Research map / 3D vision / Gaussian splatting
DGH: Dynamic Gaussian Hair
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Proposes Dynamic Gaussian Hair (DGH), a data-driven coarse-to-fine network that predicts head-motion-driven hair deformation and a strand-guided dynamic 3D Gaussian appearance model, trained on a new synthetic XPBD-simulated hair dataset.
Problem
Photorealistic dynamic hair modeling and rendering under head motion is hard: physics-based simulation needs per-hairstyle parameter tuning and is costly, and existing Gaussian hair methods handle only static or rigidly transformed hair.
Approach
A volumetric SDF-based feed-forward network predicts time-independent pose-driven displacements (with a hair-to-body SDF collision penalty) and then temporal flow refinement via latent cross-attention; appearance uses cylindrical Gaussians per strand segment with an MLP conditioned on tangents and curvature-based blending of SH and opacity.
Key results
- Appearance: average PSNR 27.01, SSIM 0.871, LPIPS 0.127 versus Gaussian Haircut 23.07/0.847/0.131 and 3DGS 20.91/0.822/0.164 across 5 subjects.
- Deformation: average L2 error 0.0832 and Chamfer 0.0266 versus 0.1639 and 0.0424 for rigid-transformed hair.
- Inference on a single A100 reports 2.0 FPS for about 150K strands versus about 0.33 FPS for XPBD simulation; rendering 2.22 FPS versus 0.17 FPS for Blender shader.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use DGH instead of Gaussian Haircut | Hair appearance rendering · Hair appearance, Average | PSNR: 23.073 -> 27.009 | Helped |
| Use DGH instead of 3D GS | Hair appearance rendering · Hair appearance, Average | SSIM: 0.822 -> 0.871 | Helped |
| Use DGH instead of rigged hair | Hair deformation · Hair deformation, Average | Error (L2): 0.1639 -> 0.0832 | Helped |
| Add the hair-to-body SDF constraint (ablation) | DGH hair deformation · Hair deformation test sets | Error (L2): 0.1269 -> 0.0832 | Helped |
| Add the fine-stage motion model (ablation) | DGH hair deformation · Hair deformation test sets | Error (L2): 0.0964 -> 0.0832 | Helped |
| Add cross-attention to the fine stage (ablation) | DGH hair deformation · Hair deformation test sets | Error (L2): 0.0909 -> 0.0832 | Helped |
| Add tangent features and curvature-based blending (ablation) | DGH hair appearance · Hair appearance | PSNR: 20.89 -> 28.12 | Helped |
| Add curvature-based blending (ablation) | DGH hair appearance · Hair appearance | PSNR: 25.08 -> 28.12 | Helped |
| Add tangent features and curvature-based blending (ablation) | DGH hair appearance · Hair appearance | LPIPS: 0.19 -> 0.19 | No clear effect |
| Add curvature-based blending (ablation) | DGH hair appearance · Hair appearance | LPIPS: 0.18 -> 0.19 | Hurt |
| Add LPIPS and SSIM losses (ablation) | DGH appearance optimization · Hair appearance optimization | LPIPS: 0.2100 -> 0.1881 | Helped |
| Add LPIPS and SSIM losses (ablation) | DGH appearance optimization · Hair appearance optimization | SSIM: 0.8874 -> 0.9004 | Helped |
Surprising findings
- The paper's own reported results are internally inconsistent in places: the appearance ablation reports PSNR 28.12 for the full model while the main table averages 27.01, and the 'w/o blend' variant has better LPIPS than the full model.
Limitations
- Trained and evaluated only on synthetic data; no real hair tracking data.
- Only handles hair-upper-body collisions; no environmental constraints or relighting.
- Dense hair (100K-150K strands) is not real-time for rendering; full-body effects such as jumping are not modeled.
Experimental setup
Datasets: Synthetic dynamic hair dataset (XPBD simulation with motion-captured head motion, Blender multi-view rendering) Mixamo MoCap data
Benchmarks: synthetic dynamic hair dataset (5 subjects)
Metrics: PSNR SSIM LPIPS L2 error Chamfer distance flow error
Baselines: 3D Gaussian Splatting Gaussian Haircut Rigged hair XPBD
Builds on: 3D Gaussian Splatting Gaussian Haircut XPBD NeRF
Closest papers by meaning
- Perm: A Parametric Representation for Multi-Style 3D Hair Modeling (ICLR 2025 · similarity 0.89)
- MeGA: Hybrid Mesh-Gaussian Head Avatar for High-Fidelity Rendering and Head Editing (CVPR 2025 · similarity 0.89)
- LUCAS: Layered Universal Codec Avatars (CVPR 2025 · similarity 0.88)
- Doubly Hierarchical Geometric Representations for Strand-based Human Hairstyle Generation (NeurIPS 2024 · similarity 0.88)
- Quaffure: Real-Time Quasi-Static Neural Hair Simulation (CVPR 2025 · similarity 0.88)
- DiffLocks: Generating 3D Hair from a Single Image using Diffusion Models (CVPR 2025 · similarity 0.88)
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