ArXiv TLDR

GaussiAnimate: Reconstruct and Rig Animatable Categories with Level of Dynamics

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2604.08547

Jiaxin Wang, Dongxin Lyu, Zeyu Cai, Zhiyang Dou, Cheng Lin + 2 more

cs.CVcs.GR

TLDR

GaussiAnimate introduces "Skelebones" to reconstruct and rig animatable 4D shapes, enabling expressive control and superior reanimation performance.

Key contributions

  • Introduces "Skelebones," a Scaffold-Skin Rigging System for animatable 4D shapes.
  • Compresses deformable Gaussians into free-form bones and extracts a category-agnostic kinematic skeleton.
  • Uses Partwise Motion Matching (PartMM) to synthesize novel bone motions for intuitive control.
  • Achieves significant reanimation improvements (17.3% PSNR over LBS) and strong generalization, even with low data.

Why it matters

This paper offers a novel approach to rigging complex 4D shapes, making them both controllable and highly expressive. Its "Skelebones" system and Partwise Motion Matching significantly improve reanimation quality and generalization, especially with limited data. This advances character animation and digital content creation.

Original Abstract

Free-form bones, that conform closely to the surface, can effectively capture non-rigid deformations, but lack a kinematic structure necessary for intuitive control. Thus, we propose a Scaffold-Skin Rigging System, termed "Skelebones", with three key steps: (1) Bones: compress temporally-consistent deformable Gaussians into free-form bones, approximating non-rigid surface deformations; (2) Skeleton: extract a Mean Curvature Skeleton from canonical Gaussians and refine it temporally, ensuring a category-agnostic, motion-adaptive, and topology-correct kinematic structure; (3) Binding: bind the skeleton and bones via non-parametric partwise motion matching (PartMM), synthesizing novel bone motions by matching, retrieving, and blending existing ones. Collectively, these three steps enable us to compress the Level of Dynamics of 4D shapes into compact skelebones that are both controllable and expressive. We validate our approach on both synthetic and real-world datasets, achieving significant improvements in reanimation performance across unseen poses-with 17.3% PSNR gains over Linear Blend Skinning (LBS) and 21.7% over Bag-of-Bones (BoB)-while maintaining excellent reconstruction fidelity, particularly for characters exhibiting complex non-rigid surface dynamics. Our Partwise Motion Matching algorithm demonstrates strong generalization to both Gaussian and mesh representations, especially under low-data regime (~1000 frames), achieving 48.4% RMSE improvement over robust LBS and outperforming GRU- and MLP-based learning methods by >20%. Code will be made publicly available for research purposes at cookmaker.cn/gaussianimate.

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