将高精度3D人体虚拟人压缩到手机级设备实时运行
SqueezeMe: Mobile-Ready Distillation of Gaussian Full-Body Avatars
- 用线性层替代神经网络解码姿态相关参数,降低计算开销
- 通过共享相近高斯点的修正参数,模型大小减少60%以上
- 首次在Quest 3上实现3个虚拟人实时动画与渲染(72帧)
基于高斯的真人虚拟人已达到前所未有的视觉保真度。然而,现有基于高容量神经网络的方法通常需要桌面级显卡才能实现单个虚拟人的实时性能,且在移动设备(包括独立式VR头显)上进行动画与渲染仍面临显著的内存和计算带宽限制。本文提出SqueezeMe,一种简单而高效的框架,可将高保真3D高斯全身虚拟人转换为轻量级表示,支持移动端计算下的动画与渲染。核心观察是:从神经网络解码姿态依赖的高斯属性带来不可忽视的内存与计算开销。受计算机图形学中广泛使用的混合形状(blendshapes)和线性姿态修正(linear pose correctives)启发,我们通过知识蒸馏将神经网络学习的姿态修正转化为线性层。此外,进一步通过共享相邻高斯点的修正参数来减少参数量。结合基于Vulkan的定制化点绘制管线,首次在Meta Quest 3 VR头显上实现同时渲染3个高斯虚拟人,实现实时性能(72 FPS)。演示视频见https://forresti.github.io/squeezeme。
原文摘要 · Abstract (English)
Gaussian-based human avatars have achieved an unprecedented level of visual fidelity. However, existing approaches based on high-capacity neural networks typically require a desktop GPU to achieve real-time performance for a single avatar, and it remains non-trivial to animate and render such avatars on mobile devices including a standalone VR headset due to substantially limited memory and computational bandwidth. In this paper, we present SqueezeMe, a simple and highly effective framework to convert high-fidelity 3D Gaussian full-body avatars into a lightweight representation that supports both animation and rendering with mobile-grade compute. Our key observation is that the decoding of pose-dependent Gaussian attributes from a neural network creates non-negligible memory and computational overhead. Inspired by blendshapes and linear pose correctives widely used in Computer Graphics, we address this by distilling the pose correctives learned with neural networks into linear layers. Moreover, we further reduce the parameters by sharing the correctives among nearby Gaussians. Combining them with a custom splatting pipeline based on Vulkan, we achieve, for the first time, simultaneous animation and rendering of 3 Gaussian avatars in real-time (72 FPS) on a Meta Quest 3 VR headset. Demo videos are available at https://forresti.github.io/squeezeme.
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