AHA! Animating Human Avatars in Diverse Scenes with Gaussian Splatting
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Abstract (arXiv)
We present a novel framework for animating humans in 3D scenes using 3D Gaussian Splatting (3DGS), a neural scene representation that has recently achieved state-of-the-art photorealistic results for novel-view synthesis but remains under-explored for human-scene animation and interaction. Unlike existing animation pipelines that use meshes or point clouds as the underlying 3D representation, our approach introduces the use of 3DGS as the 3D representation for animating humans in scenes. By representing humans and scenes as Gaussians, our approach allows geometry-consistent free-viewpoint rendering of humans interacting with 3D scenes. Our key insight is that rendering can be decoupled from motion synthesis, and each sub-problem can be addressed independently without the need for paired human-scene data. Central to our method is a Gaussian-aligned motion module that synthesizes motion without explicit scene geometry, using opacity-based cues and projected Gaussian structures to guide human placement and pose alignment. To ensure natural interactions, we further propose a human-scene Gaussian refinement optimization that enforces realistic contact and navigation. We evaluate our approach on scenes from Scannet++ and the SuperSplat library, and on avatars reconstructed from sparse and dense multi-view human capture. Finally, we demonstrate that our framework enables novel applications such as geometry-consistent free-viewpoint rendering of edited monocular RGB videos with newly animated humans, showcasing the unique advantages of 3DGS for monocular video-based human animation. To assess the full quality of our results, we encourage readers to view the supplementary material available at https://miraymen.github.io/aha/ .
Key facts. Cited by 4 papers in the map (data through 14 Oct 2026). Builds on 77 of its 108 references that are in the map. First posted on arXiv 13 Nov 2025.
Builds on
77 of 108 references.
References · 77
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38 more
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Citing papers per year: 2026: 4.
4 papers.
- 2026AHOY! Animatable Humans under Occlusion from YouTube Videos with Gaussian Splatting and Video Diffusion Priorscited by 2
- 2026Visually-grounded Humanoid Agentscited by 2
- 2026Animated 3DGS Avatars in Diverse Scenes with Consistent Lighting and Shadowscited by 0
- 2026RAGA: Real Time Ray Traced Gaussian Shadow Casting for 3DGS Avatar-Scene Interactioncited by 0
- 2026RAGA: Real Time Ray Traced Gaussian Shadow Casting for 3DGS Avatar-Scene Interaction28 Jun 2026
- 2026Visually-grounded Humanoid Agents9 Apr 2026
- 2026AHOY! Animatable Humans under Occlusion from YouTube Videos with Gaussian Splatting and Video Diffusion Priors18 Mar 2026
- 2026Animated 3DGS Avatars in Diverse Scenes with Consistent Lighting and Shadows4 Jan 2026