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LIFe-GoM: Generalizable Human Rendering with Learned Iterative Feedback Over Multi-Resolution Gaussians-on-Mesh

ICLR 2025 · 3D vision › Gaussian splatting · approach: Animatable Gaussian human avatars · 0 citations (OpenAlex)

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Proposes LIFe-GoM, a feed-forward generalizable human renderer that combines iterative feedback updates with a coupled multi-resolution Gaussians-on-Mesh representation to render animatable avatars from sparse views in under 1s reconstruction at 95 FPS.

Problem

Generalizable animatable human rendering from sparse inputs must reconstruct the canonical human representation in a single forward pass, while keeping rendering efficient and high-resolution.

Approach

Iteratively refine the canonical Gaussians-on-Mesh representation with feedback from rendered source views inside a feed-forward network, and decouple a low-resolution mesh (for reconstruction and articulation) from high-resolution Gaussians attached to a subdivided mesh (for rendering).

Key results

Measured effects reported in the paper

What was changedWhereMeasuredEffect
add iterative feedback updates (3 iterations rather than 1) (ablation)LIFe-GoM · THuman2.0, 3 viewsPSNR: 23.74 -> 24.65Helped
increase feedback iterations from 3 to 4 or 5 (ablation)LIFe-GoM · THuman2.0, 3 viewsPSNR: 24.65 -> 24.69; 24.65 -> 24.70Helped
increase feedback iterations from 3 to 4 or 5 (ablation)LIFe-GoM · THuman2.0, 3 viewsReconstruction time: 907.92 -> 1198.14; 907.92 -> 1563.92Hurt
subdivide the mesh once or twice to attach Gaussians to a higher-resolution mesh (ablation)LIFe-GoM · THuman2.0, 3 viewsLPIPS*: 140.60 -> 118.64 -> 110.82Helped
subdivide the mesh twice rather than not subdividing (ablation)LIFe-GoM · THuman2.0, 3 viewsPSNR: 24.76 -> 24.65Mixed
update low-resolution mesh vertices rather than high-resolution mesh vertices (ablation)LIFe-GoM · THuman2.0, 3 viewsReconstruction time: 12.45s -> 907.92msHelped
use SMPL-X shape input for mesh initialization (ablation)LIFe-GoM · THuman2.0, 3 viewsPSNR: 24.15 -> 24.65Helped
use LIFe-GoM rather than GHGgeneralizable human rendering · THuman2.0, 3 viewsPSNR: 21.90 -> 24.65Helped
use LIFe-GoM rather than GHGcross-domain generalization · XHumanPSNR: 23.52 -> 25.32Helped
use LIFe-GoM rather than ActorsNeRFgeneralizable human rendering · AIST++LPIPS*: 22.45 -> 21.61Helped
add Gaussian pose noise at increasing standard deviations (ablation)LIFe-GoM · THuman2.0, noisy input posesPSNR: 23.96 -> 22.02 -> 20.43Hurt
use LIFe-GoM rather than GHG under noisy input posesgeneralizable human rendering · THuman2.0, pose noise std=0.5PSNR: 18.53 -> 20.43Helped

Surprising findings

Limitations

Experimental setup

Datasets: THuman2.0 AIST++ XHuman

Benchmarks: THuman2.0 XHuman AIST++

Metrics: PSNR LPIPS* FID SSIM

Baselines: GoMAvatar 3DGS-Avatar iHuman NHP NIA GHG GPS-Gaussian HumanNeRF ActorsNeRF

Builds on: GoMAvatar Gaussian splatting Point Transformer GHG

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