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MPMAvatar: Learning 3D Gaussian Avatars with Accurate and Robust Physics-Based Dynamics
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Builds a physics-based 3D Gaussian avatar for loose garments by driving an anisotropic MPM simulator with a mesh-based collision handler, learning physical parameters from multi-view video.
Problem
Realistically animating clothed human avatars with loose garments under novel motions; prior physics-based avatars (PhysAvatar with C-IPC) are brittle to noisy collider meshes, slow, and limited in appearance fidelity.
Approach
Replace C-IPC with a feedforward MPM simulator tailored for garments: an anisotropic codimensional constitutive model (Jiang et al.) plus a mesh-collider velocity projection that transfers collider velocity and normals to grid nodes via B-spline weights (O(N_f) instead of O(N_grid^3)), combined with 3D Gaussians attached to mesh faces and quasi-shadowing, and a rest-geometry parameter alpha compen
Key results
- On ActorsHQ, MPMAvatar reaches CD 0.42e-3, F-Score 95.7, LPIPS 0.033, PSNR 32.0, SSIM 0.963, beating PhysAvatar (CD 0.55, F-Score 92.9, PSNR 30.2).
- Simulation success rate on ActorsHQ is 100% versus 37.6% for PhysAvatar, with 1.1 s per frame vs 170.0 s on a single RTX 4090.
- Cloth-body penetration depth drops to 0.047 mm from 0.294 mm for PhysAvatar, and MPMAvatar supports zero-shot interaction with unseen objects such as chairs and sand.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use the anisotropic constitutive model (ablation) | MPMAvatar · ActorsHQ test | CD (×10^3): 6.24 -> 0.42 | Helped |
| Use the anisotropic constitutive model (ablation) | MPMAvatar · ActorsHQ test | F-Score: 90.3 -> 95.7 | Helped |
| Learn physical parameters rather than fixing them to defaults (ablation) | MPMAvatar · ActorsHQ test | CD (×10^3): 0.69 -> 0.42 | Helped |
| Learn physical parameters rather than fixing them to defaults (ablation) | MPMAvatar · ActorsHQ test | F-Score: 92.9 -> 95.7 | Helped |
| Use quasi-shadowing (ablation) | MPMAvatar · ActorsHQ test | PSNR: 31.8 -> 32.0 | Helped |
| Use quasi-shadowing (ablation) | MPMAvatar · ActorsHQ test | SSIM: 0.963 -> 0.963 | No clear effect |
| Optimize rest-geometry parameter α instead of fixing α at 1 (ablation) | MPMAvatar · ActorsHQ | dynamics accuracy | Helped |
| Use 800 rather than 400 time substeps (ablation) | MPMAvatar · ActorsHQ test | CD (×10^3): 0.42 -> 0.42 | No clear effect |
| Use 200 rather than 400 time substeps (ablation) | MPMAvatar · ActorsHQ test | CD (×10^3): 0.42 -> 0.42 | No clear effect |
| Initialize ρ=0.5, E=100 (ablation) | MPMAvatar · ActorsHQ test | CD (×10^3): 0.42 -> 0.42 | No clear effect |
| Initialize ρ=2.0, E=100 (ablation) | MPMAvatar · ActorsHQ test | CD (×10^3): 0.42 -> 0.42 | No clear effect |
| Initialize ρ=1.0, E=50 (ablation) | MPMAvatar · ActorsHQ test | CD (×10^3): 0.42 -> 0.42 | No clear effect |
Surprising findings
- Removing the anisotropic constitutive model raises CD from 0.42 to 6.24 (x10^3), causing tearing artifacts in some cases.
- PhysAvatar's manually relaxed collision check was required to get it to terminate, so the efficiency comparison includes that manual adjustment.
Limitations
- Finite-difference parameter optimization scales linearly with number of parameters, limiting fine-grained (per-vertex) parameterization.
- No relightable rendering support.
- Rendering degrades for occluded or unseen regions not observed in training views; body regions use linear blend skinning, with no strand-based hair simulation.
Experimental setup
Datasets: ActorsHQ 4D-DRESS
Benchmarks: ActorsHQ 4D-DRESS
Metrics: Chamfer Distance F-Score LPIPS PSNR SSIM simulation success rate simulation time per frame penetration depth Key Physical Phenomena Detection score
Baselines: PhysAvatar ARAH TAVA GS-Avatar Gaussian Garments MMLPHuman
Builds on: PhysAvatar Material Point Method anisotropic constitutive model (Jiang et al.) 3D Gaussian Splatting C-IPC
Closest papers by meaning
- SimAvatar: Simulation-Ready Avatars with Layered Hair and Clothing (CVPR 2025 · similarity 0.91)
- SplattingAvatar: Realistic Real-Time Human Avatars with Mesh-Embedded Gaussian Splatting (CVPR 2024 · similarity 0.90)
- Human Gaussian Splatting: Real-time Rendering of Animatable Avatars (CVPR 2024 · similarity 0.90)
- GaussianAvatar: Towards Realistic Human Avatar Modeling from a Single Video via Animatable 3D Gaussians (CVPR 2024 · similarity 0.90)
- 3DGS-Avatar: Animatable Avatars via Deformable 3D Gaussian Splatting (CVPR 2024 · similarity 0.89)
- GaussianAvatars: Photorealistic Head Avatars with Rigged 3D Gaussians (CVPR 2024 · similarity 0.89)
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