Structure-Aware Fine-Grained Gaussian Splatting for Expressive Avatar Reconstruction
Authors: Yuze Su, Hongsong Wang, Jie Gui, Liang Wang
Organizations: School of Cyber Science and Engineering, Southeast University, Nanjing 210096, China · School of Computer Science and Engineering, Southeast University, Nanjing 210096, China · Key Laboratory of New Generation Artificial Intelligence Technology and Its Interdisciplinary Applications (Southeast University), Ministry of Education, China · Purple Mountain Laboratories, Nanjing 210000, China · Engineering Research Center of Blockchain Application, Supervision And Management (Southeast University), Ministry of Education, China · State Key Laboratory of Multimodal Artificial Intelligence Systems (MAIS), Beijing, China · Institute of Automation, Chinese Academy of Sciences (CASIA), Beijing, China · School of Artificial Intelligence, University of Chinese Academy of Sciences, Beijing, China
Reconstructing photorealistic and topology-aware human avatars from monocular videos remains a significant challenge in the fields of computer vision and graphics. While existing 3D human avatar modeling approaches can effectively capture body motion, they often fail to accurately model fine details such as hand movements and facial expressions. To address this, we propose Structure-aware Fine-grained Gaussian Splatting (SFGS), a novel method for reconstructing expressive and coherent full-body 3D human avatars from a monocular video sequence. The SFGS use both spatial-only triplane and time-aware hexplane to capture dynamic features across consecutive frames. A structure-aware gaussian module is designed to capture pose-dependent details in a spatially coherent manner and improve pose and texture expression. To better model hand deformations, we also propose a residual refinement module based on fine-grained hand reconstruction. Our method requires only a single-stage training and outperforms state-of-the-art baselines in both quantitative and qualitative evaluations, generating high-fidelity avatars with natural motion and fine details. The code is on Github: https://github.com/Su245811YZ/SFGS
Figures & tables
Figure 1: Limitation of conventional human gaussian splatting methods. The second row shows the error between the reconstructed 3D avatar from the corresponding input image in the first row and the 3D ground truth, with darker colors indicating larger reconstruction errors. The hand exhibits the largest reconstruction error across the entire body.
Figure 2: Our framework for creating animatable avatars from monocular videos. We first initialize a set of 3D Gaussians in the canonical space via sampling points from a SMPL-X mesh.The human Gaussians are parameterized by their mean locations and the time t in the canonical space, and adaptive feature fusion is performed using a HexPlane and a triplane to obtain the final representation f .Use MLPs to estimate the initial position offset, scale and color.To address the limitations of model-based reconstruction in capturing fine non-rigid deformations, we further introduce a structure-aware offset prediction module that explicitly incorporates joint priors.In addition, we adopt the more detailed MANO model to specifically reconstruct the hands, providing higher fidelity compared to the coarse hand modeling in SMPL-X.Finally, the avatar is animated based on driving signals, SMPL-X parameters, and camera configurations, and is rendered into screen space using 3D Gaussian Splatting (3DGS).
Figure 3: Motivated by the intuition that each Gaussian point should deform under the influence of its most relevant joint, we introduce a joint-aware feature ejoint to control its scale and positional deformation. A similar mechanism is employed to model the color offset.
Method
PSNR ↑
SSIM ↑
LPIPS ↓
NeuMan [ 13 ]
29.32
0.972
0.014
Vid2Avatar [ 8 ]
30.70
0.980
0.014
GaussianAvatar [ 10 ]
29.94
0.980
0.012
3DGS-Avatar [ 15 ]
28.99
0.974
0.016
Exavatar [ 24 ]
34.80
0.984
0.009
SFGS (ours)
35.34
0.985
0.009
Table 1: Quantitative comparison on the Neuman dataset. To align with prior work, we report the mean results over the sequences bike, citron, jogging, and seattle.
Methods
Seattle
Citron
Parking
Bike
Jogging
Lab
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
Vid2Avatar [ 8 ]
16.90
0.51
0.27
15.96
0.59
0.28
18.51
0.65
0.26
12.44
0.39
0.54
16.36
0.46
0.30
15.99
0.62
0.34
NeuMan [ 13 ]
18.42
0.58
0.20
18.39
0.64
0.19
17.66
0.66
0.24
19.05
0.66
0.21
17.57
0.54
0.29
18.76
0.73
0.23
HUGS [ 16 ]
19.06
0.67
0.15
19.16
0.71
0.16
19.44
0.73
0.17
19.48
0.67
0.18
17.45
0.59
0.27
18.79
0.76
0.18
ExAvatar [ 24 ]
36.98
0.991
0.006
35.43
0.987
0.008
37.16
0.988
0.012
32.81
0.981
0.011
32.72
0.977
0.013
34.69
0.981
0.013
SFGS (ours)
37.58
0.991
0.006
35.49
0.986
0.009
37.50
0.988
0.010
34.75
0.983
0.012
33.55
0.978
0.013
34.85
0.987
0.011
Table 2: Quantitative comparison on six sequences of the Neuman dataset . The results of Exavatar [ 24 ] are implemented by ourselves, while the results of other models are taken from [ 16 ] .
Methods
00028
00034
00087
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
PSNR ↑
SSIM ↑
LPIPS ↓
X-Avatar [ 29 ]
28.57
0.976
0.026
28.05
0.965
0.035
30.89
0.970
0.030
ExAvatar [ 24 ]
30.58
0.981
0.018
28.75
0.966
0.029
32.01
0.972
0.025
SFGS (ours)
31.12
0.983
0.018
29.10
0.967
0.035
32.10
0.972
0.025
Table 3: Quantitative comparison on subjects 00028 , 00034 , and 00087 on the X-Humans dataset . Higher PSNR/SSIM and lower LPIPS indicate better performance.
Subset
Method
CD ↓
CD-MAX ↓
NC ↑
IoU ↑
All
Face
Hand
All
Face
Hand
All
Face
Hand
All
Face
Hand
00028
ExAvatar
9.86
6.30
7.30
82.13
22.29
22.43
0.916
0.837
0.932
0.924
0.751
0.854
Ours
9.06
5.88
7.11
79.39
22.77
22.04
0.927
0.831
0.934
0.939
0.785
0.870
00034
ExAvatar
9.34
5.32
6.93
68.58
21.22
26.03
0.900
0.823
0.941
0.946
0.771
0.905
Ours
9.12
5.60
6.46
67.91
20.47
26.62
0.912
0.825
0.965
0.945
0.825
0.923
00087
ExAvatar
8.85
4.43
6.18
66.64
19.90
23.65
0.886
0.819
0.931
0.949
0.746
0.901
Table 4: More detailed quantitative results. The results verify that our method can produce more detailed and high-quality human reconstructions.
Figure 4: Quality comparison on the Neuman dataset. For each example numbered from (a) to (f), the results are shown from left to right as Ground Truth, SFGS (ours), and ExAvatar [ 24 ] .
Figure 5: Qualitative Comparison on X-humans. From left to right: Ground Truth,Ours and ExAvatar.
Figure 6: Visualizations of the effect of fine-grained hand reconstruction. The SMPL-X mesh shows noticeable artifacts in the hands, which are mitigated by our approach.
Figure 7: Visualizations of the effect of color offset in the structure-aware offset prediction module. The color offset makes the appearance of wrinkles and skin more consistent with real photos. For each approach, the PSNR heat map is on the right.
Figure 8: Visualizations of the effect of structure offset in the structure-aware offset prediction module. The structure offset leads to more accurate mouth pose details.
Method
PSNR ↑
SSIM ↑
LPIPS ↓
Ours w/o Color Offset
30.83
0.983
0.019
Ours w/o Hand Recon.
30.92
0.927
0.019
Ours w/o HexPlane
31.03
0.983
0.019
Ours w/o Structure Offset
30.58
0.982
0.02
SFGS (ours)
31.12
0.983
0.018
Table 5: Results of ablation studies of the proposed SFGS. Removing any single component results in performance drops, especially for the PSNR metric which evaluates fine details.
Figure 9: Temporal consistency comparison with and without HexPlane. The y-axis denotes the tc-LPIPS metric evaluated on 7 consecutive frames. Models equipped with HexPlane exhibit consistently lower LPIPS values, suggesting enhanced temporal coherence.
Hyperparameters
PSNR ↑
SSIM ↑
LPIPS ↓
λa=0.3 , λg=0.03
30.83
0.968
0.02
λa=0.3 , λg=0.005
30.95
0.976
0.19
λa=0.5 , λg=0.01
30.65
0.982
0.02
λa=0.1 , λg=0.01
30.93
0.975
0.02
λa=0.3 , λg=0.01
31.12
0.983
0.018
Table 6: Sensitivity analysis of hyperparameters.
Method
FPS ↑
Neuman
0.02
Vid2avatar
0.04
X-avatar
0.12
Exavatar
26.00
SFGS (Ours)
30.00
Table 7: Comparison of rendering speed (FPS) with state-of-the-art 3D human avatar generation methods.