Animated 3DGS Avatars in Diverse Scenes with Consistent Lighting and Shadows
Aymen Mir, Riza Alp Guler, Jian Wang, Gerard Pons-Moll, Bing Zhou

TL;DR
This paper introduces Deep Gaussian Shadow Maps (DGSM) for real-time, volumetric shadow computation and environment relighting of animated 3D Gaussian Splatting avatars in diverse scenes, ensuring consistent lighting and shadows without meshing.
Contribution
The paper presents DGSM and SH-based relighting techniques tailored for 3DGS, enabling real-time, volumetric shadows and environment illumination for animated avatars in static and dynamic scenes.
Findings
DGSM enables real-time volumetric shadow rendering in 3DGS.
SH relighting provides coherent environment illumination for avatars.
Method avoids meshing and offline optimization, ensuring efficiency.
Abstract
We present a method for consistent lighting and shadows when animated 3D Gaussian Splatting (3DGS) avatars interact with 3DGS scenes or with dynamic objects inserted into otherwise static scenes. Our key contribution is Deep Gaussian Shadow Maps (DGSM), a modern analogue of the classical shadow mapping algorithm tailored to the volumetric 3DGS representation. Building on the classic deep shadow mapping idea, we show that 3DGS admits closed form light accumulation along light rays, enabling volumetric shadow computation without meshing. For each estimated light, we tabulate transmittance over concentric radial shells and store them in octahedral atlases, which modern GPUs can sample in real time per query to attenuate affected scene Gaussians and thus cast and receive shadows consistently. To relight moving avatars, we approximate the local environment illumination with HDRI probes…
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Taxonomy
TopicsComputer Graphics and Visualization Techniques · 3D Shape Modeling and Analysis · Advanced Vision and Imaging
