GaussianAvatar: Human avatar Gaussian splatting from monocular videos

IF 2.8 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Computers & Graphics-Uk Pub Date : 2025-02-01 Epub Date: 2024-12-30 DOI:10.1016/j.cag.2024.104155
Haian Lin, Yinwei Zhan
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Abstract

Many application fields including virtual reality and movie production demand reconstructing high-quality digital human avatars from monocular videos and real-time rendering. However, existing neural radiance field (NeRF)-based methods are costly to train and render. In this paper, we propose GaussianAvatar, a novel framework that extends 3D Gaussian to dynamic human scenes, enabling fast training and real-time rendering. The human 3D Gaussian in canonical space is initialized and transformed to posed space using Linear Blend Skinning (LBS), based on pose parameters, to learn the fine details of the human body at a very small computational cost. We design a pose parameter refinement module and a LBS weight optimization module to increase the accuracy of the pose parameter detection in the real dataset and introduce multi-resolution hash coding to accelerate the training speed. Experimental results demonstrate that our method outperforms existing methods in terms of training time, rendering speed, and reconstruction quality.

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GaussianAvatar:从单目视频中提取的人类头像高斯飞溅
包括虚拟现实和电影制作在内的许多应用领域都需要从单目视频中重建高质量的数字人物形象并进行实时渲染。然而,现有的基于神经辐射场(NeRF)的方法训练和渲染成本很高。在本文中,我们提出了一个新的框架GaussianAvatar,它将三维高斯算法扩展到动态的人类场景中,实现了快速训练和实时渲染。利用基于位姿参数的线性混合蒙皮(Linear Blend skin, LBS)技术,对规范空间中的人体三维高斯图像进行初始化并转换到位姿空间,以很小的计算成本学习人体的精细细节。为了提高姿态参数在真实数据集中的检测精度,我们设计了姿态参数细化模块和LBS权重优化模块,并引入了多分辨率哈希编码来加快训练速度。实验结果表明,该方法在训练时间、渲染速度和重建质量方面都优于现有方法。
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来源期刊
Computers & Graphics-Uk
Computers & Graphics-Uk 工程技术-计算机:软件工程
CiteScore
5.30
自引率
12.00%
发文量
173
审稿时长
38 days
期刊介绍: Computers & Graphics is dedicated to disseminate information on research and applications of computer graphics (CG) techniques. The journal encourages articles on: 1. Research and applications of interactive computer graphics. We are particularly interested in novel interaction techniques and applications of CG to problem domains. 2. State-of-the-art papers on late-breaking, cutting-edge research on CG. 3. Information on innovative uses of graphics principles and technologies. 4. Tutorial papers on both teaching CG principles and innovative uses of CG in education.
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