# GoMAvatar: Efficient Animatable Human Modeling from Monocular Video Using Gaussians-on-Mesh

arXiv: https://arxiv.org/abs/2404.07991 · HTML: https://mlsanity.com/paper/2404.07991/

## Key facts

- Cited by 51 papers in the map (data through 14 Oct 2026).
- Builds on 70 of its 87 references that are in the map.
- First posted on arXiv 11 Apr 2024.

## Builds on (most cited first, 30 of 70)

- [The Unreasonable Effectiveness of Deep Features as a Perceptual Metric](https://mlsanity.com/paper/1801.03924/) (2018)
- [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)
- [DeepSDF: Learning Continuous Signed Distance Functions for Shape Representation](https://mlsanity.com/paper/1901.05103/) (2019)
- [Occupancy Networks: Learning 3D Reconstruction in Function Space](https://mlsanity.com/paper/1812.03828/) (2018)
- [Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance Fields](https://mlsanity.com/paper/2111.12077/) (2021)
- [Mip-NeRF: A Multiscale Representation for Anti-Aliasing Neural Radiance Fields](https://mlsanity.com/paper/2103.13415/) (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)
- [TensoRF: Tensorial Radiance Fields](https://mlsanity.com/paper/2203.09517/) (2022)
- [NeRF in the Wild: Neural Radiance Fields for Unconstrained Photo Collections](https://mlsanity.com/paper/2008.02268/) (2020)
- [4D Gaussian Splatting for Real-Time Dynamic Scene Rendering](https://mlsanity.com/paper/2310.08528/) (2023)
- [Human Motion Diffusion Model](https://mlsanity.com/paper/2209.14916/) (2022)
- [Learning Implicit Fields for Generative Shape Modeling](https://mlsanity.com/paper/1812.02822/) (2018)
- [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)
- [Dynamic 3D Gaussians: Tracking by Persistent Dynamic View Synthesis](https://mlsanity.com/paper/2308.09713/) (2023)
- [Zip-NeRF: Anti-Aliased Grid-Based Neural Radiance Fields](https://mlsanity.com/paper/2304.06706/) (2023)
- [Neural Body: Implicit Neural Representations with Structured Latent Codes for Novel View Synthesis of Dynamic Humans](https://mlsanity.com/paper/2012.15838/) (2020)
- [MediaPipe: A Framework for Building Perception Pipelines](https://mlsanity.com/paper/1906.08172/) (2019)
- [Ref-NeRF: Structured View-Dependent Appearance for Neural Radiance Fields](https://mlsanity.com/paper/2112.03907/) (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)
- [HumanNeRF: Free-viewpoint Rendering of Moving People from Monocular Video](https://mlsanity.com/paper/2201.04127/) (2022)
- [Baking Neural Radiance Fields for Real-Time View Synthesis](https://mlsanity.com/paper/2103.14645/) (2021)
- [Soft Rasterizer: A Differentiable Renderer for Image-based 3D Reasoning](https://mlsanity.com/paper/1904.01786/) (2019)
- [DeepVoxels: Learning Persistent 3D Feature Embeddings](https://mlsanity.com/paper/1812.01024/) (2018)
- [Animatable Neural Radiance Fields for Modeling Dynamic Human Bodies](https://mlsanity.com/paper/2105.02872/) (2021)
- [PARE: Part Attention Regressor for 3D Human Body Estimation](https://mlsanity.com/paper/2104.08527/) (2021)

## Built on by (most cited first, 30 of 51)

- [MoSca: Dynamic Gaussian Fusion from Casual Videos via 4D Motion Scaffolds](https://mlsanity.com/paper/2405.17421/) (2024)
- [HumanSplat: Generalizable Single-Image Human Gaussian Splatting with Structure Priors](https://mlsanity.com/paper/2406.12459/) (2024)
- [Vid2Avatar-Pro: Authentic Avatar from Videos in the Wild via Universal Prior](https://mlsanity.com/paper/2503.01610/) (2025)
- [DRAWER: Digital Reconstruction and Articulation With Environment Realism](https://mlsanity.com/paper/2504.15278/) (2025)
- [AutoVFX: Physically Realistic Video Editing from Natural Language Instructions](https://mlsanity.com/paper/2411.02394/) (2024)
- [Pippo: High-Resolution Multi-View Humans from a Single Image](https://mlsanity.com/paper/2502.07785/) (2025)
- [D-MiSo: Editing Dynamic 3D Scenes using Multi-Gaussians Soup](https://mlsanity.com/paper/2405.14276/) (2024)
- [GaussianDreamerPro: Text to Manipulable 3D Gaussians with Highly Enhanced Quality](https://mlsanity.com/paper/2406.18462/) (2024)
- [Advancing Extended Reality with 3D Gaussian Splatting: Innovations and Prospects](https://mlsanity.com/paper/2412.06257/) (2024)
- [Surfel-based Gaussian Inverse Rendering for Fast and Relightable Dynamic Human Reconstruction from Monocular Video](https://mlsanity.com/paper/2407.15212/) (2024)
- [Real-time High-fidelity Gaussian Human Avatars with Position-based Interpolation of Spatially Distributed MLPs](https://mlsanity.com/paper/2504.12909/) (2025)
- [LIFe-GoM: Generalizable Human Rendering with Learned Iterative Feedback Over Multi-Resolution Gaussians-on-Mesh](https://mlsanity.com/paper/2502.09617/) (2025)
- [TaoAvatar: Real-Time Lifelike Full-Body Talking Avatars for Augmented Reality via 3D Gaussian Splatting](https://mlsanity.com/paper/2503.17032/) (2025)
- [SweepEvGS: Event-Based 3D Gaussian Splatting for Macro and Micro Radiance Field Rendering from a Single Sweep](https://mlsanity.com/paper/2412.11579/) (2024)
- [HumanRAM: Feed-forward Human Reconstruction and Animation Model using Transformers](https://mlsanity.com/paper/2506.03118/) (2025)
- [PICA: Physics-Integrated Clothed Avatar](https://mlsanity.com/paper/2407.05324/) (2024)
- [STG-Avatar: Animatable Human Avatars via Spacetime Gaussian](https://mlsanity.com/paper/2510.22140/) (2025)
- [RMAvatar: Photorealistic Human Avatar Reconstruction from Monocular Video Based on Rectified Mesh-embedded Gaussians](https://mlsanity.com/paper/2501.07104/) (2025)
- [FastAvatar: Towards Unified and Fast 3D Avatar Reconstruction with Large Gaussian Reconstruction Transformers](https://mlsanity.com/paper/2508.19754/) (2025)
- [Interactive Rendering of Relightable and Animatable Gaussian Avatars](https://mlsanity.com/paper/2407.10707/) (2024)
- [3D-Consistent Human Avatars with Sparse Inputs via Gaussian Splatting and Contrastive Learning](https://mlsanity.com/paper/2408.09663/) (2024)
- [DAGSM: Disentangled Avatar Generation with GS-enhanced Mesh](https://mlsanity.com/paper/2411.15205/) (2024)
- [GASPACHO: Gaussian Splatting for Controllable Humans and Objects](https://mlsanity.com/paper/2503.09342/) (2025)
- [Advances in Radiance Field for Dynamic Scene: From Neural Field to Gaussian Field](https://mlsanity.com/paper/2505.10049/) (2025)
- [EVA-Gaussian: 3D Gaussian-based Real-time Human Novel View Synthesis under Diverse Multi-view Camera Settings](https://mlsanity.com/paper/2410.01425/) (2024)
- [Reconstructing Close Human Interaction with Appearance and Proxemics Reasoning](https://mlsanity.com/paper/2507.02565/) (2025)
- [MV-Performer: Taming Video Diffusion Model for Faithful and Synchronized Multi-view Performer Synthesis](https://mlsanity.com/paper/2510.07190/) (2025)
- [Parametric Gaussian Human Model: Generalizable Prior for Efficient and Realistic Human Avatar Modeling](https://mlsanity.com/paper/2506.06645/) (2025)
- [Deblur-Avatar: Animatable Avatars from Motion-Blurred Monocular Videos](https://mlsanity.com/paper/2501.13335/) (2025)
- [4D-MoDe: Towards Editable and Scalable Volumetric Streaming via Motion-Decoupled 4D Gaussian Compression](https://mlsanity.com/paper/2509.17506/) (2025)

## Abstract (arXiv)

We introduce GoMAvatar, a novel approach for real-time, memory-efficient, high-quality animatable human modeling. GoMAvatar takes as input a single monocular video to create a digital avatar capable of re-articulation in new poses and real-time rendering from novel viewpoints, while seamlessly integrating with rasterization-based graphics pipelines. Central to our method is the Gaussians-on-Mesh representation, a hybrid 3D model combining rendering quality and speed of Gaussian splatting with geometry modeling and compatibility of deformable meshes. We assess GoMAvatar on ZJU-MoCap data and various YouTube videos. GoMAvatar matches or surpasses current monocular human modeling algorithms in rendering quality and significantly outperforms them in computational efficiency (43 FPS) while being memory-efficient (3.63 MB per subject).
