Interactive Rendering of Relightable and Animatable Gaussian Avatars

TVCG 2025
Youyi Zhan1, Tianjia Shao1, He Wang2, Yin Yang3, Kun Zhou1
1State Key Lab of CAD&CG, Zhejiang University, 2University College London, 3University of Utah

Given multiview or monocular videos of a human, our method can reconstruct and animate the human in novel poses, novel lighting, and novel views. The fast rendering speed enables us to animate the human avatar interactively.

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.

Pipeline

Pipeline.
Starting from the canonical mesh reconstructed from SDF, Gaussians are initialized near the mesh surface. The attributes of the Gaussians are interpolated from the neighboring vertices. Then Gaussians are deformed to the posed space and rasterized to produce an image. Visibility is obtained from multi-view rendering of the posed mesh to model shadows. Through photometric loss and other constraints, the environmental light and body materials can be separated for further relighting.

Relighting Results

Gallery.

Interactive Results

Video

BibTeX

@article{zhan2024interactive,
  title={Interactive Rendering of Relightable and Animatable Gaussian Avatars},
  author={Zhan, Youyi and Shao, Tianjia and Wang, He and Yang, Yin and Zhou, Kun},
  journal={arXiv preprint arXiv:2407.10707},
  year={2024}
}