# OccGaussian: 3D Gaussian Splatting for Occluded Human Rendering

arXiv: https://arxiv.org/abs/2404.08449 · HTML: https://mlsanity.com/paper/2404.08449/

## Key facts

- Cited by 5 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 12 Apr 2024.

## Built on by (most cited first, 5 of 5)

- [OccFusion: Rendering Occluded Humans with Generative Diffusion Priors](https://mlsanity.com/paper/2407.00316/) (2024)
- [Digital Twin Generation from Visual Data: A Survey](https://mlsanity.com/paper/2504.13159/) (2025)
- [Reconstructing Close Human Interaction with Appearance and Proxemics Reasoning](https://mlsanity.com/paper/2507.02565/) (2025)
- [BDC-Occ: Binarized Deep Convolution Unit For Binarized Occupancy Network](https://mlsanity.com/paper/2405.17037/) (2024)
- [InpaintHuman: Reconstructing Occluded Humans with Multi-Scale UV Mapping and Identity-Preserving Diffusion Inpainting](https://mlsanity.com/paper/2601.02098/) (2026)

## Abstract (arXiv)

Rendering dynamic 3D human from monocular videos is crucial for various applications such as virtual reality and digital entertainment. Most methods assume the people is in an unobstructed scene, while various objects may cause the occlusion of body parts in real-life scenarios. Previous method utilizing NeRF for surface rendering to recover the occluded areas, but it requiring more than one day to train and several seconds to render, failing to meet the requirements of real-time interactive applications. To address these issues, we propose OccGaussian based on 3D Gaussian Splatting, which can be trained within 6 minutes and produces high-quality human renderings up to 160 FPS with occluded input. OccGaussian initializes 3D Gaussian distributions in the canonical space, and we perform occlusion feature query at occluded regions, the aggregated pixel-align feature is extracted to compensate for the missing information. Then we use Gaussian Feature MLP to further process the feature along with the occlusion-aware loss functions to better perceive the occluded area. Extensive experiments both in simulated and real-world occlusions, demonstrate that our method achieves comparable or even superior performance compared to the state-of-the-art method. And we improving training and inference speeds by 250x and 800x, respectively. Our code will be available for research purposes.
