# GauHuman: Articulated Gaussian Splatting from Monocular Human Videos

arXiv: https://arxiv.org/abs/2312.02973 · HTML: https://mlsanity.com/paper/2312.02973/

## Key facts

- Cited by 168 papers in the map (data through 14 Oct 2026).
- Builds on 100 of its 146 references that are in the map.
- First posted on arXiv 5 Dec 2023.

## Builds on (most cited first, 30 of 100)

- [PyTorch: An Imperative Style, High-Performance Deep Learning Library](https://mlsanity.com/paper/1912.01703/) (2019)
- [The Unreasonable Effectiveness of Deep Features as a Perceptual Metric](https://mlsanity.com/paper/1801.03924/) (2018)
- [Segment Anything](https://mlsanity.com/paper/2304.02643/) (2023)
- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [Instant Neural Graphics Primitives with a Multiresolution Hash Encoding](https://mlsanity.com/paper/2201.05989/) (2022)
- [Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance Fields](https://mlsanity.com/paper/2111.12077/) (2021)
- [NeuS: Learning Neural Implicit Surfaces by Volume Rendering for Multi-view Reconstruction](https://mlsanity.com/paper/2106.10689/) (2021)
- [Plenoxels: Radiance Fields without Neural Networks](https://mlsanity.com/paper/2112.05131/) (2021)
- [pixelNeRF: Neural Radiance Fields from One or Few Images](https://mlsanity.com/paper/2012.02190/) (2020)
- [TensoRF: Tensorial Radiance Fields](https://mlsanity.com/paper/2203.09517/) (2022)
- [4D Gaussian Splatting for Real-Time Dynamic Scene Rendering](https://mlsanity.com/paper/2310.08528/) (2023)
- [Direct Voxel Grid Optimization: Super-fast Convergence for Radiance Fields Reconstruction](https://mlsanity.com/paper/2111.11215/) (2021)
- [Neural Sparse Voxel Fields](https://mlsanity.com/paper/2007.11571/) (2020)
- [PlenOctrees for Real-time Rendering of Neural Radiance Fields](https://mlsanity.com/paper/2103.14024/) (2021)
- [NeRF++: Analyzing and Improving Neural Radiance Fields](https://mlsanity.com/paper/2010.07492/) (2020)
- [PIFu: Pixel-Aligned Implicit Function for High-Resolution Clothed Human Digitization](https://mlsanity.com/paper/1905.05172/) (2019)
- [Deformable 3D Gaussians for High-Fidelity Monocular Dynamic Scene Reconstruction](https://mlsanity.com/paper/2309.13101/) (2023)
- [MVSNeRF: Fast Generalizable Radiance Field Reconstruction from Multi-View Stereo](https://mlsanity.com/paper/2103.15595/) (2021)
- [Dynamic 3D Gaussians: Tracking by Persistent Dynamic View Synthesis](https://mlsanity.com/paper/2308.09713/) (2023)
- [Depth-supervised NeRF: Fewer Views and Faster Training for Free](https://mlsanity.com/paper/2107.02791/) (2021)
- [IBRNet: Learning Multi-View Image-Based Rendering](https://mlsanity.com/paper/2102.13090/) (2021)
- [KiloNeRF: Speeding up Neural Radiance Fields with Thousands of Tiny MLPs](https://mlsanity.com/paper/2103.13744/) (2021)
- [Neural Body: Implicit Neural Representations with Structured Latent Codes for Novel View Synthesis of Dynamic Humans](https://mlsanity.com/paper/2012.15838/) (2020)
- [RegNeRF: Regularizing Neural Radiance Fields for View Synthesis from Sparse Inputs](https://mlsanity.com/paper/2112.00724/) (2021)
- [PIFuHD: Multi-Level Pixel-Aligned Implicit Function for High-Resolution 3D Human Digitization](https://mlsanity.com/paper/2004.00452/) (2020)
- [FastNeRF: High-Fidelity Neural Rendering at 200FPS](https://mlsanity.com/paper/2103.10380/) (2021)
- [Point-NeRF: Point-based Neural Radiance Fields](https://mlsanity.com/paper/2201.08845/) (2022)
- [HumanNeRF: Free-viewpoint Rendering of Moving People from Monocular Video](https://mlsanity.com/paper/2201.04127/) (2022)
- [Real-time Photorealistic Dynamic Scene Representation and Rendering with 4D Gaussian Splatting](https://mlsanity.com/paper/2310.10642/) (2023)
- [Putting NeRF on a Diet: Semantically Consistent Few-Shot View Synthesis](https://mlsanity.com/paper/2104.00677/) (2021)

## Built on by (most cited first, 30 of 168)

- [A Survey on 3D Gaussian Splatting](https://mlsanity.com/paper/2401.03890/) (2024)
- [3DGS-Avatar: Animatable Avatars via Deformable 3D Gaussian Splatting](https://mlsanity.com/paper/2312.09228/) (2023)
- [MoSca: Dynamic Gaussian Fusion from Casual Videos via 4D Motion Scaffolds](https://mlsanity.com/paper/2405.17421/) (2024)
- [OmniRe: Omni Urban Scene Reconstruction](https://mlsanity.com/paper/2408.16760/) (2024)
- [Recent Advances in 3D Gaussian Splatting](https://mlsanity.com/paper/2403.11134/) (2024)
- [3D Gaussian as a New Era: A Survey](https://mlsanity.com/paper/2402.07181/) (2024)
- [3D Gaussian Splatting: Survey, Technologies, Challenges, and Opportunities](https://mlsanity.com/paper/2407.17418/) (2024)
- [Fully Explicit Dynamic Gaussian Splatting](https://mlsanity.com/paper/2410.15629/) (2024)
- [LHM: Large Animatable Human Reconstruction Model from a Single Image in Seconds](https://mlsanity.com/paper/2503.10625/) (2025)
- [Radiative Gaussian Splatting for Efficient X-ray Novel View Synthesis](https://mlsanity.com/paper/2403.04116/) (2024)
- [HumanSplat: Generalizable Single-Image Human Gaussian Splatting with Structure Priors](https://mlsanity.com/paper/2406.12459/) (2024)
- [SplatFields: Neural Gaussian Splats for Sparse 3D and 4D Reconstruction](https://mlsanity.com/paper/2409.11211/) (2024)
- [GGHead: Fast and Generalizable 3D Gaussian Heads](https://mlsanity.com/paper/2406.09377/) (2024)
- [Gaussian Splatting: 3D Reconstruction and Novel View Synthesis, a Review](https://mlsanity.com/paper/2405.03417/) (2024)
- [HDR-GS: Efficient High Dynamic Range Novel View Synthesis at 1000x Speed via Gaussian Splatting](https://mlsanity.com/paper/2405.15125/) (2024)
- [MeshAvatar: Learning High-quality Triangular Human Avatars from Multi-view Videos](https://mlsanity.com/paper/2407.08414/) (2024)
- [Baking Gaussian Splatting into Diffusion Denoiser for Fast and Scalable Single-stage Image-to-3D Generation and Reconstruction](https://mlsanity.com/paper/2411.14384/) (2024)
- [HAHA: Highly Articulated Gaussian Human Avatars with Textured Mesh Prior](https://mlsanity.com/paper/2404.01053/) (2024)
- [Vid2Avatar-Pro: Authentic Avatar from Videos in the Wild via Universal Prior](https://mlsanity.com/paper/2503.01610/) (2025)
- [Generalizable Human Gaussians from Single-View Image](https://mlsanity.com/paper/2406.06050/) (2024)
- [LM-Gaussian: Boost Sparse-view 3D Gaussian Splatting with Large Model Priors](https://mlsanity.com/paper/2409.03456/) (2024)
- [ZeroHSI: Zero-Shot 4D Human-Scene Interaction by Video Generation](https://mlsanity.com/paper/2412.18600/) (2024)
- [GVA: Reconstructing Vivid 3D Gaussian Avatars from Monocular Videos](https://mlsanity.com/paper/2402.16607/) (2024)
- [LayGA: Layered Gaussian Avatars for Animatable Clothing Transfer](https://mlsanity.com/paper/2405.07319/) (2024)
- [Beyond Gaussians: Fast and High-Fidelity 3D Splatting with Linear Kernels](https://mlsanity.com/paper/2411.12440/) (2024)
- [Relightable Full-Body Gaussian Codec Avatars](https://mlsanity.com/paper/2501.14726/) (2025)
- [GUAVA: Generalizable Upper Body 3D Gaussian Avatar](https://mlsanity.com/paper/2505.03351/) (2025)
- [GauU-Scene V2: Assessing the Reliability of Image-Based Metrics with Expansive Lidar Image Dataset Using 3DGS and NeRF](https://mlsanity.com/paper/2404.04880/) (2024)
- [A Survey on 3D Gaussian Splatting Applications: Segmentation, Editing, and Generation](https://mlsanity.com/paper/2508.09977/) (2025)
- [UV Gaussians: Joint Learning of Mesh Deformation and Gaussian Textures for Human Avatar Modeling](https://mlsanity.com/paper/2403.11589/) (2024)

## Abstract (arXiv)

We present, GauHuman, a 3D human model with Gaussian Splatting for both fast training (1 ~ 2 minutes) and real-time rendering (up to 189 FPS), compared with existing NeRF-based implicit representation modelling frameworks demanding hours of training and seconds of rendering per frame. Specifically, GauHuman encodes Gaussian Splatting in the canonical space and transforms 3D Gaussians from canonical space to posed space with linear blend skinning (LBS), in which effective pose and LBS refinement modules are designed to learn fine details of 3D humans under negligible computational cost. Moreover, to enable fast optimization of GauHuman, we initialize and prune 3D Gaussians with 3D human prior, while splitting/cloning via KL divergence guidance, along with a novel merge operation for further speeding up. Extensive experiments on ZJU_Mocap and MonoCap datasets demonstrate that GauHuman achieves state-of-the-art performance quantitatively and qualitatively with fast training and real-time rendering speed. Notably, without sacrificing rendering quality, GauHuman can fast model the 3D human performer with ~13k 3D Gaussians.
