CVFeb 6
Uncertainty-Aware 4D Gaussian Splatting for Monocular Occluded Human RenderingWeiquan Wang, Feifei Shao, Lin Li et al.
High-fidelity rendering of dynamic humans from monocular videos typically degrades catastrophically under occlusions. Existing solutions incorporate external priors-either hallucinating missing content via generative models, which induces severe temporal flickering, or imposing rigid geometric heuristics that fail to capture diverse appearances. To this end, we reformulate the task as a Maximum A Posteriori estimation problem under heteroscedastic observation noise. In this paper, we propose U-4DGS, a framework integrating a Probabilistic Deformation Network and a Double Rasterization pipeline. This architecture renders pixel-aligned uncertainty maps that act as an adaptive gradient modulator, automatically attenuating artifacts from unreliable observations. Furthermore, to prevent geometric drift in regions lacking reliable visual cues, we enforce Confidence-Aware Regularizations, which leverage the learned uncertainty to selectively propagate spatial-temporal validity. Extensive experiments on ZJU-MoCap and OcMotion demonstrate that U-4DGS achieves SOTA rendering fidelity and robustness.
44.4CVApr 3
Rendering Multi-Human and Multi-Object with 3D Gaussian SplattingWeiquan Wang, Jun Xiao, Feifei Shao et al.
Reconstructing dynamic scenes with multiple interacting humans and objects from sparse-view inputs is a critical yet challenging task, essential for creating high-fidelity digital twins for robotics and VR/AR. This problem, which we term Multi-Human Multi-Object (MHMO) rendering, presents two significant obstacles: achieving view-consistent representations for individual instances under severe mutual occlusion, and explicitly modeling the complex and combinatorial dependencies that arise from their interactions. To overcome these challenges, we propose MM-GS, a novel hierarchical framework built upon 3D Gaussian Splatting. Our method first employs a Per-Instance Multi-View Fusion module to establish a robust and consistent representation for each instance by aggregating visual information across all available views. Subsequently, a Scene-Level Instance Interaction module operates on a global scene graph to reason about relationships between all participants, refining their attributes to capture subtle interaction effects. Extensive experiments on challenging datasets demonstrate that our method significantly outperforms strong baselines, producing state-of-the-art results with high-fidelity details and plausible inter-instance contacts.
GRMar 12, 2025
Physics-Aware Human-Object Rendering from Sparse Views via 3D Gaussian SplattingWeiquan Wang, Jun Xiao, Yueting Zhuang et al.
Rendering realistic human-object interactions (HOIs) from sparse-view inputs is challenging due to occlusions and incomplete observations, yet crucial for various real-world applications. Existing methods always struggle with either low rendering qualities (\eg, visual fidelity and physically plausible HOIs) or high computational costs. To address these limitations, we propose HOGS (Human-Object Rendering via 3D Gaussian Splatting), a novel framework for efficient and physically plausible HOI rendering from sparse views. Specifically, HOGS combines 3D Gaussian Splatting with a physics-aware optimization process. It incorporates a Human Pose Refinement module for accurate pose estimation and a Sparse-View Human-Object Contact Prediction module for efficient contact region identification. This combination enables coherent joint rendering of human and object Gaussians while enforcing physically plausible interactions. Extensive experiments on the HODome dataset demonstrate that HOGS achieves superior rendering quality, efficiency, and physical plausibility compared to existing methods. We further show its extensibility to hand-object grasp rendering tasks, presenting its broader applicability to articulated object interactions.