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October 13, 20250 citationsOpen Access

On the Skinning of Gaussian Avatars

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NZNikolaos ZioulisNKNikolaos KotarelasGAGeorgios Albanis

Key Points

  • Weighted rotation blending significantly enhances the animation quality of Gaussian avatars.
  • This approach simplifies vertex-based Gaussian animation while addressing non-linear rotation issues.
  • Leveraging quaternion averaging allows for efficient integration into animation engines.
  • The method modifies existing linear blend skinning techniques for better results without complex changes.

Abstract

Radiance field-based methods have recently been used to reconstruct human avatars, showing that we can significantly downscale the systems needed for creating animated human avatars. Although this progress has been initiated by neural radiance fields, their slow rendering and backward mapping from the observation space to the canonical space have been the main challenges. With Gaussian splatting overcoming both challenges, a new family of approaches has emerged that are faster to train and render, while also straightforward to implement using forward skinning from the canonical to the observation space. However, the linear blend skinning required for the deformation of the Gaussians does not provide valid results for their non-linear rotation properties. To address such artifacts, recent works use mesh properties to rotate the non-linear Gaussian properties or train models to predict corrective offsets. Instead, we propose a weighted rotation blending approach that leverages quaternion averaging. This leads to simpler vertex-based Gaussians that can be efficiently animated and integrated in any engine by only modifying the linear blend skinning technique, and using any Gaussian rasterizer.

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Cite This Study

Zioulis et al. (2025) studied this question.

synapsesocial.com/papers/68ecfebf950606aabec0949bhttps://doi.org/10.48550/arxiv.2509.11411
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