SplattingAvatar: Realistic Real-Time Human Avatars With Mesh-Embedded Gaussian Splatting
Zhijing Shao, Zhaolong Wang, Zhuang Li, Duotun Wang, Xiangru Lin, Yu Zhang, Mingming Fan, Zeyu Wang
摘要
We present SplattingAvatar, a hybrid 3D representation of photorealistic human avatars with Gaussian Splatting em-bedded on a triangle mesh, which renders over 300 FPS on a modern GPU and 30 FPS on a mobile device. We disentangle the motion and appearance of a virtual human with explicit mesh geometry and implicit appearance modeling with Gaus-sian Splatting. The Gaussians are defined by barycentric coordinates and displacement on a triangle mesh as Phong surfaces. We extend lifted optimization to simultaneously op-timize the parameters of the Gaussians while walking on the triangle mesh. SplattingAvatar is a hybrid representation of virtual humans where the mesh represents low-frequency motion and surface deformation, while the Gaussians take over the high-frequency geometry and detailed appearance. Un-like existing deformation methods that rely on an MLP-based linear blend skinning (LBS) field for motion, we control the rotation and translation of the Gaussians directly by mesh, which empowers its compatibility with various animation techniques, e.g., skeletal animation, blend shapes, and mesh editing. Trainable from monocular videos for both full-body and head avatars, SplattingAvatar shows state-of-the-art ren-dering quality across multiple datasets. Code and data are available at https://github.com/initialneil/SplattingAvatar.
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引用它的顶会 Paper78
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- How to Use Diffusion Priors under Sparse Views?Qisen Wang, Yifan Zhao, Jiawei Ma, Jia LiNeurIPS 2024 · 被引用 12 次
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- Animatable Neural Radiance Fields for Modeling Dynamic Human BodiesSida Peng, Junting Dong, Qianqian Wang, Shangzhan Zhang 等ICCV 2021 · 被引用 461 次
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