Real-Time Human Reconstruction and Animation using Feed-Forward Gaussian Splatting

arXiv cs.CV / 4/14/2026

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Key Points

  • The paper introduces a generalizable feed-forward Gaussian splatting framework for 3D human reconstruction and real-time animation from multi-view RGB images plus SMPL-X poses, without relying on depth supervision or fixed-view constraints used by prior work.
  • It predicts a set of 3D Gaussian primitives in a canonical pose, assigning Gaussians to each SMPL-X vertex with a strong geometric prior (one constrained Gaussian per vertex) and additional unconstrained Gaussians to model deviations like clothing and hair.
  • Unlike methods such as HumanRAM that require repeated inference to synthesize new poses, the approach enables animating the reconstructed representation via linear blend skinning after a single forward pass.
  • Experiments on THuman 2.1, AvatarReX, and THuman 4.0 show reconstruction quality comparable to state-of-the-art methods while uniquely supporting real-time and interactive applications.
  • The authors provide code and pre-trained models publicly, facilitating adoption and further research into efficient human reconstruction pipelines.

Abstract

We present a generalizable feed-forward Gaussian splatting framework for human 3D reconstruction and real-time animation that operates directly on multi-view RGB images and their associated SMPL-X poses. Unlike prior methods that rely on depth supervision, fixed input views, UV map, or repeated feed-forward inference for each target view or pose, our approach predicts, in a canonical pose, a set of 3D Gaussian primitives associated with each SMPL-X vertex. One Gaussian is regularized to remain close to the SMPL-X surface, providing a strong geometric prior and stable correspondence to the parametric body model, while an additional small set of unconstrained Gaussians per vertex allows the representation to capture geometric structures that deviate from the parametric surface, such as clothing and hair. In contrast to recent approaches such as HumanRAM, which require repeated network inference to synthesize novel poses, our method produces an animatable human representation from a single forward pass; by explicitly associating Gaussian primitives with SMPL-X vertices, the reconstructed model can be efficiently animated via linear blend skinning without further network evaluation. We evaluate our method on the THuman 2.1, AvatarReX and THuman 4.0 datasets, where it achieves reconstruction quality comparable to state-of-the-art methods while uniquely supporting real-time animation and interactive applications. Code and pre-trained models are available at https://github.com/Devdoot57/HumanGS .