Drivable 3D Gaussian Avatars
We present Drivable 3D Gaussian Avatars (D3GA), the first 3D controllable
model for human bodies rendered with Gaussian splats. Current photorealistic
drivable avatars require either accurate 3D registrations during training,
dense input images during testing, or both. The ones based on neural radiance
fields also tend to be prohibitively slow for telepresence applications. This
work uses the recently presented 3D Gaussian Splatting (3DGS) technique to
render realistic humans at real-time framerates, using dense calibrated
multi-view videos as input. To deform those primitives, we depart from the
commonly used point deformation method of linear blend skinning (LBS) and use a
classic volumetric deformation method: cage deformations. Given their smaller
size, we drive these deformations with joint angles and keypoints, which are
more suitable for communication applications. Our experiments on nine subjects
with varied body shapes, clothes, and motions obtain higher-quality results
than state-of-the-art methods when using the same training and test data.
6555b129d5a72476aef25d5a
Wojciech Zielonka
claimed_verified
2023-11-16T09:35:57.453Z
6555de3be0169cf32cf5d34b
https://cdn-avatars.huggingface.co/v1/production/uploads/6555de3be0169cf32cf5d34b/Yj5sin69I3LbgvddwKhhd.jpeg
Wojciech Zielonka
user
Zielon
6555b129d5a72476aef25d5b
Timur Bagautdinov
admin_assigned
2023-11-16T08:21:03.536Z
63be0fe19a15a3e9419d3d7d
/avatars/145760938083ec031e30d20d321d9185.svg
Timur Bagautdinov
user
psycharo
6555b129d5a72476aef25d5c
Shunsuke Saito
admin_assigned
2023-11-16T08:21:10.470Z
630688edd37ce67e0e50e548
/avatars/1681e465d7649f67f94e1b69d236cb1e.svg
Shunsuke Saito
user
psyth
6555b129d5a72476aef25d5d
Michael Zollhöfer
6555b129d5a72476aef25d5e
Justus Thies
6555b129d5a72476aef25d5f
Javier Romero
claimed_verified
2023-11-16T20:01:29.653Z
63624fbf80c1a705a6e8acc8
/avatars/8eed5e22848ead8d31407b15d92b1ac4.svg
Javier Romero
user
javier-romero
Drivable 3D Gaussian Avatars
We present Drivable 3D Gaussian Avatars (D3GA), the first 3D controllable
model for human bodies rendered with Gaussian splats. Current photorealistic
drivable avatars require either accurate 3D registrations during training,
dense input images during testing, or both. The ones based on neural radiance
fields also tend to be prohibitively slow for telepresence applications. This
work uses the recently presented 3D Gaussian Splatting (3DGS) technique to
render realistic humans at real-time framerates, using dense calibrated
multi-view videos as input. To deform those primitives, we depart from the
commonly used point deformation method of linear blend skinning (LBS) and use a
classic volumetric deformation method: cage deformations. Given their smaller
size, we drive these deformations with joint angles and keypoints, which are
more suitable for communication applications. Our experiments on nine subjects
with varied body shapes, clothes, and motions obtain higher-quality results
than state-of-the-art methods when using the same training and test data.
A new 3D controllable avatar model uses Gaussian splats for photorealistic rendering in real-time, employing cage deformations driven by joint angles and keypoints, outperforming existing methods.
Gaussian splats 3D Gaussian Splatting neural radiance fields point deformation linear blend skinning cage deformations joint angles keypoints