Interactive Rendering of Relightable and Animatable Gaussian Avatars
Youyi Zhan, Tianjia Shao, He Wang, Yin Yang, Kun Zhou
TL;DR
The paper tackles the challenge of producing relightable, animatable digital humans from sparse-view data by decoupling material properties from lighting through a Relightable Gaussian Avatar built with Gaussian primitives in canonical space and forward-skinned to pose. It leverages a learnable environment map and explicit visibility/shadow estimation via fast mesh rasterization, enabling high-quality relighting under novel viewpoints, poses, and illumination at interactive rates (≈$6.9$ fps). The training is differentiable and augmented with densification and scale regularizers to stabilize material, geometry, and lighting separation, while supporting appearance editing from a single view. Empirical results on synthetic and real data show improvements in detail, shading realism, and rendering speed over strong baselines, with ablations confirming the effectiveness of visibility, densification, and pose-related components.
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.
