SqueezeMe: Mobile-Ready Distillation of Gaussian Full-Body Avatars

Fuente: arXiv
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Main Authors: Iandola, Forrest, Pidhorskyi, Stanislav, Santesteban, Igor, Gupta, Divam, Pahuja, Anuj, Bartolovic, Nemanja, Yu, Frank, Garbin, Emanuel, Simon, Tomas, Saito, Shunsuke
Format: Preprint
Published: 2024
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author Iandola, Forrest
Pidhorskyi, Stanislav
Santesteban, Igor
Gupta, Divam
Pahuja, Anuj
Bartolovic, Nemanja
Yu, Frank
Garbin, Emanuel
Simon, Tomas
Saito, Shunsuke
author_facet Iandola, Forrest
Pidhorskyi, Stanislav
Santesteban, Igor
Gupta, Divam
Pahuja, Anuj
Bartolovic, Nemanja
Yu, Frank
Garbin, Emanuel
Simon, Tomas
Saito, Shunsuke
contents Gaussian-based human avatars have achieved an unprecedented level of visual fidelity. However, existing approaches based on high-capacity neural networks typically require a desktop GPU to achieve real-time performance for a single avatar, and it remains non-trivial to animate and render such avatars on mobile devices including a standalone VR headset due to substantially limited memory and computational bandwidth. In this paper, we present SqueezeMe, a simple and highly effective framework to convert high-fidelity 3D Gaussian full-body avatars into a lightweight representation that supports both animation and rendering with mobile-grade compute. Our key observation is that the decoding of pose-dependent Gaussian attributes from a neural network creates non-negligible memory and computational overhead. Inspired by blendshapes and linear pose correctives widely used in Computer Graphics, we address this by distilling the pose correctives learned with neural networks into linear layers. Moreover, we further reduce the parameters by sharing the correctives among nearby Gaussians. Combining them with a custom splatting pipeline based on Vulkan, we achieve, for the first time, simultaneous animation and rendering of 3 Gaussian avatars in real-time (72 FPS) on a Meta Quest 3 VR headset. Demo videos are available at https://forresti.github.io/squeezeme.
format Preprint
id arxiv_https___arxiv_org_abs_2412_15171
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle SqueezeMe: Mobile-Ready Distillation of Gaussian Full-Body Avatars
Iandola, Forrest
Pidhorskyi, Stanislav
Santesteban, Igor
Gupta, Divam
Pahuja, Anuj
Bartolovic, Nemanja
Yu, Frank
Garbin, Emanuel
Simon, Tomas
Saito, Shunsuke
Computer Vision and Pattern Recognition
Gaussian-based human avatars have achieved an unprecedented level of visual fidelity. However, existing approaches based on high-capacity neural networks typically require a desktop GPU to achieve real-time performance for a single avatar, and it remains non-trivial to animate and render such avatars on mobile devices including a standalone VR headset due to substantially limited memory and computational bandwidth. In this paper, we present SqueezeMe, a simple and highly effective framework to convert high-fidelity 3D Gaussian full-body avatars into a lightweight representation that supports both animation and rendering with mobile-grade compute. Our key observation is that the decoding of pose-dependent Gaussian attributes from a neural network creates non-negligible memory and computational overhead. Inspired by blendshapes and linear pose correctives widely used in Computer Graphics, we address this by distilling the pose correctives learned with neural networks into linear layers. Moreover, we further reduce the parameters by sharing the correctives among nearby Gaussians. Combining them with a custom splatting pipeline based on Vulkan, we achieve, for the first time, simultaneous animation and rendering of 3 Gaussian avatars in real-time (72 FPS) on a Meta Quest 3 VR headset. Demo videos are available at https://forresti.github.io/squeezeme.
title SqueezeMe: Mobile-Ready Distillation of Gaussian Full-Body Avatars
topic Computer Vision and Pattern Recognition
url https://arxiv.org/abs/2412.15171