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Real-time High-fidelity Gaussian Human Avatars with Position-based Interpolation of Spatially Distributed MLPs

CVPR 2025 · 3D vision › Face and shape · approach: Gaussian and implicit head avatars · 7 citations (OpenAlex)

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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

Measured effects reported in the paper

What was changedWhereMeasuredEffect
Use the proposed method instead of AnimatableGaussiansGaussian human avatar reconstruction · Training posesPSNR: 31.2992 -> 32.7456Helped
Use the proposed method instead of AnimatableGaussiansGaussian human avatar reconstruction · Novel posesPSNR: 28.1106 -> 28.3263Helped
Use the proposed method instead of AnimatableGaussiansGaussian human avatar rendering · Novel posesFPS: 10 -> 166Helped
Use a single MLP instead of spatially distributed MLPs (ablation)Ours · THuman4.0 subject02 training posesPSNR: 32.7456 -> 30.1941Hurt
Add Gaussian offset basis rather than directly interpolating property offsets (ablation)Ours · THuman4.0 subject02 training posesPSNR: 31.8444 -> 32.7456Helped
Add Gaussian offset basis rather than directly interpolating property offsets (ablation)Ours · THuman4.0 subject02 training posesPSNR: 32.3912 -> 32.7456Helped
Combine offset basis instead of predicting Gaussian properties directly (ablation)Ours · THuman4.0 subject02 training posesPSNR: 31.9340 -> 32.7456Helped
Add control-point interpolation for Gaussian position offsets (ablation)Ours · THuman4.0 subject02 training posesPSNR: 32.6780 -> 32.7456Helped
Use control-point interpolation rather than an MLP for position offsets (ablation)Ours · THuman4.0 subject02 training posesPSNR: 31.8514 -> 32.7456Helped
Increase spatially distributed MLP count from 50 to 300 (ablation)Ours · THuman4.0 subject02 training posesPSNR: 32.6625 -> 32.7456Helped
Increase spatially distributed MLP count from 300 to 800 (ablation)Ours · THuman4.0 subject02 training posesFPS: 166 -> 149Hurt
Increase Gaussian offset basis count from 5 to 15 (ablation)Ours · THuman4.0 subject02 training posesPSNR: 32.3523 -> 32.7456Helped

Limitations

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

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