SplatArmor: Articulated Gaussian splatting for animatable humans from monocular RGB videos
Rohit Jena, Ganesh Subramanian Iyer, Siddharth Choudhary, Brandon, Smith, Pratik Chaudhari, James Gee

TL;DR
SplatArmor introduces a novel Gaussian splatting method for creating detailed, controllable, and animatable 3D human models from monocular RGB videos, leveraging rasterization and neural fields to improve rendering and pose control.
Contribution
The paper presents a new Gaussian splatting approach that extends skinning to canonical space and incorporates neural color fields, enabling more accurate and controllable human model reconstruction from monocular videos.
Findings
Effective human model reconstruction on ZJU MoCap dataset
Improved controllability and animation quality
Advantages over neural rendering methods in differentiability and optimization
Abstract
We propose SplatArmor, a novel approach for recovering detailed and animatable human models by `armoring' a parameterized body model with 3D Gaussians. Our approach represents the human as a set of 3D Gaussians within a canonical space, whose articulation is defined by extending the skinning of the underlying SMPL geometry to arbitrary locations in the canonical space. To account for pose-dependent effects, we introduce a SE(3) field, which allows us to capture both the location and anisotropy of the Gaussians. Furthermore, we propose the use of a neural color field to provide color regularization and 3D supervision for the precise positioning of these Gaussians. We show that Gaussian splatting provides an interesting alternative to neural rendering based methods by leverging a rasterization primitive without facing any of the non-differentiability and optimization challenges typically…
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Taxonomy
TopicsHuman Pose and Action Recognition · 3D Shape Modeling and Analysis · Human Motion and Animation
MethodsSparse Evolutionary Training
