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On the Skinning of Gaussian Avatars

14 September 2025
N. Zioulis
Nikolaos Kotarelas
G. Albanis
Spyridon Thermos
Anargyros Chatzitofis
    3DGS
ArXiv (abs)PDFHTMLGithub (2759★)
Main:7 Pages
4 Figures
6 Tables
Appendix:4 Pages
Abstract

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.

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