Sequential Gaussian Avatars with Hierarchical Motion Context
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Abstract (arXiv)
The emergence of neural rendering has significantly advanced the rendering quality of 3D human avatars, with the recently popular 3DGS technique enabling real-time performance. However, SMPL-driven 3DGS human avatars still struggle to capture fine appearance details due to the complex mapping from pose to appearance during fitting. In this paper, we propose SeqAvatar, which excavates the explicit 3DGS representation to better model human avatars based on a hierarchical motion context. Specifically, we utilize a coarse-to-fine motion conditions that incorporate both the overall human skeleton and fine-grained vertex motions for non-rigid deformation. To enhance the robustness of the proposed motion conditions, we adopt a spatio-temporal multi-scale sampling strategy to hierarchically integrate more motion clues to model human avatars. Extensive experiments demonstrate that our method significantly outperforms 3DGS-based approaches and renders human avatars orders of magnitude faster than the latest NeRF-based models that incorporate temporal context, all while delivering performance that is at least comparable or even superior. Project page: https://zezeaaa.github.io/projects/SeqAvatar/
Key facts. Cited by 9 papers in the map (data through 7 Oct 2026). Builds on 64 of its 83 references that are in the map. First posted on arXiv 25 Nov 2024.
Builds on
64 of 83 references.
References · 64
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38 more
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50 most cited of 64 All 64 (JSON)
Built on by
Citing papers per year: 2025: 5; 2026: 4.
9 papers.
- 2025AniCrafter: Customizing Realistic Human-Centric Animation via Avatar-Background Conditioning in Video Diffusion Modelscited by 10
- 2025Proxy-GS: Unified Occlusion Priors for Training and Inference in Structured 3D Gaussian Splattingcited by 5
- 2025R3-Avatar: Record and Retrieve Temporal Codebook for Reconstructing Photorealistic Human Avatarscited by 3
- 2025RacketVision: A Multiple Racket Sports Benchmark for Unified Ball and Racket Analysiscited by 2
- 2026High-Fidelity Mobile Avatars with Pruned Local Blendshapescited by 2
- 2025Visionary: The World Model Carrier Built on WebGPU-Powered Gaussian Splatting Platformcited by 1
- 2026PEAR: Pixel-aligned Expressive humAn mesh Recoverycited by 1
- 2026Spectral Defense Against Resource-Targeting Attack in 3D Gaussian Splattingcited by 1
- 2026Latent Dynamics for Full Body Avatar Animationcited by 0
- 2026Latent Dynamics for Full Body Avatar Animation20 May 2026
- 2026High-Fidelity Mobile Avatars with Pruned Local Blendshapes3 May 2026
- 2026Spectral Defense Against Resource-Targeting Attack in 3D Gaussian Splatting13 Mar 2026
- 2026PEAR: Pixel-aligned Expressive humAn mesh Recovery30 Jan 2026
- 2025Visionary: The World Model Carrier Built on WebGPU-Powered Gaussian Splatting Platform9 Dec 2025
- 2025RacketVision: A Multiple Racket Sports Benchmark for Unified Ball and Racket Analysis21 Nov 2025
- 2025Proxy-GS: Unified Occlusion Priors for Training and Inference in Structured 3D Gaussian Splatting29 Sep 2025
- 2025AniCrafter: Customizing Realistic Human-Centric Animation via Avatar-Background Conditioning in Video Diffusion Models26 May 2025
- 2025R3-Avatar: Record and Retrieve Temporal Codebook for Reconstructing Photorealistic Human Avatars17 Mar 2025