SAGA: Surface-Aligned Gaussian Avatar
- URL: http://arxiv.org/abs/2412.00845v1
- Date: Sun, 01 Dec 2024 15:18:00 GMT
- Title: SAGA: Surface-Aligned Gaussian Avatar
- Authors: Ronghan Chen, Yang Cong, Jiayue Liu,
- Abstract summary: This paper presents a Surface-Aligned Gaussian representation for creating animatable human avatars from monocular videos.
It aims at improving the novel view and pose performance while ensuring fast training and real-time rendering.
- Score: 18.171479373951495
- License:
- Abstract: This paper presents a Surface-Aligned Gaussian representation for creating animatable human avatars from monocular videos,aiming at improving the novel view and pose synthesis performance while ensuring fast training and real-time rendering. Recently,3DGS has emerged as a more efficient and expressive alternative to NeRF, and has been used for creating dynamic human avatars. However,when applied to the severely ill-posed task of monocular dynamic reconstruction, the Gaussians tend to overfit the constantly changing regions such as clothes wrinkles or shadows since these regions cannot provide consistent supervision, resulting in noisy geometry and abrupt deformation that typically fail to generalize under novel views and poses.To address these limitations, we present SAGA,i.e.,Surface-Aligned Gaussian Avatar,which aligns the Gaussians with a mesh to enforce well-defined geometry and consistent deformation, thereby improving generalization under novel views and poses. Unlike existing strict alignment methods that suffer from limited expressive power and low realism,SAGA employs a two-stage alignment strategy where the Gaussians are first adhered on while then detached from the mesh, thus facilitating both good geometry and high expressivity. In the Adhered Stage, we improve the flexibility of Adhered-on-Mesh Gaussians by allowing them to flow on the mesh, in contrast to existing methods that rigidly bind Gaussians to fixed location. In the second Detached Stage, we introduce a Gaussian-Mesh Alignment regularization, which allows us to unleash the expressivity by detaching the Gaussians but maintain the geometric alignment by minimizing their location and orientation offsets from the bound triangles. Finally, since the Gaussians may drift outside the bound triangles during optimization, an efficient Walking-on-Mesh strategy is proposed to dynamically update the bound triangles.
Related papers
- G2SDF: Surface Reconstruction from Explicit Gaussians with Implicit SDFs [84.07233691641193]
We introduce G2SDF, a novel approach that integrates a neural implicit Signed Distance Field into the Gaussian Splatting framework.
G2SDF achieves superior quality than prior works while maintaining the efficiency of 3DGS.
arXiv Detail & Related papers (2024-11-25T20:07:07Z) - DeSiRe-GS: 4D Street Gaussians for Static-Dynamic Decomposition and Surface Reconstruction for Urban Driving Scenes [71.61083731844282]
We present DeSiRe-GS, a self-supervised gaussian splatting representation.
It enables effective static-dynamic decomposition and high-fidelity surface reconstruction in complex driving scenarios.
arXiv Detail & Related papers (2024-11-18T05:49:16Z) - DyGASR: Dynamic Generalized Exponential Splatting with Surface Alignment for Accelerated 3D Mesh Reconstruction [1.2891210250935148]
We propose DyGASR, which utilizes generalized exponential function instead of traditional 3D Gaussian to decrease the number of particles.
We also introduce Generalized Surface Regularization (GSR), which reduces the smallest scaling vector of each point cloud to zero.
Our approach surpasses existing 3DGS-based mesh reconstruction methods, demonstrating a 25% increase in speed, and a 30% reduction in memory usage.
arXiv Detail & Related papers (2024-11-14T03:19:57Z) - Gaussian Opacity Fields: Efficient Adaptive Surface Reconstruction in Unbounded Scenes [50.92217884840301]
Gaussian Opacity Fields (GOF) is a novel approach for efficient, high-quality, and adaptive surface reconstruction in scenes.
GOF is derived from ray-tracing-based volume rendering of 3D Gaussians.
GOF surpasses existing 3DGS-based methods in surface reconstruction and novel view synthesis.
arXiv Detail & Related papers (2024-04-16T17:57:19Z) - Mesh-based Gaussian Splatting for Real-time Large-scale Deformation [58.18290393082119]
It is challenging for users to directly deform or manipulate implicit representations with large deformations in the real-time fashion.
We develop a novel GS-based method that enables interactive deformation.
Our approach achieves high-quality reconstruction and effective deformation, while maintaining the promising rendering results at a high frame rate.
arXiv Detail & Related papers (2024-02-07T12:36:54Z) - GaussianStyle: Gaussian Head Avatar via StyleGAN [64.85782838199427]
We propose a novel framework that integrates the volumetric strengths of 3DGS with the powerful implicit representation of StyleGAN.
We show that our method achieves state-of-the-art performance in reenactment, novel view synthesis, and animation.
arXiv Detail & Related papers (2024-02-01T18:14:42Z) - SC-GS: Sparse-Controlled Gaussian Splatting for Editable Dynamic Scenes [59.23385953161328]
Novel view synthesis for dynamic scenes is still a challenging problem in computer vision and graphics.
We propose a new representation that explicitly decomposes the motion and appearance of dynamic scenes into sparse control points and dense Gaussians.
Our method can enable user-controlled motion editing while retaining high-fidelity appearances.
arXiv Detail & Related papers (2023-12-04T11:57:14Z)
This list is automatically generated from the titles and abstracts of the papers in this site.
This site does not guarantee the quality of this site (including all information) and is not responsible for any consequences.