arXiv:2509.11411cs.CVcs.GR2025-09被引 1

改进了高斯头像的非线性旋转变形问题,让动画更自然。

On the Skinning of Gaussian Avatars

  • 用四元数加权平均实现更合理的高斯点旋转融合。
  • 无需额外训练或网格辅助,直接提升动画质量。
  • 可无缝集成到现有渲染引擎中,适配各类高斯光栅化系统。

基于辐射场的方法近期被用于重建人类虚拟形象,显著降低了创建动画人像所需系统规模。尽管神经辐射场开启了这一进展,但其渲染速度慢以及从观察空间到标准空间的逆映射仍是主要挑战。高斯点积方法通过克服这两点,催生了一类更快速训练与渲染、且可通过前向皮肤绑定从标准空间到观察空间直接实现的新型方法。然而,用于高斯点变形的线性混合皮肤绑定无法有效处理其非线性旋转特性,导致视觉伪影。现有方法通过引入网格属性或训练模型预测修正偏移来解决。本文提出一种加权旋转混合方法,利用四元数平均,实现更合理的旋转整合。该方法使顶点级高斯点结构更简单,可高效动画化,并仅需修改线性混合皮肤绑定技术,即可在任意引擎中使用任何高斯光栅化器进行集成。

原文摘要 · Abstract (English)

Radiance field-based methods have recently been used to reconstruct human avatars, showing that we can significantly downscale the systems needed for creating animated human avatars. Although this progress has been initiated by neural radiance fields, their slow rendering and backward mapping from the observation space to the canonical space have been the main challenges. With Gaussian splatting overcoming both challenges, a new family of approaches has emerged that are faster to train and render, while also straightforward to implement using forward skinning from the canonical to the observation space. However, the linear blend skinning required for the deformation of the Gaussians does not provide valid results for their non-linear rotation properties. To address such artifacts, recent works use mesh properties to rotate the non-linear Gaussian properties or train models to predict corrective offsets. Instead, we propose a weighted rotation blending approach that leverages quaternion averaging. This leads to simpler vertex-based Gaussians that can be efficiently animated and integrated in any engine by only modifying the linear blend skinning technique, and using any Gaussian rasterizer.

三维重建高斯点积动画绑定四元数

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