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Template-free Articulated Gaussian Splatting for Real-time Reposable Dynamic View Synthesis
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Proposes a template-free method that reconstructs dynamic articulated objects with 3D Gaussians and superpoints, discovers a skeleton from superpoint motion, and refines it with a kinematic model for real-time reposable novel view synthesis.
Problem
Capturing skeleton models of articulated objects from multi-view videos without object-specific templates or pose annotations, while keeping high-fidelity novel view synthesis and real-time rendering for reposing.
Approach
Use 3D Gaussians bound to superpoints (treated as rigid parts) with LBS deformation; discover joints and a minimum-spanning-tree skeleton from superpoint relative motion, then optimize a kinematic tree model; adaptive prune/densify/merge of superpoints with ARAP and smoothness/sparsity regularizers keeps the superpoint count small.
Key results
- On D-NeRF, the method reports PSNR 38.80 at 800x800 with 103.98 FPS and 39.23 PSNR at 400x400 with 110.90 FPS, versus AP-NeRF's 30.91 PSNR at 1.33 FPS.
- On Robots, PSNR 34.34 and 137.76 FPS at 512x512, outperforming AP-NeRF (32.45 PSNR, 0.89 FPS).
- On ZJU-MoCap, achieves 198.23 FPS but lower PSNR (29.11) than WIM (31.08) and AP-NeRF (29.60).
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use the proposed articulated Gaussian method instead of AP-NeRF | Articulated novel-view synthesis · Robots | PSNR: 32.45 -> 34.34 | Helped |
| Use the proposed articulated Gaussian method instead of AP-NeRF | Articulated novel-view synthesis · Robots | FPS: 0.89 -> 137.76 | Helped |
| Use the proposed articulated Gaussian method instead of WIM | Articulated novel-view synthesis · ZJU-MoCap | PSNR: 31.08 -> 29.11 | Hurt |
| Use the proposed articulated Gaussian method instead of AP-NeRF | Articulated novel-view synthesis · ZJU-MoCap | FPS: 1.31 -> 198.23 | Helped |
| Vary the initial number of superpoints (ablation) | Ours · D-NeRF (hellwarrior) | PSNR: 39.61, 39.70, 39.83, 39.69, 39.89, 39.56, 39.72, 40.43 | No clear effect |
Surprising findings
- On ZJU-MoCap real-world data, the method has lower PSNR than WIM and AP-NeRF, attributed to imperfect camera calibration.
Limitations
- Learned skeleton is restricted to the kinematic motion space in the input video, so extrapolation to unseen poses may be erroneous.
- Inaccurate camera poses, large motion, or long sequences cause reconstruction failures.
- Handles only a single articulated object; multi-component objects or scenes are not addressed.
Experimental setup
Datasets: D-NeRF Robots ZJU-MoCap
Benchmarks: D-NeRF Robots ZJU-MoCap
Metrics: PSNR SSIM LPIPS FPS
Baselines: D-NeRF TiNeuVox HexPlane K-Planes Deformable 3D-GS 4D-GS SP-GS SC-GS WIM AP-NeRF
Builds on: 3D Gaussian Splatting SC-GS Watch-It-Move AP-NeRF linear blend skinning
Closest papers by meaning
- Motion Decoupled 3D Gaussian Splatting for Dynamic Object Representation (AAAI 2025 · similarity 0.90)
- SC-GS: Sparse-Controlled Gaussian Splatting for Editable Dynamic Scenes (CVPR 2024 · similarity 0.90)
- RigGS: Rigging of 3D Gaussians for Modeling Articulated Objects in Videos (CVPR 2025 · similarity 0.89)
- Superpoint Gaussian Splatting for Real-Time High-Fidelity Dynamic Scene Reconstruction (ICML 2024 · similarity 0.89)
- Swift4D: Adaptive divide-and-conquer Gaussian Splatting for compact and efficient reconstruction of dynamic scene (ICLR 2025 · similarity 0.88)
- Deformable 3D Gaussians for High-Fidelity Monocular Dynamic Scene Reconstruction (CVPR 2024 · similarity 0.88)
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