GaussianHand: Real-Time 3D Gaussian Rendering for Hand Avatar Animation

Rendering animatable and realistic hand avatars is pivotal for enhancing user experiences in human-centered AR/VR applications. While recent initiatives have utilized neural radiance fields to forge hand avatars with lifelike appearances, these methods are often hindered by high computational demands and the necessity for extensive training views. In this paper, we introduce GaussianHand, the first Gaussian-based real-time 3D rendering approach that enables efficient free-view and free-pose hand avatar animation from sparse view images. Our approach encompasses two key innovations. We first propose Hand Gaussian Blend Shapes that effectively models hand surface geometry while ensuring consistent appearance across various poses. Second, we introduce the Neural Residual Skeleton, equipped with Residual Skinning Weights, designed to rectify inaccuracies involved in Linear Blend Skinning deformations due to geometry offsets. Experiments demonstrate that our method not only achieves far more realistic rendering quality with as few as 5 or 20 training views, compared to the 139 views required by existing methods, but also excels in efficiency, achieving up to 125 frames per second for real-time rendering and remarkably surpassing recent methods.

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Publication Details

Journal
IEEE Transactions on Visualization and Computer Graphics
Published
2024-12-13
DOI
https://doi.org/10.1109/tvcg.2024.3516778
Citations
5
Primary Topic
Human Motion and Animation
Type
article
Field-Weighted Citation Impact
1.64
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article

GaussianHand: Real-Time 3D Gaussian Rendering for Hand Avatar Animation

Xuequan Lu, Sio‐Kei Im, Lizhi Zhao, Lili Wang et al.
5 citations
IEEE Transactions on Visualization and Computer Graphics
Human Motion and Animation
1.64
article

GaussianHand: Real-Time 3D Gaussian Rendering for Hand Avatar Animation

Xuequan Lu, Sio‐Kei Im, Lizhi Zhao, Lili Wang, Runze Fan
article en
5 citations

Abstract

Rendering animatable and realistic hand avatars is pivotal for enhancing user experiences in human-centered AR/VR applications. While recent initiatives have utilized neural radiance fields to forge hand avatars with lifelike appearances, these methods are often hindered by high computational demands and the necessity for extensive training views. In this paper, we introduce GaussianHand, the first Gaussian-based real-time 3D rendering approach that enables efficient free-view and free-pose hand avatar animation from sparse view images. Our approach encompasses two key innovations. We first propose Hand Gaussian Blend Shapes that effectively models hand surface geometry while ensuring consistent appearance across various poses. Second, we introduce the Neural Residual Skeleton, equipped with Residual Skinning Weights, designed to rectify inaccuracies involved in Linear Blend Skinning deformations due to geometry offsets. Experiments demonstrate that our method not only achieves far more realistic rendering quality with as few as 5 or 20 training views, compared to the 139 views required by existing methods, but also excels in efficiency, achieving up to 125 frames per second for real-time rendering and remarkably surpassing recent methods.

IEEE Transactions on Visualization and Computer GraphicsVol. 31(9)
The University of Western Australia (AU), Macao Polytechnic University (MO), Beihang University (CN)
Openalex Percentile: Top 15%
Human Motion and Animation
1.64
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GaussianHand: Real-Time 3D Gaussian Rendering for Hand Avatar Animation — Xuequan Lu, Sio‐Kei Im, et al. · IEEE Transactions on Visualization and Computer Graphics (2024) | TGRS Research Map | TGRS