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InstantGeoAvatar:

Effective Geometry and Appearance Modeling of


Animatable Avatars from Monocular Video

Alvaro Budria1 , Adrian Lopez-Rodriguez2 ,


Òscar Lorente*3 , and Francesc Moreno-Noguer*4
arXiv:2411.01512v1 [cs.CV] 3 Nov 2024

1
Institut de Robòtica i Informàtica Industrial (CSIC-UPC)
[email protected]
2
Vody
3
Floorfy
4
Amazon

Abstract. We present InstantGeoAvatar, a method for efficient and ef-


fective learning from monocular video of detailed 3D geometry and ap-
pearance of animatable implicit human avatars. Our key observation
is that the optimization of a hash grid encoding to represent a signed
distance function (SDF) of the human subject is fraught with instabili-
ties and bad local minima. We thus propose a principled geometry-aware
SDF regularization scheme that seamlessly fits into the volume rendering
pipeline and adds negligible computational overhead. Our regularization
scheme significantly outperforms previous approaches for training SDFs
on hash grids. We obtain competitive results in geometry reconstruction
and novel view synthesis in as little as five minutes of training time, a
significant reduction from the several hours required by previous work.
InstantGeoAvatar represents a significant leap forward towards achieving
interactive reconstruction of virtual avatars.

Keywords: 3D Computer Vision · Human Avatars · Neural Radiance


Fields · Clothed Human Modeling

1 Introduction
Enabling the reconstruction and animation of 3D clothed avatars is a key step
to unlock the potential of emerging technologies in fields such as augmented re-
ality (AR), virtual reality (VR), 3D graphics and robotics. Interactivity and fast
iteration over reconstructions and intermediate results can help speed up work-
flows for designers and practitioners. Different sensors are available for learn-
ing clothed avatars, including monocular RGB cameras, depth sensors and 4D
scanners. RGB videos are the most widely available, yet provide the weakest
supervisory signal, making this configuration elusive.
*Work done while at Institut de Robòtica i Informàtica Industrial (CSIC-UPC).
The project website is at github.com/alvaro-budria/InstantGeoAvatar.
2 A. Budria et al.

Fig. 1: InstantGeoAvatar. We introduce a system capable of reconstructing the ge-


ometry and appearance of animatable human avatars from monocular video in less
than 10 minutes. In order to attain high quality geometry reconstructions, we propose
a smoothing term directly on the learned signed distance field during optimization,
requiring no extra computation or sampling and delivering noticeable qualitative im-
provements.

Traditional depth-based methods fusing depth measurements over time [8,


50, 73, 74] produce compelling reconstructions but need complex and expensive
setups to avoid sensor noise. Dense multi-view capture systems [1, 9, 20, 30, 34,
41, 49, 64, 79, 91, 94, 96, 97, 105] offer detailed 3D reconstructions by leveraging
multi-view images and cues like silhouette or stereo. However, they can only be
applied in controlled camera studios. Moreover, neither depth-based nor dense
multi-view approaches can effectively work from RGB inputs alone or produce
satisfactory results within short fitting times.
Mesh-based approaches [2–4, 6, 7, 10, 12, 28, 44, 53, 71] struggle with garment
deformations and are restricted to low-resolution topologies. Point cloud-based
techniques [59–61,66,68,80,98,116,117,120,121] have shown promising outcomes,
but are not yet capable of fast-training times with RGB supervision only.
InstantGeoAvatar: Animatable Avatars from Monocular Video 3

The advent of neural radiance fields (NeRFs) [70] enabled techniques for
novel view synthesis and animation of human avatars from RGB image supervi-
sion only [26, 38, 93, 109]. Volume rendering-based approaches typically learn a
canonical representation that is deformed with linear blend skinning [65] and an
additional non-rigid deformation [77, 104, 115]. Despite producing good render-
ings of human avatars, these techniques lack awareness of the underlying geome-
try. In parallel, some works have adopted a signed distance function (SDF) [111]
as basic primitive for learning clothed human avatars from 3D scans [5, 85, 107].
To remove the need for 3D supervision, some works have embedded SDFs within
a volumetric rendering pipeline [29,77,103]. Significant steps have been taken to
speed up training of NeRF-based approaches [26, 38] by leveraging an efficient
hash-grid spatial encoding [72]. Subsequent work has tried to improve training
on such unstable and noisy hash grids [23, 56] with some success. Up to date,
however, fast geometry learning in general and effective use of hash grid-based
representations in particular for clothed human avatars with RGB supervision
only remains elusive.

The challenges faced by NeRF- and SDF-based approaches trained with vol-
ume rendering can be succinctly reduced to effectively capturing realistic non-
rigid deformations, dealing with noisy pose and camera estimates, slow training,
and unstable training in the case of hash grid-based methods. In this paper,
we specifically focus on the last two challenges, and aim at significantly ad-
vancing towards the realization of interactive use of human avatar modelling.
We propose InstantGeoAvatar, a system capable of yielding good rendering and
reconstruction quality in as little as 5 minutes of training, down from several
hours as in prior work. Building on recent advances for fast training of NeRF
based systems [38, 72] and efficient training of hash grid encodings [23, 56], we
demonstrate that even in combination such prior improvements and techniques
are insufficient for fast and effective learning of 3D clothed humans. Thus we
propose a simple yet effective regularization scheme that imposes a local ge-
ometric consistency prior during optimization, effectively removing undesired
artifacts and defects on the surface. The proposed approach, which effectively
constrains surface curvature and torsion over continuous SDFs along ray direc-
tions, is easy to implement, fits neatly within the volume rendering pipeline, and
delivers noticeable improvements over our base model without additional cost.

Our experiments demonstrate the effectiveness of the proposed method for


effective and fast learning of animatable 3D human avatars from monocular
video. At the short-training regime, InstantGeoAvatar yields superior geometry
reconstruction and rendering quality compared to previous work in less than
10 minutes (see Fig. 1). While SoTA methods can yield more accurate recon-
structions after several hours upon convergence, InstantGeoAvatar still shows
comparable and even superior results with out of distribution (OOD) poses. In
addition, the presented ablation demonstrates that previous work on improving
training of hash grid-based representations is insufficient for obtaining satisfying
geometry reconstructions, highlighting the suitability of our proposal.
4 A. Budria et al.

2 Related Work

2.1 Reconstructing Humans with Multi-View and Depth

Traditional depth-based approaches for human shape reconstruction fuse depth


measurements over time [73, 74], and subsequent works improve robustness by
incorporating additional priors [8, 50, 112, 114], and by using custom-design sen-
sors [22, 113]. Although effective, these methods require accurate depth infor-
mation, which can only be obtained with laborious setups. Methods based on
calibrated dense multi-view capture setups [1, 9, 20, 30, 34, 41, 49, 64, 79, 91, 94,
96, 97, 105] are capable of producing high-fidelity 3D reconstruction of human
subjects by using multi-view images and other cues such as silhouette, stereo
or shading. They are expensive and require skilled labor to operate, which hin-
ders their applicability outside of camera studios. Both depth-based and dense
multi-view cameras cannot work from monocular RGB inputs alone by design.

2.2 Reconstructing Humans from Monocular & Sparse Multi-views

Template and mesh-based approaches can yield reasonable results even in the
low-data regime by leveraging a low-rank human shape prior. On the other hand,
implicit representations are continuous by design and have been used to produce
detailed reconstructions of a clothed human body. A specific subline of work
aims at speeding up training of radiance field-based methods while maintaining
good reconstruction quality. More recently, methods for human body modelling
based on Gaussian Splats have shown compelling results at fast rendering times.
Explicit Representations. Mesh-based techniques typically represent cloth defor-
mations as deformation offsets [2–4, 6, 7, 10, 12, 28, 44, 53, 71] added to a mini-
mally clothed parametric human body model prior (e.g. SMPL [65]) that has
been previously rigged to a particular subject. Despite being highly compatible
with parametric human body models, these approaches struggle with garment
deformations and are limited to a low resolution topology. Point cloud-based
methods [59–61, 66, 68, 80, 98, 116, 117, 120, 121] have shown promising results by
combining the advantages of a representation that is explicit and simultaneously
allows to model varying topologies.
Neural Volumetric Rendering and Implicit Representations. Previous works have
successfully applied neural radiance fields [70] and signed distance functions
(SDFs) [75, 101, 111] as basic primitives for modelling human avatars. Image
based methods trained on 3D scans [5,31,32,36,78,85,86,107,108,122] and meth-
ods based on RGB-D and pointcloud data [6,10,19,21,51,55,67,90,100,118,119]
have difficulties with out-of-distribution poses, can fail to produce temporally
consistent reconstructions, and suffer from incomplete observations in the case
of RGB-D based methods. While some methods relying solely on 2D images
attempt to train models that generalize to multiple subjects and can perform
inference of novel views of a human directly [15, 18, 46], most such methods in-
volve volumetric rendering and learn a per-subject representation in a canonical
space which can then be deformed to a given pose [11, 13, 16, 17, 24–26, 29, 38,
InstantGeoAvatar: Animatable Avatars from Monocular Video 5

42, 54, 57, 62, 69, 77, 81, 88, 88, 89, 92, 93, 102–104, 106, 109, 110, 115, 123, 124, 127] or
simply train a per-subject model without any canonical space [21,37,47,48,125].
Significant effort has been devoted to improving the performance of volume
rendering-based methods on various fronts. [29, 39, 93, 103, 104] jointly optimize
neural network and body pose parameters. [11,16,17,42,69,81,88,103,110] focus
on the computation of correspondences between posed and canonical space. To
improve the posing of the canonical representation, [16,17,24,25,54,54,77,81,115]
learn or refine skinning weights during training. [24, 25, 29, 39, 54, 77, 103, 104,
109] add a non-rigid deformation module on top of the rigid deformation of a
parametric body model. [25, 57, 69, 89, 92, 93, 115] leverage pose encodings that
help improve the results of pose-conditioned components. [29] allows segmenting
a human on a video without mask supervision. Despite their success, these works
do not demonstrate high geometry reconstruction quality at fast speeds.
An additional line of work aims at speeding up the fitting of models to each
scene. Some works [24,26,38,102,106,127] have employed a multiresolution hash
grid spatial encoding [72]. Despite its effectiveness in accelerating training, it has
been observed [23,33,56,63,126] that it lacks the implicit regularization towards
lower frequencies that MLPs enjoy [83]. Even if the commonly used coordinate-
based MLPs partially offset this bias [84] with a Fourier positional encoding,
one can modulate the frequency bands of such encoding to still maintain a de-
sirable level of smoothness, as done in common practice by works previously
cited. Some works have attempted to offset the lack of regularization in hash
grids by considering the behaviour of gradients [33, 56], implementing coarse-
to-fine strategies [56, 63] and including a hybrid positional encoding to recover
the regularizing effect [23, 126]. As shown in our experiments, these improve-
ments are insufficient for obtaining quality reconstructions, hence the need for
a more suitable training scheme, which we deliver in the form of an additional
computational scheme in volume rendering.
Gaussian Splats [43] have emerged as a powerful alternative primitive for volu-
metric rendering. Recent work has shown impressive results at the task of novel
view synthesis of human avatars [35, 40, 45, 58, 76, 82, 87, 99], even achieving re-
markably short training times [52], but we are unaware of any works specifically
focusing on modeling the geometry of human avatars from monocular video.

3 Method

InstantGeoAvatar learns a person-specific representation of geometry and ap-


pearance of a human subject from monocular video, given a set of input images
with corresponding camera parameters, body masks and body poses. We learn
a parameterization of the canonical 3D geometry and the texture of a clothed
human as an implicit signed distance field (SDF) and a texture field. A spe-
cialized canonicalization module finds rigid correspondences between posed and
canonical spaces, and a non-rigid deformation module learns non-rigid cloth-
ing deformation and pose-dependent effects. The SDF and texture modules are
learned via differentiable volume rendering, which is accelerated with an empty
6 A. Budria et al.

space skipping grid, as in previous work. We incorporate a surface regularization


term within the volume rendering pipeline which not only ensures a nice surface
smoothness and appearance, but also leads to watertight meshes, which other
works struggle with.

3.1 Preliminaries
We next describe the fundamental building blocks of the proposed pipeline,
including an accelerated signed distance and texture field to model shape and
appearance in canonical space and a canonicalization module combined with a
non-rigid deformation to map this canonical representation into deformed space.
Canonical Signed Distance Field. We model human geometry in a canonical
space with a signed distance function f sdf that assigns a distance value and a
feature vector to each point in the 3D canonical space:
\boldsymbol {\textbf {f}}_{sdf}: \mathbb {R}^3 & \rightarrow \mathbb {R}, \mathbb {R}^{16} \\ x_c & \mapsto \textbf {d}, \textbf {v} \label {eq:sdf}
(2)
The body shape S in canonical space is then the zero-level set of f sdf :

\mathcal {S} = & \{ x_c\, |\, \boldsymbol {f}_{sdf} (x_c) = 0\} (3)
Following [38] we use the multiresolution hash feature grid encoding from
Instant-NGP [72] to parameterize f sdf .
Canonical Texture Field. We learn a texture field f rgb in canonical space that
models the subject’s appearance, conditioned on the SDF’s predicted features:

\boldsymbol {\textbf {f}}_{rgb}: \mathbb {R}^3, \mathbb {R}^{16} & \rightarrow \mathbb {R}^3 \label {eq:rgb}\\ x_c, \textbf {v} & \mapsto \textbf {c}
(5)
Articulating the Canonical Representation. We leverage the SMPL [65]
parametric body model to map a canonical point xc to a deformed point xd
via linear blend skinning (LBS), according to a set of bone transformations B i
which are derived from body pose θ:

x_d = LBS(x) = \sum _{i=1}^{n_b} w_i \boldsymbol {B}_i x_c \label {eq:lbs} (6)

However, the canonical correspondence x∗c of a deformed point xd is defined


by the inverse mapping of Eq. 6. Thus it is necessary to compute the one-to-
many mapping from points in posed space xd to their correspondences x∗c in
canonical space. Fast-SNARF [16] efficiently establishes such correspondences.
We add a pose-dependent offset to the rigid correspondence found by SNARF:

\boldsymbol {f}_{\Delta x}: \mathbb {R}^3, \mathbb {R}^{69} & \rightarrow \mathbb {R}^3\\ x_c, \theta & \mapsto \Delta x, \label {eq:nonrigid}
(8)
InstantGeoAvatar: Animatable Avatars from Monocular Video 7

3.2 Volume Rendering of SDF-based Radiance Fields

We learn the canonical representation end-to-end via differentiable volume ren-


dering of our SDF function [111]. As in previous works [29, 103] we map the
distance value to a density σ by squashing it with the Laplacian Cumulative
Distribution Function:

\sigma (x_c) = & \alpha \Bigl ( \frac {1}{2} + \frac {1}{2} sgn( - \boldsymbol {f}_{sdf} (x_c) ) (1 - \exp {- \frac {| \boldsymbol {f}_{sdf} | }{\beta }}) \Bigr ), \label {eq:density} (9)

where β is a learnable parameter and we set α = β1 .


For a given pixel, we cast a ray r(t) = o + tl from the optic center o with ray
direction l. We sample Np points between the near and far bounds in occupied
space taking into account an occupancy grid, as presented in [38]. At each point,
we query color ci and density σi from the canonical representation by warping
ray points {xid }Np from deformed to canonical space.
We then integrate the queried radiance and color values along each ray to
get the rendered pixel color Ĉ as

\hat {C} = \sum _{i=1}^{N_p} \alpha _i \prod _{i<j} (1-\alpha _j)\boldsymbol {c}_i, \text { with } \alpha _i = 1 - \exp (\sigma _i \delta _i), (10)

where δi = ||xi+1
c − xic || is the distance between consecutive samples.

3.3 Training Objectives

We optimize our model against multiple weighted loss functions, including a


smooth surface regularization term Lsmooth that significantly boosts reconstruc-
tion quality:

\mathcal {L} = \lambda _{rgb} \mathcal {L}_{rgb} + \lambda _{\alpha } \mathcal {L}_{\alpha } + \lambda _{Eik} \mathcal {L}_{Eik} + \lambda _{smooth} \mathcal {L}_{smooth}. \label {eq:loss-rgb} (11)

Lrgb is the photometric loss for rendered pixel color, Lα is an L1 loss between
the ground-truth and rendered masks and helps guide the reconstruction, and
LEik corresponds to the Eikonal loss term [27], which encourages the learned
SDF to have a well-behaved wave-like transition between consecutive isosurface
slices. The loss weightings are (λrgb , λα , λEik , λsmooth ) = (10, 0.1, 0.1, 1.0).
Lsmooth can be flexibly set within the range [0.5, 1.5] with good smoothing and
details balance.
Surface Regularization. Directly substituting the NeRF [70] rendering mod-
ule with the VolSDF [111] rendering scheme explained in Sec. 3.2 produces noisy,
stripped surfaces (Fig. 7a). The photometric loss only constrains the ray inte-
gral to render the desired color, but there are infinitely many shape variations
that satisfy this condition. MLP-based architectures [29, 103] are naturally bi-
ased to low-energy solutions [83], but a hash-grid based representation lacks such
implicit bias.
8 A. Budria et al.

Fig. 2: Non-local updates of the hash grid features. We consider a 1D hash grid
encoding segment to illustrate how the proposed regularization affects backpropagation
updates. Vanilla Eikonal loss (a) performs backpropagation updates on a single local
hash grid cell resulting in discontinuous and spatially disconnected updates. (b) [56]
used numerical gradients to distribute backpropagation updates to other cells in the
grid, resulting in more spatially coherent learned features. Our proposed smooth surface
regularization (c) also distributes backpropagation updates.

We devise a regularization procedure that effectively imposes a local coher-


ence prior to the surface, by constraining surface normals at consecutive points
on a ray to have the same direction and magnitude, i.e. that the isosurface be
flat along the ray direction at each interval. If we locally approximate an arc
parameterization of the surface with a straight line along the ray direction l at
ray depth t, this scheme amounts to taking the directional derivative dn dt of the
normal of the surface n along l at t. By the Frenet–Serret formulas [95] this term
is related to the curvature κ and torsion τ as
\frac {\textrm {d}\textbf {n}}{\textrm {d}t} = -\kappa \textbf {T} + \tau \textbf {B},\label {eq:dir-derivative}
(12)

with T the surface tangent vector and B the surface binormal vector. Thus,
by minimizing this term, we are directly imposing a penalty on the amount
of curvature (how much the surface deviates from a straight line) and torsion
(how much the surface deviates from following a regular path) that the surface
presents along this direction, effectively enforcing the surface to be well-behaved.
We incorporate this regularization strategy into volume rendering without
additional sampling by computing finite differences on the estimated normals
∇x d(xc ) at each sampled point xc in canonical space, which we already obtained
for the Eikonal loss term LEik :

\mathcal {L}_{smooth} = \frac {1}{N_r} \sum _{i=1}^{N_r} \frac {1}{N^i_s} \sum _{j=1}^{N^i_s - 1} || \overline {\textbf {n}}_i^j - \hat {\textbf {n}}_i^j||_2 + || \overline {\textbf {n}}_i^j - \hat {\textbf {n}}_i^{j+1}||_2\label {eq:loss-smooth} (13)

∇x d(x)
where n̂ji = ||∇x d(x)||2 is the normalized estimated surface normal at point xji ,
nji = 1 j j+1
2 (n̂i + n̂i ) is the estimated normal at the midpoint of the interval
InstantGeoAvatar: Animatable Avatars from Monocular Video 9

(xji , xj+1
i ), Nsi is the number of samples on the i-th ray and Nr is the number of
rays.
Moreover, it has been noted [56] that surface normals ∇x d(x) computed on
hash grid-based representations only depend on the voxel features that imme-
diately surround the point x. When learning with gradients from the Eikonal
loss LEik , this results in spatially discontinuous and incoherent updates that are
limited to a single grid cell (Fig. 2a). Thus, by combining normals computed at
different points with our approach (Fig. 2c), a greater number of adjacent and
nearby grid cells are involved in the computations, and the resulting updates
from the loss term are more stable spatially coherent.
Discussion. Both on a conceptual and computational level, our proposed term
is significantly different from the Eikonal loss [27], the use of finite differences
for surface normal computation [56], and the curvature loss [56] from previous
works. The Eikonal loss LEik has a variational motivation and is derived as
the solution of a wave propagation PDE. It acts as a global constraint on the
SDF, ensuring it propagates through space as an onion, without silos or isolated
components. Our constraint is geometric and differential as it works on local
derivatives, and does not involve the magnitude of the gradient at a fixed point,
but the differences of the normals along ray directions.
Our approach is similar to that of [56] in that we also propagate gradient
updates to multiple cells for more stable training. But unlike them, we achieve
this effect by considering the surface normals at consecutive ray points, and use
more precise analytical gradients to compute those normals. We only take finite
differences along ray directions to compute the derivative of the surface normal.
The curvature loss from [56] computes the Laplacian considering how much
an SDF value at each sample point diverges from the SDF values of neighbors
at a fixed distance, which in three-dimensional space is not explicitly related
to the curvature and torsion of the surface. Moreover, computing it involves
6 additional samples and relies on a fixed scale on the finite differences which
needs to be scheduled over training. On the other hand, our approach explicitly
relates the directional derivative of the surface normals to geometric quantities of
curvature and torsion. Since the rays’ direction of incidence on the surface varies
with pixel location and camera location, the regularization is effectively applied
multi-scale over training (Fig. 4), without the need for any scale scheduling nor
any additional samples.

4 Experiments

We evaluate the rendering and geometry reconstruction quality of our proposed


method and compare it with other SoTA methods both on in-distribution and
out-of-distribution poses. Additionally, we present an ablation that investigates
the effect of different techniques proposed for stable training with hash-grid
encodings and validate the effectiveness of our approach. Further results are
presented in the supplementary video.
10 A. Budria et al.

Table 1: Geometry Reconstruction. Table 2: Geometry Reconstruction.


We report L2 Chamfer Distance (CD), We report L2 Chamfer Distance (CD),
Normal Consistency (NC) and Intersec- Normal Consistency (NC) and Intersec-
tion over Union (IoU) on the X-Humans tion over Union (IoU) on OOD poses of
dataset [88]. the X-Humans dataset [88].

Sequence Metric V2A V2A10 IA Ours Sequence Metric V2A V2A10 IA Ours
CD ↓ 0.304 0.602 0.901 0.579 CD ↓ 0.751 0.892 1.72 0.881
25 NC ↑ 0.919 0.894 0.688 0.910 25 NC ↑ 0.889 0.871 0.699 0.879
IoU ↑ 0.977 0.920 0.842 0.974 IoU ↑ 0.931 0.928 0.845 0.930
CD ↓ 0.393 0.842 0.851 0.600 CD ↓ 1.096 1.445 2.452 1.089
28 NC ↑ 0.922 0.871 0.727 0.914 28 NC ↑ 0.860 0.842 0.720 0.885
IoU ↑ 0.963 0.902 0.755 0.947 IoU ↑ 0.911 0.901 0.761 0.909
CD ↓ 0.417 0.641 1.073 0.557 CD ↓ 0.705 0.804 1.213 0.800
35 NC ↑ 0.912 0.879 0.673 0.891 35 NC ↑ 0.883 0.869 0.678 0.871
IoU ↑ 0.944 0.902 0.798 0.923 IoU ↑ 0.945 0.912 0.794 0.896
CD ↓ 0.572 0.748 1.494 0.691 CD ↓ 0.760 0.903 2.23 0.871
36 NC ↑ 0.844 0.817 0.576 0.838 36 NC ↑ 0.842 0.830 0.579 0.845
IoU ↑ 0.950 0.915 0.771 0.936 IoU ↑ 0.910 0.899 0.768 0.922
CD ↓ 0.311 0.512 1.693 0.597 CD ↓ 0.732 0.785 1.892 0.842
58 NC ↑ 0.930 0.887 0.681 0.875 58 NC ↑ 0.835 0.824 0.682 0.838
IoU ↑ 0.973 0.964 0.704 0.950 IoU ↑ 0.898 0.863 0.705 0.877

4.1 Datasets

PeopleSnapshot [4] contains videos of humans rotating in front of a camera,


and is the main dataset employed by InstantAvatar [38]. For a fair comparison,
we follow its same evaluation protocol, taking the pose parameters optimized by
Anim-NeRF [14] and keeping them frozen throughout training.
X-Humans [88] provides several video sequences of humans in various poses
and performing different actions. The dataset contains accurate ground-truth de-
tailed clothed 3D meshes and SMPL fits for each subject at each frame. We select
a subset of 5 sequences to perform our experiments. Each sequence contains sev-
eral tracks or subsequences. For each sequence we pick a set of tracks amounting
to between 150 to 300 consecutive frames for training and another set of tracks
for evaluation, containing both in-distribution as well as out-of-distribution poses
that significantly depart from those poses seen during training.

4.2 Baselines

InstantAvatar (IA) [38] is capable of modeling the appearance of a human


subject in short training times. In our experiments, we use the publicly available
code to train this baseline for 10 minutes. Despite its ability to produce high-
quality renderings, IA lacks geometric awareness as it models radiance.
Vid2Avatar (V2A) [29] is able to produce high-quality geometry reconstruc-
tions without the need for ground-truth masks but requires several hours of
training to reach convergence. We compare our method against Vid2Avatar af-
ter 24 hours (V2A) and 10 minutes (V2A10 ) of training, to show that our method
can achieve good rendering and reconstruction quality much faster.
InstantGeoAvatar: Animatable Avatars from Monocular Video 11

Table 3: Rendering Quality. We Table 4: Rendering Quality. We re-


report PSNR, SSIM and LPIPS on port PSNR, SSIM and LPIPS on out-
in-distribution poses of the X-Humans of-distribution poses of the X-Humans
dataset [88]. dataset [88].

Sequence Metric V2A V2A10 IA Ours Sequence Metric V2A V2A10 IA Ours
PSNR ↑ 29.82 25.12 30.05 29.87 PSNR ↑ 23.09 19.66 23.32 23.56
25 SSIM ↑ 0.991 0.960 0.986 0.983 25 SSIM ↑ 0.965 0.937 0.957 0.964
LPIPS ↓ 0.016 0.033 0.012 0.020 LPIPS ↓ 0.025 0.045 0.032 0.027
PSNR ↑ 28.20 24.35 27.63 27.74 PSNR ↑ 24.50 20.93 24.56 24.77
28 SSIM ↑ 0.980 0.952 0.982 0.976 28 SSIM ↑ 0.963 0.942 0.964 0.966
LPIPS ↓ 0.017 0.025 0.019 0.032 LPIPS ↓ 0.028 0.038 0.030 0.033
PSNR ↑ 29.01 25.49 29.47 28.68 PSNR ↑ 25.68 21.34 25.23 25.21
35 SSIM ↑ 0.984 0.961 0.988 0.979 35 SSIM ↑ 0.960 0.952 0.955 0.958
LPIPS ↓ 0.019 0.032 0.011 0.028 LPIPS ↓ 0.031 0.048 0.027 0.039
PSNR ↑ 29.59 26.77 31.74 30.97 PSNR ↑ 26.41 22.05 25.07 26.33
36 SSIM ↑ 0.973 0.957 0.981 0.974 36 SSIM ↑ 0.953 0.947 0.950 0.955
LPIPS ↓ 0.015 0.030 0.010 0.021 LPIPS ↓ 0.036 0.040 0.028 0.031
PSNR ↑ 30.32 26.93 31.05 30.54 PSNR ↑ 23.88 21.40 23.82 24.05
58 SSIM ↑ 0.986 0.959 0.989 0.985 58 SSIM ↑ 0.964 0.951 0.957 0.960
LPIPS ↓ 0.018 0.026 0.009 0.016 LPIPS ↓ 0.025 0.040 0.033 0.029

Table 5: Rendering Quality. We re-


port PSNR, SSIM and LPIPS on in-
distribution poses of the PeopleSnapshot
dataset [4]. Note that unlike in [38], we do
not overfit the poses prior to testing.

Sequence Metric V2A V2A10 IA Ours


PSNR ↑ 24.96 22.91 24.24 24.89
f-3-c SSIM ↑ 0.957 0.916 0.949 0.952
LPIPS ↓ 0.030 0.062 0.033 0.046
PSNR ↑ 28.37 20.93 27.96 28.00
m-3-c SSIM ↑ 0.963 0.942 0.963 0.961
LPIPS ↓ 0.017 0.038 0.021 0.035 Fig. 3: Neuralangelo’s [56] SDF
PSNR ↑ 27.44 21.34 26.89 27.16
training scheme at longer train-
f-4-c SSIM ↑ 0.968 0.952 0.959 0.962
LPIPS ↓ 0.026 0.048 0.023 0.040 ing regime. Our approach beats Neu-
PSNR ↑ 26.53 22.05 25.38 25.46 ralangelo’s proposal even after 24 hours
m-4-c SSIM ↑ 0.955 0.947 0.953 0.951 of training.
LPIPS ↓ 0.039 0.040 0.042 0.059

4.3 Geometry Reconstruction Quality

First, we compare our proposed human shape reconstruction approach to the


baselines (Table 1). IA [38] fails to model meaningful surfaces. V2A can very
accurately reconstruct human shapes, but with slow training times. V2A10 is
initialized with a SMPL body shape, which gives it a significant boost in geo-
metric accuracy at the beginning of training. However, as seen qualitatively in
Figures 1 and 6 it fails to model clothing details. Our method strikes a good
balance between reconstruction accuracy and speed, obtaining reasonably good
results within 10 minutes of training.
12 A. Budria et al.

Table 6: Quantitative comparison


of SDF regularization schemes. We
report PSNR, SSIM, Chamfer Distance
(CD) and Normal Consistency (NC) on
the X-Humans dataset [88].

Component PSNR ↑ SSIM ↑ CD ↓ NC ↑

Base 28.90 0.961 0.827 0.827

Eikonal w/
28.60 0.960 2.45 0.657
Finite Diffs. [56]

Curvature
28.51 0.957 2.03 0.536
Loss [56]

Eik. w/ F. Diffs.
28.47 0.959 5.03 0.52
and Curv. Loss [56]

Hybrid Pos. Fig. 4: Multiscale effect of the pro-


26.48 0.954 0.752 0.803
Encoding [23]
posed loss term.
Lsmooth (ours) 29.24 0.964 0.772 0.850

Table 7: Computational demand of SDF regularization schemes.

Hybrid Pos. Eikonal w/ Curvature


Base Ours
Encoding [23] Finite Diffs. [56] Loss [56]
training speed 8.0 it./s 7.7 it./s 4.1 it./s 5.3 it./s 4.8 it./s
peak memory ∼ 15 GB ∼ 15 GB ∼ 16 GB ∼ 20 GB ∼ 20 GB

4.4 View Synthesis Quality


Tables 3 and 5 show our method produces quality renderings on both datasets.
Since Vid2Avatar is not designed for fast training, V2A10 fails to synthesize
good renders, while both IA and InstantGeoAvatar achieve the same rendering
quality as V2A in a much shorter time. As seen qualitatively in Figures 1 and 6,
V2A10 yields flat-textured renders, whereas IA and InstantGeoAvatar can model
texture patterns such as shirt wrinkles.

4.5 Synthesis & Reconstruction Quality on OOD Poses


As seen in Table 2, the geometry produced by V2A degrades significantly pre-
sumably because it conditions its SDF representation on pose parameters. Our
method performs almost identically as V2A, and outperforms InstantAvatar and
V2A10 . This can also be observed in Fig. 6 and in the supplementary video.

4.6 Ablation Study


We compare our approach against using numerical gradients and the Laplacian
in the curvature loss [56], and against a hybrid positional encoding [23]. The
InstantGeoAvatar: Animatable Avatars from Monocular Video 13

Fig. 5: Qualitative comparison of SDF regularization schemes. From left and


right, top to bottom: ours, hybrid positional encoding [23], curvature loss and finite
differences derivatives [56], and varying weights for Eikonal loss [27].

proposed SDF smoothing technique significantly boosts quality (see Table 6, and
Figures 5 and 7). Even after training for several hours, the numerical gradients
and the curvature loss fail to yield satisfactory results (Figure 3). Tweaking the
weight of the Eikonal loss term is insufficient for good reconstruction quality
(Figure 5). Table 7 shows that our approach keeps the same speed as the base
model and incurs less memory overhead than other approaches.

5 Conclusions
We proposed InstantGeoAvatar, a method that can model geometry and appear-
ance of animatable human avatars from monocular videos in less than 10 minutes.
Building on previous work, we notice that hash grid-based representations lack
the implicit regularization that MLP-based architectures enjoy, and introduce
a surface regularization term in the optimization that effectively enhances the
learned representation without additional computational cost.

Acknowledgements
This work has been supported by the project MOHUCO PID2020-120049RB-I00
funded by MCIU/AEI/10.13039/501100011033, and by the project GRAVATAR
PID2023-151184OB-I00 funded by MCIU/AEI/10.13039/501100011033 and by
ERDF, UE.
14 A. Budria et al.

Fig. 6: Qualitative Results on Rendering and Reconstruction. V2A produces


very accurate and smooth reconstructions after several hours of training, while V2A10
fails to represent higher frequency details like the letters on the second subject’s leg.
InstantGeoAvatar can produce satisfying results in less than ten minutes.

(a) Without smoothing term. (b) With smoothing term.

Fig. 7: Importance of Smooth Surface Regularization.


InstantGeoAvatar: Animatable Avatars from Monocular Video 15

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