Research map / 3D vision / Face and shape
Real-time High-fidelity Gaussian Human Avatars with Position-based Interpolation of Spatially Distributed MLPs
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Proposes a Gaussian human avatar representation with spatially distributed pose-driven MLPs whose outputs are interpolated as coefficients over learned Gaussian offset bases, plus control-point position interpolation, enabling high-fidelity avatars rendered at 166 FPS.
Problem
Gaussian human avatars either use a single MLP that cannot capture high-frequency pose-dependent appearance, or use heavy CNNs (e.g., StyleUNet) that yield high fidelity but non-real-time rendering.
Approach
Spatially distributed MLPs on anchor points take only pose as input; their outputs are distance-interpolated as coefficients over per-Gaussian learnable offset bases, so smoothly varying coefficients still yield sharp, distinct property offsets. Gaussian position offsets are interpolated from control points on the template surface to keep Gaussians on a surface layer.
Key results
- Achieves PSNR 32.75, SSIM 0.9868, LPIPS 0.0226, FID 10.12 on training poses, beating AnimatableGaussians (31.30 PSNR).
- Renders at 166 FPS with 200K Gaussians on an NVIDIA 3090 versus 10 FPS for AnimatableGaussians.
- Training takes 17.5 hours versus 100 hours for AnimatableGaussians under 800K iterations.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use the proposed method instead of AnimatableGaussians | Gaussian human avatar reconstruction · Training poses | PSNR: 31.2992 -> 32.7456 | Helped |
| Use the proposed method instead of AnimatableGaussians | Gaussian human avatar reconstruction · Novel poses | PSNR: 28.1106 -> 28.3263 | Helped |
| Use the proposed method instead of AnimatableGaussians | Gaussian human avatar rendering · Novel poses | FPS: 10 -> 166 | Helped |
| Use a single MLP instead of spatially distributed MLPs (ablation) | Ours · THuman4.0 subject02 training poses | PSNR: 32.7456 -> 30.1941 | Hurt |
| Add Gaussian offset basis rather than directly interpolating property offsets (ablation) | Ours · THuman4.0 subject02 training poses | PSNR: 31.8444 -> 32.7456 | Helped |
| Add Gaussian offset basis rather than directly interpolating property offsets (ablation) | Ours · THuman4.0 subject02 training poses | PSNR: 32.3912 -> 32.7456 | Helped |
| Combine offset basis instead of predicting Gaussian properties directly (ablation) | Ours · THuman4.0 subject02 training poses | PSNR: 31.9340 -> 32.7456 | Helped |
| Add control-point interpolation for Gaussian position offsets (ablation) | Ours · THuman4.0 subject02 training poses | PSNR: 32.6780 -> 32.7456 | Helped |
| Use control-point interpolation rather than an MLP for position offsets (ablation) | Ours · THuman4.0 subject02 training poses | PSNR: 31.8514 -> 32.7456 | Helped |
| Increase spatially distributed MLP count from 50 to 300 (ablation) | Ours · THuman4.0 subject02 training poses | PSNR: 32.6625 -> 32.7456 | Helped |
| Increase spatially distributed MLP count from 300 to 800 (ablation) | Ours · THuman4.0 subject02 training poses | FPS: 166 -> 149 | Hurt |
| Increase Gaussian offset basis count from 5 to 15 (ablation) | Ours · THuman4.0 subject02 training poses | PSNR: 32.3523 -> 32.7456 | Helped |
Limitations
- Appearance is conditioned on pose and cannot model complex cloth dynamics such as long skirts.
- Relies on multi-view capture, pose estimation, and template mesh extraction, making the pipeline heavy.
- Requires multi-view videos rather than monocular input.
Experimental setup
Datasets: AvatarRex THuman4.0 ActorsHQ
Benchmarks: AvatarRex THuman4.0 ActorsHQ
Metrics: PSNR SSIM LPIPS FID FPS training time
Baselines: 3DGS-Avatar MeshAvatar AnimatableGaussians DEGAS PoseVocab
Builds on: 3D Gaussian Splatting AnimatableGaussians SMPL-X
Closest papers by meaning
- Gaussian Head & Shoulders: High Fidelity Neural Upper Body Avatars with Anchor Gaussian Guided Texture Warping (ICLR 2025 · similarity 0.91)
- Human Gaussian Splatting: Real-time Rendering of Animatable Avatars (CVPR 2024 · similarity 0.90)
- GASP: Gaussian Avatars with Synthetic Priors (CVPR 2025 · similarity 0.90)
- GPAvatar: High-fidelity Head Avatars by Learning Efficient Gaussian Projections (CVPR 2025 · similarity 0.90)
- Gaussian Head Avatar: Ultra High-fidelity Head Avatar via Dynamic Gaussians (CVPR 2024 · similarity 0.90)
- 3DGS-Avatar: Animatable Avatars via Deformable 3D Gaussian Splatting (CVPR 2024 · similarity 0.90)
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