mlsanityData to 14 Oct 2026

SignSplat: Rendering Sign Language via Gaussian Splatting

arXiv 2505.02108 ↗First posted 4 May 2025cs.CVcited by 6

Not on the map. Why?

Abstract (arXiv)

State-of-the-art approaches for conditional human body rendering via Gaussian splatting typically focus on simple body motions captured from many views. This is often in the context of dancing or walking. However, for more complex use cases, such as sign language, we care less about large body motion and more about subtle and complex motions of the hands and face. The problems of building high fidelity models are compounded by the complexity of capturing multi-view data of sign. The solution is to make better use of sequence data, ensuring that we can overcome the limited information from only a few views by exploiting temporal variability. Nevertheless, learning from sequence-level data requires extremely accurate and consistent model fitting to ensure that appearance is consistent across complex motions. We focus on how to achieve this, constraining mesh parameters to build an accurate Gaussian splatting framework from few views capable of modelling subtle human motion. We leverage regularization techniques on the Gaussian parameters to mitigate overfitting and rendering artifacts. Additionally, we propose a new adaptive control method to densify Gaussians and prune splat points on the mesh surface. To demonstrate the accuracy of our approach, we render novel sequences of sign language video, building on neural machine translation approaches to sign stitching. On benchmark datasets, our approach achieves state-of-the-art performance; and on highly articulated and complex sign language motion, we significantly outperform competing approaches.

Key facts. Cited by 6 papers in the map (data through 14 Oct 2026). Builds on 47 of its 62 references that are in the map. First posted on arXiv 4 May 2025.

Builds on

47 of 62 references.

References · 47

  1. 2018The Unreasonable Effectiveness of Deep Features as a Perceptual Metriccited by 11,177
  2. 20233D Gaussian Splatting for Real-Time Radiance Field Renderingcited by 6,226
  3. 2022Instant Neural Graphics Primitives with a Multiresolution Hash Encodingcited by 3,723
  4. 2024SAM 2: Segment Anything in Images and Videoscited by 2,863
  5. 2021Mip-NeRF: A Multiscale Representation for Anti-Aliasing Neural Radiance Fieldscited by 1,964
  6. 2021Plenoxels: Radiance Fields without Neural Networkscited by 1,613
  7. 2019Expressive Body Capture: 3D Hands, Face, and Body from a Single Imagecited by 1,612
  8. 2020D-NeRF: Neural Radiance Fields for Dynamic Scenescited by 1,465
  9. 2017End-to-end Recovery of Human Shape and Posecited by 885
  10. 2020Neural Body: Implicit Neural Representations with Structured Latent Codes for Novel View Synthesis of Dynamic Humanscited by 634
  11. 2022HumanNeRF: Free-viewpoint Rendering of Moving People from Monocular Videocited by 483
  12. 2017Neural 3D Mesh Renderercited by 437
35 more
  1. 2021Animatable Neural Radiance Fields for Modeling Dynamic Human Bodiescited by 361
  2. 2017Six Challenges for Neural Machine Translationcited by 335
  3. 2023Reconstructing Hands in 3D with Transformerscited by 306
  4. 2022NeuMan: Neural Human Radiance Field from a Single Videocited by 244
  5. 2018Video Based Reconstruction of 3D People Modelscited by 238
  6. 2021A-NeRF: Articulated Neural Radiance Fields for Learning Human Shape, Appearance, and Posecited by 233
  7. 20233DGS-Avatar: Animatable Avatars via Deformable 3D Gaussian Splattingcited by 195
  8. 2020STAR: Sparse Trained Articulated Human Body Regressorcited by 194
  9. 2023GaussianAvatar: Towards Realistic Human Avatar Modeling from a Single Video via Animatable 3D Gaussianscited by 191
  10. 2024SplattingAvatar: Realistic Real-Time Human Avatars with Mesh-Embedded Gaussian Splattingcited by 172
  11. 2023GauHuman: Articulated Gaussian Splatting from Monocular Human Videoscited by 168
  12. 2021H-NeRF: Neural Radiance Fields for Rendering and Temporal Reconstruction of Humans in Motioncited by 157
  13. 2020Monocular Expressive Body Regression through Body-Driven Attentioncited by 155
  14. 2018BodyNet: Volumetric Inference of 3D Human Body Shapescited by 141
  15. 2022InstantAvatar: Learning Avatars from Monocular Video in 60 Secondscited by 138
  16. 2023Vid2Avatar: 3D Avatar Reconstruction from Videos in the Wild via Self-supervised Scene Decompositioncited by 134
  17. 2023One-Stage 3D Whole-Body Mesh Recovery with Component Aware Transformercited by 130
  18. 2023GART: Gaussian Articulated Template Modelscited by 121
  19. 2020Progressive Transformers for End-to-End Sign Language Productioncited by 120
  20. 2023Drivable 3D Gaussian Avatarscited by 120
  21. 2021Animatable Neural Radiance Fields from Monocular RGB Videoscited by 109
  22. 2023ASH: Animatable Gaussian Splats for Efficient and Photoreal Human Renderingcited by 104
  23. 2021imGHUM: Implicit Generative Models of 3D Human Shape and Articulated Posecited by 103
  24. 2024Expressive Whole-Body 3D Gaussian Avatarcited by 89
  25. 2023HiFi4G: High-Fidelity Human Performance Rendering via Compact Gaussian Splattingcited by 70
  26. 2023X-Avatar: Expressive Human Avatarscited by 66
  27. 2024Generalizable Human Gaussians for Sparse View Synthesiscited by 40
  28. 2024YouTube-SL-25: A Large-Scale, Open-Domain Multilingual Sign Language Parallel Corpuscited by 36
  29. 2020Everybody Sign Now: Translating Spoken Language to Photo Realistic Sign Language Videocited by 34
  30. 2024GVA: Reconstructing Vivid 3D Gaussian Avatars from Monocular Videoscited by 22
  31. 2024Expressive Gaussian Human Avatars from Monocular RGB Videocited by 21
  32. 2024GST: Precise 3D Human Body from a Single Image with Gaussian Splatting Transformerscited by 11
  33. 2024Sign Stitching: A Novel Approach to Sign Language Productioncited by 8
  34. 2022Neural Rendering of Humans in Novel View and Pose from Monocular Videocited by 4
  35. 2024Select and Reorder: A Novel Approach for Neural Sign Language Productioncited by 3

Built on by

Cited by year (2026 to 14 Oct)

Citing papers per year: 2025: 1; 2026: 5.

6 papers.