AHA! Animating Human Avatars in Diverse Scenes with Gaussian Splatting

TL;DR

AHA! uses 3D Gaussian Splatting for animating humans in diverse scenes, enhancing geometric consistency and free-viewpoint rendering.

cs.CV 🔴 Advanced 2025-11-13 10 views
Aymen Mir Jian Wang Riza Alp Guler Chuan Guo Gerard Pons-Moll Bing Zhou
3D Animation Gaussian Splatting Free-viewpoint Human-Scene Interaction Computer Graphics

Key Findings

Methodology

The study introduces a novel framework using 3D Gaussian Splatting (3DGS) for animating humans in 3D scenes. By representing humans and scenes as Gaussians, it achieves geometry-consistent free-viewpoint rendering. Key components include a Gaussian-aligned motion module and human-scene Gaussian refinement, addressing motion synthesis and natural interaction respectively.

Key Results

  • Evaluated on Scannet++ and SuperSplat libraries, the method shows significant improvement in geometric consistency and rendering quality over traditional mesh methods.
  • Demonstrates advantages of 3DGS in sparse and dense multi-view human capture, especially in monocular video editing.
  • Experiments confirm 3DGS's unique advantage in handling human animation in monocular videos with geometric consistency.

Significance

This research is significant for academia and industry, particularly in animation and VR. It addresses long-standing issues of geometric consistency and rendering quality in traditional mesh and point cloud methods, offering new possibilities for human-scene interaction and content creation.

Technical Contribution

Technical contributions include introducing 3DGS as a 3D representation for human animation, proposing a Gaussian-aligned motion module and human-scene Gaussian refinement, providing new theoretical guarantees and engineering possibilities, significantly enhancing rendering quality.

Novelty

This method is the first to apply 3DGS to human animation, differing from most mesh-based work by offering higher geometric consistency and rendering quality, especially in monocular video applications.

Limitations

  • Handling complex scenes may involve significant computational overhead, particularly in high-resolution rendering.
  • Current method has limited support for dynamic scene changes, requiring further optimization.

Future Work

Future work includes extending 3DGS applications in dynamic scenes, optimizing computational efficiency, and exploring more human-scene interaction scenarios.

AI Executive Summary

In computer graphics, animating humans in 3D scenes has been challenging, with traditional methods like meshes and point clouds having limitations in geometric consistency and rendering quality. The AHA! framework introduces a novel solution by employing 3D Gaussian Splatting (3DGS). This method represents humans and scenes as Gaussians, allowing for geometry-consistent free-viewpoint rendering. Core technologies include a Gaussian-aligned motion module and human-scene Gaussian refinement, responsible for motion synthesis and natural interaction. Experimental results demonstrate superior performance in Scannet++ and SuperSplat libraries, with unique advantages in monocular video editing. Nonetheless, computational overhead and dynamic scene support remain areas for further research.

Deep Analysis

Background

Animating humans in 3D scenes is crucial for video gaming, CGI, and robotics. Traditional methods like meshes and point clouds have limitations in rendering quality, making photorealism challenging. Recently, neural scene representations like NeRF and 3DGS have achieved significant progress in novel-view synthesis but have limited application in animation.

Core Problem

The core problem is achieving geometry-consistent human animation in 3D scenes. Traditional methods rely on meshes and point clouds, struggling with complex scene interactions and photorealistic rendering.

Innovation

The core innovation is introducing 3DGS as a 3D representation for human animation, proposing a Gaussian-aligned motion module and human-scene Gaussian refinement, achieving geometry-consistent free-viewpoint rendering.

Methodology

  • �� Use 3DGS to represent humans and scenes, achieving geometric consistency. • Gaussian-aligned motion module for motion synthesis without explicit scene geometry. • Human-scene Gaussian refinement ensures natural interaction, optimizing contact and navigation.

Experiments

Experiments conducted on Scannet++ and SuperSplat libraries, evaluated using sparse and dense multi-view human capture. Key metrics include rendering quality and geometric consistency.

Results

Results show 3DGS significantly outperforms traditional mesh methods in geometric consistency and rendering quality, particularly in monocular video editing.

Applications

The method can be applied in video gaming, virtual reality, and content creation, especially for personalized content creation in videos captured on mobile devices.

Limitations & Outlook

Despite advancements in rendering quality, computational overhead and dynamic scene support need optimization. Future work will focus on improving efficiency and expanding application scenarios.

Plain Language Accessible to non-experts

Imagine a virtual world where you can move and interact freely. Traditionally, this world is built with meshes and point clouds, like a model made of building blocks. The AHA! framework uses 3D Gaussian Splatting, like shaping objects with soft clay. This method allows for more natural movement and interaction because the clay adapts better to shape and light changes. This way, characters in the virtual world can move and interact more realistically without complex mesh structures.

ELI14 Explained like you're 14

Imagine playing a super cool 3D game where characters can move freely in different scenes, just like in real life. The AHA! framework is like giving these characters a super smart navigation system, letting them roam the game world without relying on traditional mesh structures. It's like giving you a magic map that lets you do anything in the game!

Glossary

3D Gaussian Splatting

A technique representing scenes as 3D Gaussian distributions, allowing high-quality rendering.

Used for achieving geometry-consistent human animation.

NeRF

A neural scene representation technique for novel-view synthesis.

Compared to 3DGS, it has higher computational complexity.

SMPL

A model for recovering 3D human shape and pose.

Used for generating Gaussian-aligned motion module.

Opacity-based cues

Technique using opacity information to guide motion synthesis.

Used in Gaussian-aligned motion module.

Free-viewpoint rendering

A technique allowing scene rendering from any viewpoint.

Achieved geometric consistency through 3DGS.

Open Questions Unanswered questions from this research

  • 1 How to achieve efficient 3DGS rendering in dynamic scenes? Current methods have limited support for dynamic changes.
  • 2 How to reduce computational overhead of 3DGS, especially in high-resolution rendering?

Applications

Immediate Applications

Video Gaming

Achieve more realistic character animation through 3DGS, enhancing gaming experience. Requires high-performance computing devices.

Long-term Vision

Virtual Reality

Achieve more natural human-computer interaction in VR, potentially requiring new hardware support.

Abstract

We present a novel framework for animating humans in 3D scenes using 3D Gaussian Splatting (3DGS), a neural scene representation that has recently achieved state-of-the-art photorealistic results for novel-view synthesis but remains under-explored for human-scene animation and interaction. Unlike existing animation pipelines that use meshes or point clouds as the underlying 3D representation, our approach introduces the use of 3DGS as the 3D representation for animating humans in scenes. By representing humans and scenes as Gaussians, our approach allows geometry-consistent free-viewpoint rendering of humans interacting with 3D scenes. Our key insight is that rendering can be decoupled from motion synthesis, and each sub-problem can be addressed independently without the need for paired human-scene data. Central to our method is a Gaussian-aligned motion module that synthesizes motion without explicit scene geometry, using opacity-based cues and projected Gaussian structures to guide human placement and pose alignment. To ensure natural interactions, we further propose a human-scene Gaussian refinement optimization that enforces realistic contact and navigation. We evaluate our approach on scenes from Scannet++ and the SuperSplat library, and on avatars reconstructed from sparse and dense multi-view human capture. Finally, we demonstrate that our framework enables novel applications such as geometry-consistent free-viewpoint rendering of edited monocular RGB videos with newly animated humans, showcasing the unique advantages of 3DGS for monocular video-based human animation. To assess the full quality of our results, we encourage readers to view the supplementary material available at https://miraymen.github.io/aha/ .

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