Source-linked AI summary

GauHuman: Articulated Gaussian Splatting from Monocular Human Videos

Shoukang Hu, Ziwei Liu

arXiv:2312.02973v1cs.CV

TL;DR

NeRF-based human modeling can demand substantial training and rendering time, while articulated Gaussian Splatting raises challenges in integrating human information and optimizing efficiently. GauHuman uses canonical-space Gaussians with LBS and reports state-of-the-art novel-view synthesis with fast training and real-time rendering.

  • Problem

    NeRF-based human models can learn from sparse-view videos but typically require expensive training and rendering, while integrating articulated human information and efficiently optimizing Gaussian Splatting remain challenges.

    Source: §1 · p. 1, §3.2 · p. 4
  • Method

    GauHuman represents humans with canonical-space Gaussians transformed to posed space by LBS, and uses human-prior initialization and pruning with KL-guided splitting and cloning and a merge operation.

    Source: §1 · p. 2
  • Results

    GauHuman achieves state-of-the-art novel-view synthesis on two monocular datasets, with 1–2-minute training and rendering up to 189 FPS.

    Source: §1 · p. 2
  • Takeaways & Limitations

    GauHuman can fast learn 3D human performers with approximately 13k Gaussians.

    Source: §5 · p. 9

    GauHuman assumes calibrated camera parameters, human-region masks, and corresponding SMPL parameters are given.

    Source: §3 · p. 3

Abstract

from arXiv · show

We present, GauHuman, a 3D human model with Gaussian Splatting for both fast training (1 ~ 2 minutes) and real-time rendering (up to 189 FPS), compared with existing NeRF-based implicit representation modelling frameworks demanding hours of training and seconds of rendering per frame. Specifically, GauHuman encodes Gaussian Splatting in the canonical space and transforms 3D Gaussians from canonical space to posed space with linear blend skinning (LBS), in which effective pose and LBS refinement modules are designed to learn fine details of 3D humans under negligible computational cost. Moreover, to enable fast optimization of GauHuman, we initialize and prune 3D Gaussians with 3D human prior, while splitting/cloning via KL divergence guidance, along with a novel merge operation for further speeding up. Extensive experiments on ZJU_Mocap and MonoCap datasets demonstrate that GauHuman achieves state-of-the-art performance quantitatively and qualitatively with fast training and real-time rendering speed. Notably, without sacrificing rendering quality, GauHuman can fast model the 3D human performer with ~13k 3D Gaussians.

1. Introduction

GauHuman addresses slow monocular human modeling with articulated Gaussian Splatting, combining canonical-to-posed LBS with human-prior-guided refinement and Gaussian optimization.

Introduction

  • NeRF-based human methods can take about 10 GPU hours to train and render below 1 FPS, limiting real-world use.Source: §1 · p. 1
  • Generalizable Human NeRF methods trade quality for shorter training, while hash-encoding methods speed training but remain limited by ray-cast rendering, especially at 1080p and 4k.Generalizable methods also require several hours of pre-training and an additional hour of per-human fine-tuning.Source: §1 · pp. 1–2
  • Gaussian Splatting for articulated humans must integrate monocular human information and optimize efficiently; prior-based LBS can be inaccurate, while generic initialization and densification can create redundant Gaussians.The paper identifies closely positioned Gaussians as an opportunity for further acceleration.Source: §1 · p. 2
  • GauHuman encodes Gaussians in canonical space and uses LBS to transform their positions and covariances into posed space, with learned weight offsets and pose refinement.It initializes LBS weights from SMPL rather than estimating them directly with an MLP.Source: §1 · p. 2
  • Its optimization initializes and prunes Gaussians using human priors, guides splitting and cloning with KL divergence, and merges nearby Gaussians to accelerate optimization.Pruning removes Gaussians far from the human body, such as those far from SMPL vertices.Source: §1 · p. 2
  • GauHuman trains in 1–2 minutes and renders at up to 189 FPS, modeling performers with ~13k Gaussians and 3.5MB storage.The paper reports these results for its final method.Source: §1 · p. 2

2. Related Work

Prior work spans radiance fields and point-based rendering, while 3D human reconstruction has faced data, generalization, and efficiency constraints. GauHuman extends Gaussian splatting to monocular human videos with fast training and real-time rendering.

Rendering and Radiance Fields

  • NeRF [72] and its acceleration methods advance radiance-field rendering, while point splatting and 3D Gaussians represent scenes efficiently; GauHuman extends splatting to articulated humans.Earlier approaches include light fields, photo blending, and MVS; 3D Gaussians have been applied to static scenes [52], dynamic scenes [68] [118] [124] [125], and other tasks [86] [108].Source: §2 · p. 3

3D Human Modelling

  • 3D human methods use dense sensors, learned priors, or implicit representations, but face limited pose generalization or slow training and rendering; GauHuman targets monocular video with both efficiencies.Multi-hashing methods [30] [46] reduce training to several minutes but retain comparatively slow rendering; neural volumetric primitives [14] [66] [84] still require hours of training. Concurrent work [121] targets real-time rendering from dense-view videos.Source: §2 · p. 3

3. Our Approach

GauHuman targets fast 3D human modeling from monocular videos by combining canonical-space Gaussian splatting, articulated LBS, and adaptive Gaussian optimization. It assumes calibrated cameras, human masks, and SMPL shape and pose parameters are given.

3. Our Approach

  • The method assumes calibrated camera parameters, human-region masks, and corresponding SMPL shape and pose parameters are given.Source: §3 · p. 3

3.1. Preliminary

  • SMPL supplies the shape and pose model for LBS, while Gaussian Splatting [52] represents scenes as discrete 3D Gaussians with learnable position, rotation, and scale.The Gaussian covariance is parameterized by rotation and scale to ensure positive semi-definiteness.Source: §3.1 · p. 3

3.2. Articulated 3D Gaussian Splatting

  • Canonical-space Gaussians are forward-warped by LBS, with an MLP predicting offsets to nearest-SMPL-vertex weights and another correcting estimated joint poses; learned weights and corrected poses are cached for inference.The LBS-weight MLP uses positional encoding of each Gaussian’s canonical position; caching avoids recomputing weights and pose corrections during inference.Source: §3.2 · pp. 4–5

3.3. Fast Optimization of GauHuman

  • SMPL vertices initialize Gaussians; k-NN-limited KL divergence guides split and clone at O(U) rather than O(U^2), while nearby redundant Gaussians are merged and off-body Gaussians pruned.Merging targets Gaussians with large position gradients, small scales, and KL divergence below 0.1; it averages their positions, opacity, and SH coefficients.Source: §3.3 · pp. 5–6
  • GauHuman achieves state-of-the-art PSNR and LPIPS on ZJU_MoCap and MonoCap, with 1–2 minutes of training and rendering up to 189 FPS.FPS is measured on an RTX 3090.Source: Table 1 · p. 6

4. Experiments

GauHuman is evaluated on ZJU_MoCap and MonoCap, where it combines fast training and rendering with strong novel-view results. Ablations examine pose refinement, LBS weighting, and Gaussian initialization and control operations.

4.1. Experimental Setup

  • Experiments use six ZJU_MoCap subjects and four MonoCap videos, with 100 training frames per subject sampled every five frames and the datasets’ masks, cameras, and SMPL parameters.ZJU_MoCap uses one camera for training and the remaining cameras for evaluation; MonoCap uses the camera views specified by [79]. Comparisons include subject-specific and generalizable methods, and InstantAvatar [46] is evaluated without test-time SMPL optimization.Source: §4.1 · p. 6

4.2. Quantitative Results

  • GauHuman achieves slightly better performance than InstantNVR [30] and InstantAvatar [46] with 3 times faster training and 45 times faster rendering; it trains in around 1 or 2 minutes.Compared with baseline methods NB [78], AN [77], AS [79], and HumanNeRF [114], which take around 10 hours to train, generalizable methods require about 1 hour of fine-tuning after 10 hours of pre-training. DVA [84] takes about 90x more time to converge and 11.45x more time to render one image than GauHuman.Source: §4.2 · p. 6, Figure 3 · p. 7

4.3. Qualitative Results

  • GauHuman shows better appearance and geometry details than DVA [84], NB [78], and NHP [55], while NB and NHP perform poorly with monocular videos.HumanNeRF [114] and AS [79] achieve comparable visualizations but take 600x more training time and 472x more rendering time; InstantNVR [30] and InstantAvatar [46] show slightly worse results and require 45x more rendering time. DVA [84] produces garment and face artifacts.Source: §4.3 · p. 7, Figure 3 · p. 7

4.4. Ablation Study

  • Pose refinement and the LBS weight field improve all reported metrics at negligible computational cost and help remove artifacts and recover cloth wrinkles.Without either module, the visualization shows obvious hand artifacts and fewer cloth wrinkles; all ablation models train in around 1 minute.Source: §4.4 · p. 7, Table 2 · p. 8, Figure 4 · p. 8
  • The ablation study uses sequence 386 and camera-plane bounding-box masks; sparse SfM initialization is not compared because it requires multi-view inputs unavailable in monocular videos.The setup discusses random or sparse-point initialization approaches, and the figure illustrates random initialization with 6,890 or 30,000 Gaussians.Source: §4.4 · pp. 7–8, Figure 4 · p. 8
  • KL-based split and clone operations achieve 60x faster convergence than the original split and clone operations in [52], without sacrificing performance, while learning a human performer with about 13k 3D Gaussians.The novel merge operation merges about 8.5% of 3D Gaussians without degrading performance; articulated pruning with an SMPL prior removes about 0.5k Gaussians far from the 3D human body. Split and clone lead to up to 100k 3D Gaussians, which slows optimization.Source: §4.4 · p. 8

5. Discussion and Conclusion

GauHuman combines canonical-space Gaussian Splatting with LBS and refinement modules for fast human modeling and real-time rendering. The authors identify mesh extraction and recovering cloth wrinkles from monocular videos as unresolved challenges.

5. Discussion and Conclusion

  • 1∼2 minutes training and 166 FPS rendering accompany GauHuman’s reported state-of-the-art performance on monocular videos, using ∼13k Gaussians to model performers.The conclusion also characterizes rendering as real-time.Source: §5 · pp. 8–9
  • GauHuman represents Gaussians in canonical space and uses LBS, pose refinement, and LBS weight fields to learn human details; prior-guided initialization and pruning, KL-divergence-guided splitting/cloning, and merging speed optimization.Source: §5 · pp. 8–9
  • The pipeline does not support extracting 3D meshes, and recovering cloth wrinkles from monocular videos remains challenging.The authors suggest incorporating garment physical simulation as a direction for addressing wrinkle recovery.Source: §5 · p. 9

A. Implementation Details

GauHuman’s implementation specifies compact pose-refinement and LBS-offset networks, evaluation metrics and comparison protocols, and efficiency choices for KL-divergence operations and spherical-harmonic rotation.

A. Implementation Details

  • The pose-refinement network uses four fully connected layers, while the LBS-offset network uses five; both use ReLU activations and Adam at 10−5.Hidden dimensions are 128 for pose refinement; its input and output dimensions are 69. The LBS-offset module takes 63 inputs and outputs 24 joint offsets, with positional encoding applied to Gaussian positions; KL-guided split/clone uses threshold 0.4.Source: A. Implementation Details · p. 15
  • Novel-view and novel-pose image quality is evaluated with PSNR, SSIM, and LPIPS.Other 3D Gaussian training details follow [52].Source: A. Implementation Details · p. 15
  • Comparisons include subject-specific neural-field, hashing, and volumetric-primitive methods, as well as generalizable pixel-feature methods.The described methods are Neural Body [78], Animatable NeRF [77], AS [79], HumanNeRF [114], InstantNVR [30], InstantAvatar [46], DVA [66], PixelNeRF [128], and Neural Human Performer [55]. For generalizable methods, each evaluated subject is fine-tuned after pre-training on the other dataset.Source: A. Implementation Details · p. 15
  • Factoring Gaussian covariance into rotation and scaling matrices simplifies inverse and determinant calculations, reducing their computation time.The scaling matrix is diagonal and the rotation matrix orthogonal, enabling inverses and determinants to be derived from their components.Source: A. Implementation Details · p. 15
  • GauHuman omits rotation of spherical-harmonic coefficients because it has little effect on final performance.The described rotation computes a Wigner D-matrix [116] to rotate coefficients for view-dependent color effects when transforming Gaussians from canonical to posed space.Source: A. Implementation Details · p. 15

B. Details of Loss Functions

GauHuman’s loss functions use image and mask supervision to guide rendered-image fidelity, structural similarity, and perceptual quality.

C. Experiments on DNA-Rendering

On DNA-Rendering, GauHuman produces high-quality 3D human performers with fast training and rendering, while the two baselines struggle with complex clothing and fast-moving actors. The evaluation uses two sequences with one training camera and four nearby test views.

C. Experiments on DNA-Rendering

D. Comparison with concurrent work GART [57]

Against concurrent work GART [57], GauHuman achieves slightly better novel-view synthesis with faster training and rendering, using about 13k Gaussians without sacrificing rendering quality.

D. Comparison with concurrent work GART [57]

  • GART [57] achieves comparable novel-view synthesis to state-of-the-art baselines on ZJU_MoCap and renders at 77 FPS using Gaussian Splatting.The reported comparison reproduces GART using its released code and excludes test-time SMPL optimization on test images.Source: D. Comparison with concurrent work… · p. 16
  • Training takes 1m vs. 3m and rendering runs at 189FPS vs. 77FPS for GauHuman and GART, respectively, with slightly better novel-view synthesis for GauHuman.The comparison omits test-time optimization of GART's SMPL parameters using test-set images for fairness.Source: D. Comparison with concurrent work… · p. 16
  • GauHuman's fast optimization initializes and prunes Gaussians with a 3D human prior, guides splitting and cloning with KL divergence, and adds a merge operation.It models the performer with ∼13k Gaussians without sacrificing rendering quality.Source: D. Comparison with concurrent work… · p. 16
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