title: Drivable 3D Gaussian Avatars
summary: 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.
paper_authors._id: 6555b129d5a72476aef25d5a
paper_authors.name: Wojciech Zielonka
paper_authors.status: claimed_verified
paper_authors.statusLastChangedAt: 2023-11-16T09:35:57.453Z
paper_authors._id: 6555de3be0169cf32cf5d34b
paper_authors.avatarUrl: https://cdn-avatars.huggingface.co/v1/production/uploads/6555de3be0169cf32cf5d34b/Yj5sin69I3LbgvddwKhhd.jpeg
paper_authors.fullname: Wojciech Zielonka
paper_authors.type: user
paper_authors.user: Zielon
paper_authors._id: 6555b129d5a72476aef25d5b
paper_authors.name: Timur Bagautdinov
paper_authors.status: admin_assigned
paper_authors.statusLastChangedAt: 2023-11-16T08:21:03.536Z
paper_authors._id: 63be0fe19a15a3e9419d3d7d
paper_authors.avatarUrl: /avatars/145760938083ec031e30d20d321d9185.svg
paper_authors.fullname: Timur Bagautdinov
paper_authors.type: user
paper_authors.user: psycharo
paper_authors._id: 6555b129d5a72476aef25d5c
paper_authors.name: Shunsuke Saito
paper_authors.status: admin_assigned
paper_authors.statusLastChangedAt: 2023-11-16T08:21:10.470Z
paper_authors._id: 630688edd37ce67e0e50e548
paper_authors.avatarUrl: /avatars/1681e465d7649f67f94e1b69d236cb1e.svg
paper_authors.fullname: Shunsuke Saito
paper_authors.type: user
paper_authors.user: psyth
paper_authors._id: 6555b129d5a72476aef25d5d
paper_authors.name: Michael Zollhöfer
paper_authors._id: 6555b129d5a72476aef25d5e
paper_authors.name: Justus Thies
paper_authors._id: 6555b129d5a72476aef25d5f
paper_authors.name: Javier Romero
paper_authors.status: claimed_verified
paper_authors.statusLastChangedAt: 2023-11-16T20:01:29.653Z
paper_authors._id: 63624fbf80c1a705a6e8acc8
paper_authors.avatarUrl: /avatars/8eed5e22848ead8d31407b15d92b1ac4.svg
paper_authors.fullname: Javier Romero
paper_authors.type: user
paper_authors.user: javier-romero
paper_title: Drivable 3D Gaussian Avatars
paper_summary: 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.
paper_ai_summary: 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.
paper_ai_keywords: Gaussian splats 3D Gaussian Splatting neural radiance fields point deformation linear blend skinning cage deformations joint angles keypoints