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Yanlin Weng

Publications and source records attributed to Yanlin Weng.

5 recordsLinked to original sources

As-Rigid-As-Possible Deformation of Gaussian Radiance Fields

3D Gaussian Splatting (3DGS) models radiance fields as sparsely distributed 3D Gaussians, providing a compelling solution to novel view synthesis at high resolutions and real-time frame rates. However, deforming objects represented by 3D Gaussians remains a challenging task. Existing methods deform a 3DGS object by editing Gaussians geometrically. These approaches ignore the fact that it is the radiance field that rasterizes and renders the final image. The inconsistency between the deformed 3D Gaussians and the desired radiance field inevitably leads to artifacts in the final results. In this paper, we propose an interactive method for as-rigid-as-possible (ARAP) deformation of the Gaussian radiance fields. Specifically, after performing geometric edits on the Gaussians, we further optimize Gaussians to ensure its rasterization yields a similar result as the deformed radiance field. To facilitate this objective, we design radial features to mathematically describe the radial difference before and after the deformation, which are densely sampled across the radiance field. Additionally, we propose an adaptive anisotropic spatial low-pass filter to prevent aliasing issues during sampling and to preserve the field with the varying non-uniform sampling intervals. Users can interactively employ this tool to achieve large-scale ARAP deformations of the radiance field. Since our method maintains the consistency of the Gaussian radiance field before and after deformation, it avoids artifacts that are common in existing 3DGS deformation frameworks. Meanwhile, our method keeps the high quality and efficiency of 3DGS in rendering.

cs.GR

EchoAvatar: Real-time Generative Avatar Animation from Audio Streams

Real-time synthesis of high-fidelity 3D character motion from audio is a pivotal component for next-generation interactive avatars and virtual assistants. However, most existing approaches are limited to offline processing of complete audio sequences or are constrained to specific domains, rarely handling both speech and music effectively. In this paper, we introduce a novel framework designed to generate continuous, coherent full-body motion from streaming speech and music with low latency. Central to our approach is a unified streaming architecture capable of synthesizing continuous motion from incremental audio inputs. We employ a robust training strategy that enforces strong audio dependency, allowing the model to seamlessly generalize across conversational speech and rhythmic music without requiring explicit domain labels or mode switching. Additionally, we explored Reinforcement Learning to refine the quality of online generation. Furthermore, we bridge reactive animation with intent-driven behavior via a tool-call interface that allows upstream Large Language Models to inject explicit semantic control. By combining this controllability with stream audio-driven synthesis, our framework serves as a plug-and-play solution for transforming voice agents into interactive humanoid avatars. Extensive experiments demonstrate that our method outperforms state-of-the-art realtime baselines in motion quality and synchronization while maintaining the flexibility required for live deployment. Our code, pre-trained models, and videos are available at https://robinwitch.github.io/EchoAvatar-Page.

cs.CV

RGBAvatar: Reduced Gaussian Blendshapes for Online Modeling of Head Avatars

We present Reduced Gaussian Blendshapes Avatar (RGBAvatar), a method for reconstructing photorealistic, animatable head avatars at speeds sufficient for on-the-fly reconstruction. Unlike prior approaches that utilize linear bases from 3D morphable models (3DMM) to model Gaussian blendshapes, our method maps tracked 3DMM parameters into reduced blendshape weights with an MLP, leading to a compact set of blendshape bases. The learned compact base composition effectively captures essential facial details for specific individuals, and does not rely on the fixed base composition weights of 3DMM, leading to enhanced reconstruction quality and higher efficiency. To further expedite the reconstruction process, we develop a novel color initialization estimation method and a batch-parallel Gaussian rasterization process, achieving state-of-the-art quality with training throughput of about 630 images per second. Moreover, we propose a local-global sampling strategy that enables direct on-the-fly reconstruction, immediately reconstructing the model as video streams in real time while achieving quality comparable to offline settings. Our source code is available at https://github.com/gapszju/RGBAvatar.

cs.CV

3D Gaussian Blendshapes for Head Avatar Animation

We introduce 3D Gaussian blendshapes for modeling photorealistic head avatars. Taking a monocular video as input, we learn a base head model of neutral expression, along with a group of expression blendshapes, each of which corresponds to a basis expression in classical parametric face models. Both the neutral model and expression blendshapes are represented as 3D Gaussians, which contain a few properties to depict the avatar appearance. The avatar model of an arbitrary expression can be effectively generated by combining the neutral model and expression blendshapes through linear blending of Gaussians with the expression coefficients. High-fidelity head avatar animations can be synthesized in real time using Gaussian splatting. Compared to state-of-the-art methods, our Gaussian blendshape representation better captures high-frequency details exhibited in input video, and achieves superior rendering performance.

cs.GR

H-CNN: Spatial Hashing Based CNN for 3D Shape Analysis

We present a novel spatial hashing based data structure to facilitate 3D shape analysis using convolutional neural networks (CNNs). Our method well utilizes the sparse occupancy of 3D shape boundary and builds hierarchical hash tables for an input model under different resolutions. Based on this data structure, we design two efficient GPU algorithms namely hash2col and col2hash so that the CNN operations like convolution and pooling can be efficiently parallelized. The spatial hashing is nearly minimal, and our data structure is almost of the same size as the raw input. Compared with state-of-the-art octree-based methods, our data structure significantly reduces the memory footprint during the CNN training. As the input geometry features are more compactly packed, CNN operations also run faster with our data structure. The experiment shows that, under the same network structure, our method yields comparable or better benchmarks compared to the state-of-the-art while it has only one-third memory consumption. Such superior memory performance allows the CNN to handle high-resolution shape analysis.

cs.GR