图学学报 ›› 2026, Vol. 47 ›› Issue (5): 954-970.DOI: 10.11996/JG.j.2095-302X.2026050954
收稿日期:2026-03-23
接受日期:2026-06-25
出版日期:2026-10-31
发布日期:2026-10-26
通讯作者:刘越,E-mail:liuyue@bit.edu.cn基金资助:
WU Yue, FENG Lijie, YANG Yiyi, LIU Yue(
)
Received:2026-03-23
Accepted:2026-06-25
Published:2026-10-31
Online:2026-10-26
Contact:
LIU Yue,E-mail:liuyue@bit.edu.cn
Supported by:摘要:
三维动态人体重建是计算机视觉与图形学领域的核心研究方向,在虚拟现实及数字娱乐中展现出极大的应用价值。传统显式网格方法受限于参数化模型的表达能力,难以恢复复杂的几何与外观细节;而以神经辐射场(NeRF)为代表的隐式技术,因高额的体渲染开销缺乏实时性,且缺乏显式结构难以直接进行物理编辑。针对上述局限性,三维高斯泼溅(3DGS)技术凭借其显式的三维高斯基元表征与极其高效的可微光栅化渲染机制,为高逼真、实时的动态人体重建提供了全新且极具前景的技术路径。为深入阐明该技术的发展脉络,从规范空间表示、姿态驱动形变场以及分块光栅化渲染3个核心环节,梳理并归纳出通用人体重建的基线管线与实现思路。在此基础上,围绕学术界前沿面临的三大关键瓶颈,重点剖析并分类对比了主流改进方法:在重建细节提升方面,探讨人体细节重建与复杂服饰细节重建等模型;在计算资源控制方面,探讨训练推理加速与内存占用压缩等模型;在系统鲁棒性增强方面,探讨遮挡、跨身份泛化、重光照和物理应用等模型。此外,全面梳理了包含重建损失与几何、形变和属性正则化约束的损失函数体系,系统总结了单目视频、多视角视频和三维扫描等主流数据集及核心渲染实验评测指标。最后,展望了领域内极具潜力的未来研究方向,旨在为后续研究提供系统性的参考。
中图分类号:
吴越, 冯丽洁, 杨一亦, 刘越. 基于三维高斯泼溅的动态人体重建综述[J]. 图学学报, 2026, 47(5): 954-970.
WU Yue, FENG Lijie, YANG Yiyi, LIU Yue. A survey of 3D Gaussian splatting-based dynamic human reconstruction[J]. Journal of Graphics, 2026, 47(5): 954-970.
| 方法范式 | 表示形式 | 动态建模方式 | 主要优势 | 主要局限 | 适用场景 |
|---|---|---|---|---|---|
| 传统 重建方法 | 人体模型网格/ 点云/体素 | LBS骨架驱动/ 模板跟踪/ 逐帧融合 | 拓扑结构稳定/ 可解释性强/ 兼容几何管线/ 易于编辑控制 | 难以表达宽松衣物复 杂姿态等人体细节/ 剧烈形变跟踪易漂移 | 基础姿态估计/ 动态捕捉/ 动画绑定驱动/ 游戏影视资产制作 |
| 神经隐式 重建方法 | NeRF/SDF/ 占用场 | 规范空间与 形变场映射/ 体渲染/ 表面提取 | 连续隐式场表达 支持可微渲染优化/ 外观与几何质量高 | 训练渲染开销大/ 可编辑性弱/ 无法实时交互 | 离线数字人重建/ 高保真人体建模研究 |
| 高斯 重建方法 | 三维高斯 基元集合 | 骨架网格绑定 规范空间高斯 前向蒙皮变形 | 兼具显式结构 与连续优化特性/ 重建真实感强/ 支持高效实时渲染 | 无天然拓扑,难支持 物理交互与碰撞检测/ 高斯数量庞大时 显存、内存开销剧增 | 实时数字人重建/ AR/VR远程会议/ 实时自由视角视频 |
表1 三维动态人体重建方法特点对比表
Table 1 Comparison of 3D dynamic human reconstruction methods
| 方法范式 | 表示形式 | 动态建模方式 | 主要优势 | 主要局限 | 适用场景 |
|---|---|---|---|---|---|
| 传统 重建方法 | 人体模型网格/ 点云/体素 | LBS骨架驱动/ 模板跟踪/ 逐帧融合 | 拓扑结构稳定/ 可解释性强/ 兼容几何管线/ 易于编辑控制 | 难以表达宽松衣物复 杂姿态等人体细节/ 剧烈形变跟踪易漂移 | 基础姿态估计/ 动态捕捉/ 动画绑定驱动/ 游戏影视资产制作 |
| 神经隐式 重建方法 | NeRF/SDF/ 占用场 | 规范空间与 形变场映射/ 体渲染/ 表面提取 | 连续隐式场表达 支持可微渲染优化/ 外观与几何质量高 | 训练渲染开销大/ 可编辑性弱/ 无法实时交互 | 离线数字人重建/ 高保真人体建模研究 |
| 高斯 重建方法 | 三维高斯 基元集合 | 骨架网格绑定 规范空间高斯 前向蒙皮变形 | 兼具显式结构 与连续优化特性/ 重建真实感强/ 支持高效实时渲染 | 无天然拓扑,难支持 物理交互与碰撞检测/ 高斯数量庞大时 显存、内存开销剧增 | 实时数字人重建/ AR/VR远程会议/ 实时自由视角视频 |
| 改进方向 | 方法论子类 | 主要解决问题 | 核心技术思想 | 优势 | 局限 |
|---|---|---|---|---|---|
| 重建细节 | 人体细节提升 | 全身关节、人体表面重建易模糊、存在伪影;人体边界、局部区域高斯不足、表达不均衡 | 引入SMPL-X、UV/壳映射、语义图结构等更强先验;依据语义、梯度、身体部位差异动态调节高斯增密、剪枝 | 增强人体几何或局部区域表达质量 | 依赖先验准确度 |
| 服饰细节提升 | 宽松多层服饰褶皱模糊、层间穿插、与人体随动不稳定 | 通过服饰动力学、骨骼扩展、服装先验模板等技术提高重建质量;利用分层形变等技术解耦服饰与人体 | 增强复杂服饰细节、随动重建质量 | 模型结构复杂、计算成本与监督成本高 | |
| 计算资源 | 训练推理加速 | 个体重建训练耗时长、MLP查询和属性优化成本高、难以实时应用 | 采用哈希编码、关键帧初始化、优化MLP训练设置等技术降低训练推理计算资源消耗 | 实现分、秒级重建,100+ FPS渲染速度 | 复杂姿势、纹理可能牺牲部分重建质量 |
| 模型压缩 | 高质量重建所需的大量高斯带来的显存、存储和应用部署压力 | 智能设置高斯剪枝合并、层次细节控制、残差补偿、量化编码、熵编码等技术减少高斯规模 | 显著降低单帧存储占用、有利于移动端应用部署 | 压缩率与视觉质量存在矛盾需权衡 | |
| 鲁棒性 | 遮挡与 少样本输入 | 自、互遮挡,稀疏或单图输入导致不可见区域几何与纹理重建缺失 | 利用生成扩散先验、遮挡特征查询、可见性推断等技术推断、补全缺失信息 | 提升极少观测条件下人体重建完整性和可用性 | 生成式补全存在幻觉现象,真实性与时序一致性难以保真 |
| 跨身份泛化 | 单人优化方法需针对每个新身份重新训练,难以快速跨身份泛化 | 从大规模数据中学习共享人体先验,利用参数回归、身份编码等技术适应跨身份个体重建 | 推动3DGS人体重建走向通用人体模型表示 | 依赖训练数据规模;极端情况泛化质量不足 | |
| 重光照 | 颜色属性容易混合材质、阴影;光照变化后难以保持稳定的外观一致性与重建质量 | 外观分解为反照率、粗糙度、法线、金属度和环境光等成分,结合逆渲染或物理引擎计算光照 | 增强人体化身在多环境光照条件下的重建适应性 | 材质分解存在歧义;阴影一致性是难点 | |
| 交互感知 与系统部署 | 重建结果难应用于语音驱动、物理交互、动画控制等实际平台应用中 | 结合知识蒸馏、注意力机制、Unity/头显设备等实际平台开发可驱动、编辑、部署的重建系统 | 推动方法从受控实验环境向真实平台应用迁移 | 高斯交互技术暂不成熟,多平台缺乏统一渲染体系 |
表2 基于三维高斯泼溅的动态人体重建方法
Table 2 Dynamic human reconstruction methods based on 3D Gaussian splatting
| 改进方向 | 方法论子类 | 主要解决问题 | 核心技术思想 | 优势 | 局限 |
|---|---|---|---|---|---|
| 重建细节 | 人体细节提升 | 全身关节、人体表面重建易模糊、存在伪影;人体边界、局部区域高斯不足、表达不均衡 | 引入SMPL-X、UV/壳映射、语义图结构等更强先验;依据语义、梯度、身体部位差异动态调节高斯增密、剪枝 | 增强人体几何或局部区域表达质量 | 依赖先验准确度 |
| 服饰细节提升 | 宽松多层服饰褶皱模糊、层间穿插、与人体随动不稳定 | 通过服饰动力学、骨骼扩展、服装先验模板等技术提高重建质量;利用分层形变等技术解耦服饰与人体 | 增强复杂服饰细节、随动重建质量 | 模型结构复杂、计算成本与监督成本高 | |
| 计算资源 | 训练推理加速 | 个体重建训练耗时长、MLP查询和属性优化成本高、难以实时应用 | 采用哈希编码、关键帧初始化、优化MLP训练设置等技术降低训练推理计算资源消耗 | 实现分、秒级重建,100+ FPS渲染速度 | 复杂姿势、纹理可能牺牲部分重建质量 |
| 模型压缩 | 高质量重建所需的大量高斯带来的显存、存储和应用部署压力 | 智能设置高斯剪枝合并、层次细节控制、残差补偿、量化编码、熵编码等技术减少高斯规模 | 显著降低单帧存储占用、有利于移动端应用部署 | 压缩率与视觉质量存在矛盾需权衡 | |
| 鲁棒性 | 遮挡与 少样本输入 | 自、互遮挡,稀疏或单图输入导致不可见区域几何与纹理重建缺失 | 利用生成扩散先验、遮挡特征查询、可见性推断等技术推断、补全缺失信息 | 提升极少观测条件下人体重建完整性和可用性 | 生成式补全存在幻觉现象,真实性与时序一致性难以保真 |
| 跨身份泛化 | 单人优化方法需针对每个新身份重新训练,难以快速跨身份泛化 | 从大规模数据中学习共享人体先验,利用参数回归、身份编码等技术适应跨身份个体重建 | 推动3DGS人体重建走向通用人体模型表示 | 依赖训练数据规模;极端情况泛化质量不足 | |
| 重光照 | 颜色属性容易混合材质、阴影;光照变化后难以保持稳定的外观一致性与重建质量 | 外观分解为反照率、粗糙度、法线、金属度和环境光等成分,结合逆渲染或物理引擎计算光照 | 增强人体化身在多环境光照条件下的重建适应性 | 材质分解存在歧义;阴影一致性是难点 | |
| 交互感知 与系统部署 | 重建结果难应用于语音驱动、物理交互、动画控制等实际平台应用中 | 结合知识蒸馏、注意力机制、Unity/头显设备等实际平台开发可驱动、编辑、部署的重建系统 | 推动方法从受控实验环境向真实平台应用迁移 | 高斯交互技术暂不成熟,多平台缺乏统一渲染体系 |
| Loss | Type | Definition |
|---|---|---|
| 重建损失 | $L_{1}=\|\hat{\boldsymbol{I}}-\boldsymbol{I}\|_{1}$ | |
| 规范空间正则化损失 | 正则化损失 | |
| 蒙皮权重监督 | ||
| 等距与刚性约束 | ||
| 法线一致性 | ||
| 缩放正则化损失 |
表3 高斯人体重建常用损失函数定义表
Table 3 Commonly used loss functions in Gaussian human reconstruction
| Loss | Type | Definition |
|---|---|---|
| 重建损失 | $L_{1}=\|\hat{\boldsymbol{I}}-\boldsymbol{I}\|_{1}$ | |
| 规范空间正则化损失 | 正则化损失 | |
| 蒙皮权重监督 | ||
| 等距与刚性约束 | ||
| 法线一致性 | ||
| 缩放正则化损失 |
| 数据集 | 年份 | 主体数 | 视角 | 数据类型 | 模板类型 | RGB | 深度图 | 真/合成 |
|---|---|---|---|---|---|---|---|---|
| ZJU-Mocap | 2021 | 9 | 21 | Video | SMPL | √ | × | √ |
| PeopleSnapshot | 2018 | 11 | 1 | Video | SMPL | √ | × | √ |
| iPER | 2019 | 30 | 1 | Video | SMPL | √ | × | √ |
| 3DPW | 2018 | 7 | 1 | Video | SMPL | √ | × | √ |
| SURREAL | 2017 | 145 | 1 | Video | SMPL | √ | √ | × |
| OcMotion | 2022 | 43 | 6 | Video | SMPL | √ | × | √ |
| RANA | 2022 | 49 | 1 | Video | SMPL | √ | × | × |
| AMASS | 2019 | 344 | ─ | Video | SMPL | √ | × | √ |
| AIST++ | 2021 | 30 | 9 | Video | SMPL | √ | × | √ |
| 2K2K | 2023 | 2 050 | 80 | Scan | SMPL | × | × | √ |
| HuMMan | 2022 | 1 000 | 10 | Video/ Scan | SMPL | √ | √ | √ |
| BUFF | 2017 | 6 | 22 | Video /Scan | SMPL | √ | × | √ |
| CAPE | 2019 | 11 | ─ | Video /Scan | SMPL | √ | × | √ |
| MPI-INF-3DHP | 2016 | 8 | 14 | Video | ─ | √ | × | √ |
| Human3.6M | 2014 | 11 | 4 | Video | ─ | √ | √ | √ |
| UBC-Fashion | 2019 | 1 | 1 | Video | ─ | √ | × | √ |
| ActorsHQ | 2023 | 8 | 160 | Video | ─ | √ | √ | √ |
| DynaCap | 2021 | 5 | 50~101 | Video | ─ | √ | √ | √ |
| NeuMan | 2022 | 6 | 1 | Video | ─ | √ | × | √ |
| GalaBasketball | 2023 | ─ | 7 | Video | ─ | √ | × | × |
| SHHQ | 2022 | ─ | 1 | Image | ─ | √ | × | √ |
| DNA-Rendering | 2023 | 500 | 60 | Video | SMPL-X | √ | √ | √ |
| X-Humans (RGB-D) | 2023 | 20 | 1 | Video | SMPL-X | √ | √ | × |
| X-Humans (Scans) | 2023 | 20 | ─ | Scan | SMPL-X | × | × | √ |
| HuGe100K | 2025 | 100 000+ | 24 | Image | SMPL-X | √ | × | × |
表4 高斯人体重建领域常用数据集信息表
Table 4 Datasets commonly used in Gaussian human reconstruction
| 数据集 | 年份 | 主体数 | 视角 | 数据类型 | 模板类型 | RGB | 深度图 | 真/合成 |
|---|---|---|---|---|---|---|---|---|
| ZJU-Mocap | 2021 | 9 | 21 | Video | SMPL | √ | × | √ |
| PeopleSnapshot | 2018 | 11 | 1 | Video | SMPL | √ | × | √ |
| iPER | 2019 | 30 | 1 | Video | SMPL | √ | × | √ |
| 3DPW | 2018 | 7 | 1 | Video | SMPL | √ | × | √ |
| SURREAL | 2017 | 145 | 1 | Video | SMPL | √ | √ | × |
| OcMotion | 2022 | 43 | 6 | Video | SMPL | √ | × | √ |
| RANA | 2022 | 49 | 1 | Video | SMPL | √ | × | × |
| AMASS | 2019 | 344 | ─ | Video | SMPL | √ | × | √ |
| AIST++ | 2021 | 30 | 9 | Video | SMPL | √ | × | √ |
| 2K2K | 2023 | 2 050 | 80 | Scan | SMPL | × | × | √ |
| HuMMan | 2022 | 1 000 | 10 | Video/ Scan | SMPL | √ | √ | √ |
| BUFF | 2017 | 6 | 22 | Video /Scan | SMPL | √ | × | √ |
| CAPE | 2019 | 11 | ─ | Video /Scan | SMPL | √ | × | √ |
| MPI-INF-3DHP | 2016 | 8 | 14 | Video | ─ | √ | × | √ |
| Human3.6M | 2014 | 11 | 4 | Video | ─ | √ | √ | √ |
| UBC-Fashion | 2019 | 1 | 1 | Video | ─ | √ | × | √ |
| ActorsHQ | 2023 | 8 | 160 | Video | ─ | √ | √ | √ |
| DynaCap | 2021 | 5 | 50~101 | Video | ─ | √ | √ | √ |
| NeuMan | 2022 | 6 | 1 | Video | ─ | √ | × | √ |
| GalaBasketball | 2023 | ─ | 7 | Video | ─ | √ | × | × |
| SHHQ | 2022 | ─ | 1 | Image | ─ | √ | × | √ |
| DNA-Rendering | 2023 | 500 | 60 | Video | SMPL-X | √ | √ | √ |
| X-Humans (RGB-D) | 2023 | 20 | 1 | Video | SMPL-X | √ | √ | × |
| X-Humans (Scans) | 2023 | 20 | ─ | Scan | SMPL-X | × | × | √ |
| HuGe100K | 2025 | 100 000+ | 24 | Image | SMPL-X | √ | × | × |
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