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Interactive Rendering of Relightable and Animatable Gaussian Avatars

Zhan, Y; Shao, T; Wang, H; Yang, Y; Zhou, K; (2025) Interactive Rendering of Relightable and Animatable Gaussian Avatars. IEEE Transactions on Visualization and Computer Graphics , 31 (10) pp. 8491-8502. 10.1109/TVCG.2025.3569923. Green open access

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Abstract

Creating relightable and animatable avatars from multi-view or monocular videos is a challenging task for digital human creation and virtual reality applications. Previous methods rely on neural radiance fields or ray tracing, resulting in slow training and rendering processes. By utilizing Gaussian Splatting, we propose a simple and efficient method to decouple body materials and lighting from sparse-view or monocular avatar videos, so that the avatar can be rendered simultaneously under novel viewpoints, poses, and lightings at interactive frame rates (6.9 fps). Specifically, we first obtain the canonical body mesh using a signed distance function and assign attributes to each mesh vertex. The Gaussians in the canonical space then interpolate from nearby body mesh vertices to obtain the attributes. We subsequently deform the Gaussians to the posed space using forward skinning, and combine the learnable environment light with the Gaussian attributes for shading computation. To achieve fast shadow modeling, we rasterize the posed body mesh from dense viewpoints to obtain the visibility. Our approach is not only simple but also fast enough to allow interactive rendering of avatar animation under environmental light changes. Experiments demonstrate that, compared to previous works, our method can render higher quality results at a faster speed on both synthetic and real datasets.

Type: Article
Title: Interactive Rendering of Relightable and Animatable Gaussian Avatars
Location: United States
Open access status: An open access version is available from UCL Discovery
DOI: 10.1109/TVCG.2025.3569923
Publisher version: https://doi.org/10.1109/tvcg.2025.3569923
Language: English
Additional information: This version is the author accepted manuscript. For information on re-use, please refer to the publisher’s terms and conditions.
Keywords: Relighting, human reconstruction, animation, Gaussian Splatting
UCL classification: UCL
UCL > Provost and Vice Provost Offices > UCL BEAMS
UCL > Provost and Vice Provost Offices > UCL BEAMS > Faculty of Engineering Science > Dept of Computer Science
URI: https://discovery.ucl.ac.uk/id/eprint/10214395
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