TL;DR
GaussiAnimate introduces a novel rigging system that compresses complex 4D shape dynamics into controllable, category-agnostic skelebones, enabling high-fidelity reanimation and expressive control of non-rigid characters.
Contribution
The paper proposes a new three-step framework combining Gaussian-based deformation, skeleton extraction, and partwise motion matching for effective 4D shape animation.
Findings
Achieves 17.3% PSNR improvement over Linear Blend Skinning
Attains 21.7% PSNR gain over Bag-of-Bones in reanimation tasks
Demonstrates strong generalization with 48.4% RMSE reduction in low-data regimes
Abstract
Free-form bones, that conform closely to the surface, can effectively capture non-rigid deformations, but lack a kinematic structure necessary for intuitive control. Thus, we propose a Scaffold-Skin Rigging System, termed "Skelebones", with three key steps: (1) Bones: compress temporally-consistent deformable Gaussians into free-form bones, approximating non-rigid surface deformations; (2) Skeleton: extract a Mean Curvature Skeleton from canonical Gaussians and refine it temporally, ensuring a category-agnostic, motion-adaptive, and topology-correct kinematic structure; (3) Binding: bind the skeleton and bones via non-parametric partwise motion matching (PartMM), synthesizing novel bone motions by matching, retrieving, and blending existing ones. Collectively, these three steps enable us to compress the Level of Dynamics of 4D shapes into compact skelebones that are both controllable…
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