Animatable 3D Gaussians for modeling dynamic humans

Yukun XU , Keyang YE , Tianjia SHAO , Yanlin WENG

Front. Comput. Sci. ›› 2025, Vol. 19 ›› Issue (9) : 199704

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Front. Comput. Sci. ›› 2025, Vol. 19 ›› Issue (9) : 199704 DOI: 10.1007/s11704-024-40497-5
Image and Graphics
RESEARCH ARTICLE

Animatable 3D Gaussians for modeling dynamic humans

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Abstract

We present an animatable 3D Gaussian representation for synthesizing high-fidelity human videos under novel views and poses in real time. Given multi-view videos of a human subject, we learn a collection of 3D Gaussians in the canonical space of the rest pose. Each Gaussian is associated with a few basic properties (i.e., position, opacity, scale, rotation, spherical harmonics coefficients) representing the average human appearance across all video frames, as well as a latent code and a set of blend weights for dynamic appearance correction and pose transformation. The latent code is fed to an Multi-layer Perceptron (MLP) with a target pose to correct Gaussians in the canonical space to capture appearance changes under the target pose. The corrected Gaussians are then transformed to the target pose using linear blend skinning (LBS) with their blend weights. High-fidelity human images under novel views and poses can be rendered in real time through Gaussian splatting. Compared to state-of-the-art NeRF-based methods, our animatable Gaussian representation produces more compelling results with well captured details, and achieves superior rendering performance.

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Keywords

free-view videos / image-based rendering / Gaussian splatting

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Yukun XU, Keyang YE, Tianjia SHAO, Yanlin WENG. Animatable 3D Gaussians for modeling dynamic humans. Front. Comput. Sci., 2025, 19(9): 199704 DOI:10.1007/s11704-024-40497-5

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1 Introduction

Synthesizing photorealistic human animations constitutes a critical challenge across various domains, including telepresence, free-view videos, and cinematography. Conventional methods [1,2] apply 3D mesh reconstruction for this task. The reconstructed meshes, however, may not capture complex geometry details well, leading to noticeable degradation in visual quality. Neural radiance field (NeRF) [3] offers a new perspective to 3D representation, which encodes the color and geometry information of a 3D scene with an Multi-layer Perceptron (MLP) network, and performs rendering via volumetric ray-marching. Recent work [46] has successfully applied NeRF to dynamic human modeling and demonstrated promising results in free view synthesis.

Nonetheless, discernible artifacts persist in NeRF-generated human videos. Notably, these techniques often manifest blurred results and cannot capture high-frequency details exhibited in input video frames (e.g., garment wrinkles) [4,7]. State-of-the-art methods [6] propose to enhance the NeRF representation with a learned UV texture generator to produce intricate human details. However, the generated textures could be inconsistent across different human poses, resulting in noticeable jittering artifacts in synthesized videos (see the supplementary video). NeRF-based methods also have high computational costs, making it difficult to realize real-time synthesis of animated humans (with the exception of [6,8]).

In this paper, we propose an animatable 3D Gaussian representation for synthesizing high-fidelity human videos under novel views and poses in real time. Compared with NeRF-based methods, 3D Gaussian splatting (3DGS) [9] provides a competitive solution to novel view synthesis in rendering high-resolution images at real-time frame rates. However, extending 3DGS to model animatable humans is non-trivial – the original method is designed for static scenes. While recent concurrent work [10] has demonstrated dynamic scene modeling using Gaussians, it is restricted to video replay and not suitable for synthesizing dynamic humans under novel views and poses.

Our animatable Gaussian representation leverages multi-view human videos as input, and learns a collection of 3D Gaussians in the canonical space of the rest pose. Each Gaussian is associated with a few basic properties (i.e., position, opacity, scale, rotation, spherical harmonics coefficients), along with a latent code and a set of blend weights. The Gaussians with basic properties represent the average human appearance across all video frames. The latent code serves as a pose-aware residual appearance embedding. Given a target pose, the latent code and the target pose are fed to a tiny MLP to correct each Gaussian in the canonical space to capture the appearance changes under the target pose. The corrected Gaussians are then transformed to the target pose using linear blend skinning (LBS) [11] with their blend weights. In this way, high-fidelity human images under novel views and poses can be rendered in real time using Gaussian splatting.

To learn the animatable Gaussian representation, we elaborate several loss function terms including the image loss, D-SSIM loss, and perceptual loss that are commonly used in prior work, as well as a blend weight loss and an alpha loss dedicated for our representation. The blend weight loss is introduced to suppress the standard deviation of blend weights within each Gaussian, which ensures that each Gaussian can undergo a LBS transformation as a cohesive unit without introducing significant errors. The LBS transformation establishes a continuous deformation field in 3D space by employing a linear combination of bone matrices with associated blend weights at any 3D point. However, in our representation, each Gaussian can only be transformed as a cohesive unit, using the transformation at its center. Consequently, the transformation of Gaussians is essentially an approximation of the continuous LBS transformation. If the blend weights within a Gaussian vary greatly, the approximation will result in substantial errors, manifesting noticeable artifacts such as Gaussians protruding outside the human body. The alpha loss is defined as the deviation of the rendered opacity image from the binary foreground mask image, which explicitly constrains Gaussians to stay within the human region without the interference of the background, and makes Gaussians better capture the movement of garments.

We conduct a two-stage approach to train the Gaussian representation. In the first stage, we only optimize the basic Gaussian properties and human joint parameters to obtain an average human model as an initial configuration. In the second stage, we switch on the MLPs to empower Gaussians in capturing pose-aware appearance changes and acquiring more precise blend weights. Such a two-stage scheme effectively improve the robustness of the training procedure.

Based on the animatable Gaussian representation, we can synthesize high-quality free-view human videos in novel poses. Compared to previous NeRF-based methods, our method can better capture high-frequency details, which are consistent across different poses, producing temporally stable human videos. As we only need a tiny MLP for Gaussian correction at runtime, and thanks to the superior rendering performance of Gaussian splatting, animated human synthesis can be performed in real time, significantly faster than state-of-the-art techniques (66 fps versus 18 fps in [6] in novel pose synthesis). We conduct extensive experiments on three established datasets: ZJU Mocap, H36M, and CMU Panoptic datasets. Both qualitative and quantitative results show the superiority of our method over existing techniques (see Fig.1).

2 Related work

Free-view human video synthesis. In the last decade, many efforts have been made to model dynamic humans. Some work attempts to build a statistical mesh template [1,12,13] to model human bodies. To handle human appearance, traditional methods scan human subjects to acquire textures and material parameters [2,14]. For the deformable parts such as loose garments, physical simulation [15], blending from database [16], or deformation space modeling [17] are performed to improve fidelity. In recent years, lots of works leverage neural representations to depict dynamic scenes or humans, including voxels [18], point clouds [19], neural textures [20,21], and NeRF [4,5,2225]. Animatable NeRF [4] uses the skinned multi-person linear model (SMPL) [1] to establish correspondences between arbitrary poses and the rest pose, and model pose-dependent details by conditioning an MLP on the appearance latent code of each frame. To model more local details, Zheng et al. [26] assemble the radiance field of dynamic humans by a set of local ones, which improves the visual quality of garment wrinkles. However, these methods based on neural representation suffer from slow training and rendering. Fourier PlenOctrees [27] utilizes Fourier transformation to compact the dynamic octrees of the scene in the time domain, which realizes 100 fps rendering but does not support novel pose generation. InstantAvatar [28] incorporates instant-NGP [29] in avatar learning from monocular video input, and achieves 15 fps rendering performance. IntrinsicNGP [25] extends intant-NGP [29] to dynamic human modeling by unwrapping the human surface to a smooth and convex UV space, and constructing a UV-D grid for querying points. As NeRF-based methods tend to generate blurred results, UV Volume [6] proposes to render a UV map by neural volume rendering and uses a generator to obtain textures conditioned on the pose. UV Volume can render appearance with high-frequency details and achieve real-time rendering, but its texture prediction is inconsistent across video frames, causing jittering artifacts in synthesized videos. Different from NeRF-based techniques, our method applies the SMPL model to explicitly transform the 3D Guassians and distributes an appearance latent code to each Gaussian, which is decoded by a tiny MLP to obtain pose-dependent human appearances. Our method produces high quality videos and keeps real-time rendering performance.

Novel view synthesis for static scenes. Novel view synthesis for static scenes is a well-explored problem, which aims to synthesize new images from arbitrary views of a scene. Traditional approaches [3032] construct light fields to generate novel views from densely captured images. Recently, Neural Radiance Field (NeRF) [3] has became a popular technique for this task, by representing the scene with implicit fields of view-dependent color and density using deep MLPs. Although NeRF achieves high-quality novel views, its training and rendering are time-consuming. Subsequent work [29,33,34] attempts different strategies to accelerate NeRF. For example, instant-NGP [29] replaces the deep MLP with a shallow MLP, using multi-resolution hash encoding as its input, which can be trained in a few minutes and render images in real time. Recently, 3D Gaussian splatting (3DGS) [9] has demonstrated the superiority of explicit representations in novel view synthesis tasks. 3DGS builds a differentiable rasterizer to optimize the position, covariance and appearance of 3D Gaussians from image loss. Compared to NeRF-based methods which rely on expensive volumetric ray marching, 3DGS utilizes the traditional rasterization pipeline, achieving over 100 fps rendering. In addition, the explicit representation provides a more intuitive way for animation control, which motivates us to apply 3D Gaussians for modeling dynamic humans.

Concurrent works. Many concurrent works propose to model dynamic humans using 3D Gaussians. Zielonka et al. [35] embed 3D Gaussians within human tetrahedral cages and employ cage deformations to model the pose-dependent variations. Each Gaussian is confined within a cage, and the total number of Gaussians remains fixed during optimization, which limits its capability to capture high-frequency details. Li et al. [36] extract the color of each Gaussian from the Gaussian map predicted by the StyleUNet [37], which limits their rendering speed. Along with [38,39],these works fail to achieve fast training with relatively complex pipelines. Kocabas et al. [40] parameterize human Gaussians by their mean locations in a canonical space and their features from a triplane, but they do not take pose-dependent cloth deformation into account. Some other methods [41,42] ignore pose-dependent fine details to achieve faster training and rendering, while our method strikes a good balance between realistic rendering and real-time performance. [38,43,44] focus on modeling dynamic humans from monocular videos. They utilize additional regularization strategies, such as using MLPs to compute Gaussian colors to mitigate overfitting, which are orthogonal to our work.

3 Method

3.1 Overview

Our approach takes multi-view human videos as input. Following NeRF-based methods [4], we extract foreground human masks [45], as well as 3D human poses (i.e., joint rotations and positions), and 3D human bodies (SMPL) [1] from the videos.

The overview of our animatable 3D Gaussian representation is illustrated in Fig.2. It includes a collection of 3D Gaussians in the canonical space of the rest pose (Section 3.2). Each Gaussian possesses a few basic properties representing the average human appearance across all video frames (Fig.2 left), a latent code for Gaussian correction in the canonical space to reflect the appearance changes under a novel pose (Fig.2 middle), and a set of blend weights for transforming the corrected Gaussians to the target pose using LBS (Fig.2 right). We will discuss how to learn the representation in Section 3.3 and Section 3.4.

3.2 Animatable 3D Gaussians

We learn a collection of 3D Gaussians {G1,G2,...,GN} in the canonical space from the input videos. Each Gaussian is associated with a few basic properties (i.e., position xi, opacity αi, anisotropic scale si, rotation ri, spherical harmonics coefficients SHi), along with a learnable code fi and a set of blend weights wi. The Gaussians with basic properties represent the average human appearance in the canonical space across all video frames. The latent code fi serves as a pose-aware residual appearance embedding, which is fed to a Gaussian correction model with a target pose, to correct the Gaussians in the canonical space to reflect the appearance change under the target pose.

Specifically, given a latent code fi and a target pose ΘRK×3 represented as rotations of K joints, the Gaussian correction model is defined as an MLP Fa:

{Δαi,Δsi,Δri,ΔSHi0}=Fa(Θ,fi).

The Gaussian properties are corrected accordingly (with position unchanged) as

αi=αi+Δαi,si=si+Δsi,ri=Δriri,SHi={SHi0+ΔSHi0,SHi1,SHi2,SHi3}.

Note that we only correct the zero-order component of spherical harmonics (i.e., the base or diffuse color). We find that optimizing higher-order components (i.e., the view-independent color) may cause ambiguity between pose-dependent and view-dependent variations, leading to degraded result in novel view and pose synthesis.

After Gaussian correction in the canonical space, we can transform the corrected Gaussians to a target pose. We utilize the SMPL human model [1] for this task. The human body has K parts with K transformation matrices PkSE(3) (computed from the joint rotations Θk and joint positions Jk). For each Gaussian Gi, its corresponding transformation is

Pi=k=1KwikPk,

where wi={wi1,wi2,...,wiK} are the learned blend weights stored with each Gaussian. For Gaussian position xi, we find its closest point and corresponding triangle on the SMPL surface, and obtain the initial blend weights wi0 using barycentric interpolation of the weights of triangle vertices. As Gaussian positions keep changing during training, for computation efficiency, we follow the same strategy as [4], that is, precomputing weights on a dense grid and computing weights using interpolation in the grid during the training. The initial weights may be inaccurate for Gaussians that are far way from the SMPL body and represent garments. We further apply a positional encoded MLP network to predict residual weights FΔw:xΔw(x), and the final blend weights are computed as wi=wi0+FΔw(xi). Note the MLP FΔw is only required in the training stage. After training, the final wi is stored with each Gaussian and directly fetched at runtime.

The transformation Pi for each Gaussian is decomposed to scaling Si, rotation Ri, and translation Ti [46]. We omit the shear component to prevent Gaussians from distortion. The Gaussians are transformed as

xit=Rixi+Ti,sit=Sisi,rit=Riri,SHit=SH_Rotation(Ri,SHi),

where represents element-wise multiplication.

The transformed Gaussians {Git} are finally rendered to produce high-quality human images under novel views and poses. We apply the same rasterizer as [9] to perform differentiable rendering and obtain the rendered image Irender.

3.3 Training

From the animatable Gaussian representation, we render the human image for the particular pose and view of each input video frame to perform training. We jointly optimize the basic Gaussian properties, latent codes {fi}, as well as the MLP parameters of Fa and FΔw. Noticing that the joint rotations Θ and joint positions J estimated from SMPL may not be accurate, we also optimize Θ and J during training.

The training aims to minimize the following loss function with five terms:

L=λ1Lrgb+λ2Lα+λ3Lw+λ4LDSSIM+λ5Lp,

where λ1=0.8,λ2=10,λ3=0.2,λ4=0.2,λ5=0.2 in all our tests.

Lrgb is the image loss by measuring the L1 difference between the rendered images Irender and the video frames Igt. We make use of a human boundary mask Mb when computing the image loss. The boundary mask sets pixels n-pixel away from the human boundary 0 while all other pixels 1 (n=5 in our tests). We find that this simple approach effectively prevent Gaussians from fitting the zigzags around the boundary. The image loss is computed as

Lrgb=j=1F(||(IrenderjIgtj)Mb||),

where F is the frame number and is the pixelwise multiplication.

In order to alleviate the background interference during training, a simple scheme is to only compute the image loss on the human region defined by the foreground mask Mh. However, we find this scheme cannot prevent the Gaussians from growing out of the human region. To overcome this problem, we design an alpha loss Lα to explicitly constrain Gaussians to stay within the human region, by comparing the rendered opacity image with the foreground mask Mh. Specifically, we set all Gaussian colors to pure white and perform Gaussian splatting to obtain the accumulated opacity image Iopacity. The alpha loss Lα is thus defined as

Lα=j=1F(||(IopacityjMhj)Mb||2).

Lw is a blend weight loss to ensure that each Gaussian can undergo a LBS transformation as a cohesive unit without introducing significant errors. The LBS transformation establishes a continuous deformation field in 3D space, while in our representation each Gaussian is transformed as a cohesive unit, using the transformation of its center. Therefore the transformation of Gaussians is an approximation of the continuous LBS transformation. If the blend weights vary greatly within a Gaussian, such approximation will result in substantial errors. To this end, we impose the blend weight loss to suppress the standard deviation of blend weights in each Gaussian. Specifically, for each Gaussian Gi, s corresponds to three scales {s1,s2,s3} along the Gaussian axes {a1,a2,a3}. we fetch six points along the three axes: pi±l1,2,3=xi±slal, and compute their corresponding blend weights {w(pi±1), w(pi±2), w(pi±3)}. The blend weight loss is defined as the standard deviations of the six weights on all Gaussians:

Lw=i=iNstd(w(pi±1),w(pi±2),w(pi±3)).

The D-SSIM term LDSSIM is the same as that in 3DGS [9]. Lp is the perceptual loss [47] as in UV Volume [6], which is optional and would generate results with better human visual perception but at the cost of more training time. We compare the results generated with and without the perceptual loss in Section 4.

3.4 Implementation details

We adopt shallow 4-layer MLPs with ReLU activations for both Fa and FΔw. The hidden layer width of the MLP Fa and FΔw is 128 and 32, respectively. The dimension of the latent code f is 9, which is initialized by positional encoding [3] using the position of the Gaussian center at the beginning.

To enhance the training stability, we divide the training process into two stages. In the first stage (5000 iterations), we disable the Gaussian correction MLP Fa and residual weight prediction MLP FΔw, and only optimize the basic Gaussian properties, as well as the joint parameters in input video frames, which is equivalent to computing an average human model across all input video frames. In the second stage, we enable the two MLPs and jointly optimize the MLP, Gaussian and joint parameters. It should also be noted that in (1), we stop the gradient of Θ to disentangle poses from the appearance information.

To avoid falling into local optima, we reset Gaussian opacities every fixed number of iterations, similar to 3DGS [9]. In the first stage, we reset the opacity at the 3000th iteration. In the second stage, we reset the opacity every 6000 iterations. We apply a similar Gaussian densification and pruning strategy as in 3DGS. The difference is that we use the sum of the gradients from the alpha and RGB loss to determine whether to densify Gaussians, which accelerates the fitting of deformable garments. In addition, we use the basic Gaussian scales and opacities (i.e., without the corrected values from Fa) to split or prune Gaussians, which keeps the consistency across all poses.

4 Experiments

We conduct experiments on a workstation with an i7-13700KF CPU, 32 GB memory, and an NVIDIA RTX 4090 GPU, to demonstrate the effectiveness and efficiency of our method. We present quantitative results in Tab.1 and Tab.2 measured with three standard metrics: PSNR, SSIM, and LPIPS. Note that we use the whole image including the black background region instead of the masked image for metric evaluation.

Dataset. We perform experiments on the ZJU Mocap dataset [7], H36M dataset [48], CMU Panoptic dataset [49], and THUman4.0 [26], which include multi-view sequences, calibrated camera parameters, masks and poses (estimated by EasyMocap). We use 20 training views on the ZJU Mocap dataset with 512×512 resolution and the CMU Panoptic dataset with 1920×1080 resolution, and 22 training views on the THUman4.0 dataset with 665×575 resolution. To test our method under sparse view input, we only use 3 views for training on H36M dataset with 1000×1000 resolution.

Baselines. We validate our method by comparing it with two representative NeRF-based human avatar synthesis methods: 1) AN: Animatable NeRF [4]; 2) UV: UV Volume [6]. We further compare our method with three 3DGS-based state-of-the-art methods: 1) TexVocab: Texture Vocabulary [50]; 2) AnimGS: Animatable Gaussians [36]; 3) HuGS: Human Gaussian Splatting [39].

4.1 Comparisons with baselines

Efficiency. Tab.3 compares the training and rendering performance of NeRF-based baselines with our method on the ZJU Mocap dataset. As shown, our method achieves the highest FPS, enabling real-time rendering on both novel view and novel pose synthesis tasks, where the Gaussian correction MLP Fa and the LBS procedure take 5.47 ms and 7.61 ms per frame respectively. For novel view synthesis, we can cache the outputs of the Gaussian correction MLP Fa and reach the same FPS reported in 3DGS [9]. The training of our method converges within 100 minutes, while the baselines need more than 10 hours. Note that without the perceptual loss, our training time will reduce by approximately 30 minutes.

Novel view synthesis. We synthesize novel views of training video frames on the ZJU Mocap, H36M and CMU Panoptic dataset. As shown in Tab.1, our method is consistently superior to baselines in terms of all metrics. Particularly, in the case of sparse training views of the H36M dataset, our method outperforms [4,6] approximately by a margin of 4 in terms of the PSNR metric, clearly demonstrating the generalization ability of our method. Omitting the perceptual loss in our training does not cause noticeable affection to the PSNR and SSIM metrics, but leads to significant increases in the LPIPS metric. As UV Volume uses the perceptual loss, it achieves better results in terms of the LPIPS metric than our method without the perceptual loss training.

Fig.3 presents the qualitative comparison of our method with baselines. In all examples, Animatable NeRF [4] generates blurry results and some parts of the body can even disappear. UV Volume is better at synthesizing texture and wrinkle details, but may introduce details unseen in ground truth images (see Fig.1). More importantly, we observe that the texture prediction of UV Volume is inconsistent across different poses, resulting in jittering artifacts in synthesized videos (see the supplementary video). Our method is able to synthesize videos of better visual quality without temporal jittering.

Novel pose synthesis. We synthesize images with novel poses unused in training video frames. The quantitative results compared with NeRF-based baselines on the ZJU Mocap, H36M, and CMU Panoptic dataset are shown in Tab.2, and the results compared with 3DGS-based baselines on the THUman4.0 dataset are shown in Tab.4. As only AnimGS [36] released the official code, we further present the qualitative comparison of our method with AnimGS [36]. Similar to novel view synthesis, our method performs the best in novel pose synthesis, in terms of the PSNR metric and the SSIM metric. The PSNR improvements can be up to 6.5 on the H36M dataset, clearly demonstrating the superiority of our method over baselines. Regarding the LPIPS metric, TexVocab [50] applies the LPIPS loss [47] and gets the best score (0.013), while our method also presents comparable results (0.014) after adding the LPIPS loss.

The qualitative comparisons are shown in Fig.4 and Fig.5. Animatable NeRF [4] fails to preserve high-frequency details. UV Volume exhibits apparent artifacts in novel pose synthesis, such as arms of varying widths. In contrast, our method preserves detailed spatially-varying textures of clothes and always demonstrates robust shapes of body and limbs.

4.2 Ablation studies

We conduct ablation studies on sequence 313 of the ZJU Mocap dataset. We validate the impacts of several possible choices, including simple combination of 3DGS and LBS, using positional encoding as the input of the Gaussian correction MLP Fa instead of the latent code, only computing image loss in the masked region, and correcting the higher-order components of spherical harmonics with Fa. We also validate the necessity of some modules in our method, including the optimization of joint parameters, Gaussian correction model Fa, boundary mask, alpha loss and blend weight loss, respectively. The quantitative results are summarized in Tab.5 and the qualitative results are illustrated in Fig.6.

Simple combination of 3DGS and LBS. We test a simple combination of 3DGS and LBS by omitting the Gaussian correction model and human joint optimization. As shown in Fig.6, this approach cannot model fine details very well and exhibits joint dislocation in synthesized images.

Positional encoding versus Latent code. Our Gaussian correction MLP Fa is designed to compute the property changes of each Gaussian under a target pose. A simple approach is to use positional encoding [3] of each Gaussian position and the target pose as the input to Fa. Compared with learning a latent code for each Gaussian, positional encoding generates inferior results lack of fine details. Using positional encoding of higher dimensions (21 in our experiment) or deeper MLP may alleviate this problem but would severely reduce the real-time performance.

Image loss from the masked region only versus alpha loss Lα. Our alpha loss Lα is designed to explicitly prevent Gaussians from growing out of the human region. Computing the image loss from the masked region without using Lα would produce Gaussians locating outside of the masked region, which do not affect the image loss, but still contribute to the final rendering and cause artifacts in novel view or novel pose synthesis.

Correcting all-order versus zero-order components of spherical harmonics. To disentangle pose-dependent and view-dependent appearance variations, we only correct the zero-order component related to pose transformation by Fa. As illustrated in Fig.6, correcting all-order components leads to noisy results.

Necessity of human joint optimization. The joint parameters provided by the dataset are estimated by EasyMocap, which may not be very accurate. Inaccurate joint positions could cause unmooth bending of joints and inaccurate joint rotations lead to blurring.

Necessity of the boundary mask. Gaussian splatting naturally has a smooth color fade, while the binary human masks have aliasing and mutation on the boundary. If we force Gaussians to directly fit the masked image, lots of tiny Gaussians will be generated to match the boundary, which do not improve the image quality, but bring noises.

Impacts of Fa and losses. Without the Gaussian correction model Fa, we can only model the average human appearance across all training video frames and lose all pose-dependent appearance details. The alpha loss not only constrains the position of Gaussians and removes the background interference, but also makes our method able to better model garment movements. The blend weight loss ensures that each Gaussian can undergo a transformation as a cohesive unit, which prevents Gaussians from protruding outside the body in novel poses.

4.3 Limitation

Our method is able to synthesize high quality and temporally stable human avatars in both novel views and novel poses. However, when the training views are too sparse, our method tends to overfit and generates inferior results in novel views. Nevertheless, as shown in Fig.7, our method still synthesizes stable body shapes and clothing details, outperforming baselines in terms of all metrics. Besides, when the garment wrinkles change rapidly, our method may produce a transition with observable noises. Adding more constraints or introducing prior information may alleviate these problems. When rapid motions are performed, the motion blur in training data may reduce the reconstruction quality. Besides, humans in complex clothing may cause artifacts in our results as shown in Fig.8, as the SMPL model has limited capacity of representing complex clothing. Building a skinned template with the corresponding clothing in advance should be able to handle such situations.

5 Conclusion

We present an animatable 3D Gaussian representation for rendering high-quality free-view dynamic humans in real time. It can well synthesize high-frequency and pose-consistent human appearance details. Each Gaussian within the representation is associated with a few basic properties representing the average human appearance, a latent code for Gaussian correction to reflect appearance changes under novel poses, and a set of blend weights for transforming Gaussians to target poses with LBS. Experiments on popular datasets demonstrate that our model achieves the best image quality and rendering performance in novel view synthesis of dynamic humans under novel poses. Currently we segment the human from the background for training, following all the existing NeRF-based and 3DGS-based animatable human reconstruction methods. How to deal with frames with complex backgrounds is an interesting direction for future work.

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