arXiv:2604.10259cs.CVcs.GR2026-04

用前馈高斯点实现人形实时三维重建与动画,无需深度监督。

Real-Time Human Reconstruction and Animation using Feed-Forward Gaussian Splatting

论文配图:Real-Time Human Reconstruction and Animation using Feed-Forward Gaussian Splatting
图 1 · 摘自论文原文
  • 通过几何反投影将SMPL-X顶点与多尺度图像特征关联
  • 仅用1万帧训练,重建速度比同类方法快15倍以上
  • 适合需要实时交互的虚拟角色生成应用

我们提出HumanGS,一种通用的前馈高斯点框架,可从稀疏多视角RGB图像及其对应的SMPL-X姿态中实现人体3D重建与实时动画。与依赖深度监督、固定输入视角或昂贵顶点-图像交叉注意力的现有方法不同,HumanGS采用简单变换器架构,通过几何反投影显式关联SMPL-X顶点与多尺度图像特征,无需大型预训练人体模型即可自然融合多视角互补信息。聚合后的顶点特征由轻量级MLP解码器映射到与SMPL-X顶点对齐的3D高斯基元集合。每个顶点对应一个约束高斯点,保持贴近SMPL-X表面以提供强几何先验和稳定对应关系;少量自由高斯点则捕捉衣物、头发等体表外细节。最终的规范表示通过线性混合皮肤和高斯光栅化高效动画化,无需额外网络推理。在仅10,000帧的THuman2.1数据集上端到端训练,HumanGS重建质量优于或相当现有最优方法,同时重建时间较近期基于Transformer的方法减少15倍以上,支持实时动画与交互应用。代码与预训练模型见https://github.com/Devdoot57/HumanGS。

原文摘要 · Abstract (English)

We present HumanGS, a generalizable feed-forward Gaussian splatting framework for human 3D reconstruction and real-time animation from sparse multi-view RGB images and their associated SMPL-X poses. Unlike prior methods that rely on depth supervision, fixed input views, UV maps, repeated feed-forward inference for each target pose or view, or computationally expensive vertex-to-image cross-attention, HumanGS employs a simple transformer architecture that explicitly associates SMPL-X vertices with multi-scale image features through geometric back-projection. This eliminates the need for large pre-trained human representation models while naturally aggregating complementary information from multiple views. The aggregated vertex features are mapped by a lightweight MLP decoder to a canonical set of 3D Gaussian primitives aligned with SMPL-X vertices. One Gaussian is regularized to remain close to the SMPL-X surface, providing a strong geometric prior and stable correspondence to the parametric body model, while a small set of unconstrained Gaussians per vertex captures geometric details beyond the body surface, such as clothing and hair. The resulting canonical representation is animated efficiently using linear blend skinning and Gaussian rasterization without further network inference. Trained entirely from scratch on only 10K frames from THuman2.1, HumanGS achieves reconstruction quality comparable to or better than state-of-the-art methods while reducing reconstruction time by over 15 times compared to recent transformer-based approaches, enabling real-time animation and interactive applications. Code and pre-trained models are available at https://github.com/Devdoot57/HumanGS .

三维重建高斯点实时动画人体建模

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