# SignSplat: Rendering Sign Language via Gaussian Splatting

arXiv: https://arxiv.org/abs/2505.02108 · HTML: https://mlsanity.com/paper/2505.02108/

## 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 (most cited first, 30 of 47)

- [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)
- [SAM 2: Segment Anything in Images and Videos](https://mlsanity.com/paper/2408.00714/) (2024)
- [Mip-NeRF: A Multiscale Representation for Anti-Aliasing Neural Radiance Fields](https://mlsanity.com/paper/2103.13415/) (2021)
- [Plenoxels: Radiance Fields without Neural Networks](https://mlsanity.com/paper/2112.05131/) (2021)
- [Expressive Body Capture: 3D Hands, Face, and Body from a Single Image](https://mlsanity.com/paper/1904.05866/) (2019)
- [D-NeRF: Neural Radiance Fields for Dynamic Scenes](https://mlsanity.com/paper/2011.13961/) (2020)
- [End-to-end Recovery of Human Shape and Pose](https://mlsanity.com/paper/1712.06584/) (2017)
- [Neural Body: Implicit Neural Representations with Structured Latent Codes for Novel View Synthesis of Dynamic Humans](https://mlsanity.com/paper/2012.15838/) (2020)
- [HumanNeRF: Free-viewpoint Rendering of Moving People from Monocular Video](https://mlsanity.com/paper/2201.04127/) (2022)
- [Neural 3D Mesh Renderer](https://mlsanity.com/paper/1711.07566/) (2017)
- [Animatable Neural Radiance Fields for Modeling Dynamic Human Bodies](https://mlsanity.com/paper/2105.02872/) (2021)
- [Six Challenges for Neural Machine Translation](https://mlsanity.com/paper/1706.03872/) (2017)
- [Reconstructing Hands in 3D with Transformers](https://mlsanity.com/paper/2312.05251/) (2023)
- [NeuMan: Neural Human Radiance Field from a Single Video](https://mlsanity.com/paper/2203.12575/) (2022)
- [Video Based Reconstruction of 3D People Models](https://mlsanity.com/paper/1803.04758/) (2018)
- [A-NeRF: Articulated Neural Radiance Fields for Learning Human Shape, Appearance, and Pose](https://mlsanity.com/paper/2102.06199/) (2021)
- [3DGS-Avatar: Animatable Avatars via Deformable 3D Gaussian Splatting](https://mlsanity.com/paper/2312.09228/) (2023)
- [STAR: Sparse Trained Articulated Human Body Regressor](https://mlsanity.com/paper/2008.08535/) (2020)
- [GaussianAvatar: Towards Realistic Human Avatar Modeling from a Single Video via Animatable 3D Gaussians](https://mlsanity.com/paper/2312.02134/) (2023)
- [SplattingAvatar: Realistic Real-Time Human Avatars with Mesh-Embedded Gaussian Splatting](https://mlsanity.com/paper/2403.05087/) (2024)
- [GauHuman: Articulated Gaussian Splatting from Monocular Human Videos](https://mlsanity.com/paper/2312.02973/) (2023)
- [H-NeRF: Neural Radiance Fields for Rendering and Temporal Reconstruction of Humans in Motion](https://mlsanity.com/paper/2110.13746/) (2021)
- [Monocular Expressive Body Regression through Body-Driven Attention](https://mlsanity.com/paper/2008.09062/) (2020)
- [BodyNet: Volumetric Inference of 3D Human Body Shapes](https://mlsanity.com/paper/1804.04875/) (2018)
- [InstantAvatar: Learning Avatars from Monocular Video in 60 Seconds](https://mlsanity.com/paper/2212.10550/) (2022)
- [Vid2Avatar: 3D Avatar Reconstruction from Videos in the Wild via Self-supervised Scene Decomposition](https://mlsanity.com/paper/2302.11566/) (2023)
- [One-Stage 3D Whole-Body Mesh Recovery with Component Aware Transformer](https://mlsanity.com/paper/2303.16160/) (2023)
- [GART: Gaussian Articulated Template Models](https://mlsanity.com/paper/2311.16099/) (2023)

## Built on by (most cited first, 6 of 6)

- [Using Sign Language Production as Data Augmentation to enhance Sign Language Translation](https://mlsanity.com/paper/2506.09643/) (2025)
- [SignSparK: Efficient Multilingual Sign Language Production via Sparse Keyframe Learning](https://mlsanity.com/paper/2603.10446/) (2026)
- [M3T: Discrete Multi-Modal Motion Tokens for Sign Language Production](https://mlsanity.com/paper/2603.23617/) (2026)
- [BackTranslation2.0 -- A Linguistically Motivated Metric to Assess Sign Language Production](https://mlsanity.com/paper/2606.28673/) (2026)
- [Corpus Augmentation for Sign Language Translation via LLM-Guided Video Stitching](https://mlsanity.com/paper/2606.11925/) (2026)
- [Kinematics-Centric Continuous Sign Language Retrieval with Gloss-Guided Boundary-Aware Alignment](https://mlsanity.com/paper/2610.05306/) (2026)

## 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.
