Model (Training, Rendering) | Model (Training, Rendering) | Model (Training, Rendering) |
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DVA (1.5h, 16.5FPS) | InstantAvatar (3min, 4.15FPS) | GauHuman (Ours, 1min, 189FPS) |
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DVA (1.5h, 16.5FPS) | InstantAvatar (3min, 4.15FPS) | GauHuman (Ours, 1min, 189FPS) |
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DVA (1.5h, 10.5FPS) | InstantAvatar (6min, 2.54FPS) | GauHuman (Ours, 2min, 154FPS) |
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DVA (1.5h, 10.5FPS) | InstantAvatar (6min, 2.54FPS) | GauHuman (Ours, 2min, 154FPS) |
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AS (10h, 0.14FPS) | InstantAvatar (20min, 20.48FPS) | GauHuman (Ours, 4min, 152FPS) |
We first initialize 3D Gaussians' positions from SMPL vertex points. Then we incorporate pose refinement module and LBS weight field to learn the LBS transformation to transform 3D Gaussians from canonical space to posed space. During optimization, a tile-based differentiable rasterizer is applied to enable fast rendering. To adaptively control the number of 3D Gaussians, we further propose to use human prior (e.g., SMPL) and KL divergence measure to regulate the split, clone, merge, and prune process.
@article{GauHuman, title={GauHuman: Articulated Gaussian Splatting for Real-Time 3D Human Rendering}, author={Hu, Shoukang and Liu, Ziwei}, journal={arXiv preprint}, year={2023} }