR · EMDBWA-MPJPE [mm]: 175.215 -> 230.875Hurt
Remove monocular depth (disparity) loss (ablation)ODHSR · EMDBPSNR: 23.790 -> 22.769Hurt
Remove human silhouette loss (ablation)ODHSR · EMDBPSNR: 23.790 -> 22.648Hurt

Surprising findings

Limitations

Experimental setup

Datasets: EMDB NeuMan

Benchmarks: EMDB NeuMan

Metrics: PSNR SSIM LPIPS ATE RMSE MPJPE PA-MPJPE MVE W-MPJPE WA-MPJPE jitter

Baselines: HSR Vid2Avatar HUGS 3DGS-Avatar GauHuman DROID-SLAM WHAM

Builds on: Gaussian Splatting SLAM 3DGS SMPL Splat-SLAM WHAM

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