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图学学报 ›› 2026, Vol. 47 ›› Issue (5): 954-970.DOI: 10.11996/JG.j.2095-302X.2026050954

• 综述 • 上一篇    下一篇

基于三维高斯泼溅的动态人体重建综述

吴越, 冯丽洁, 杨一亦, 刘越()   

  1. 北京理工大学光电学院, 北京 100081
  • 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:
    新一代人工智能国家科技重大专项(2025ZD0124000)

A survey of 3D Gaussian splatting-based dynamic human reconstruction

WU Yue, FENG Lijie, YANG Yiyi, LIU Yue()   

  1. School of Optics and Photonics, Beijing Institute of Technology, Beijing 100081, China
  • 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:
    New Generation Artificial Intelligence-National Science and Technology Major Project(2025ZD0124000)

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。

关键词: 三维高斯泼溅, 动态人体重建, 新视角合成, 元宇宙, 可微渲染

Abstract:

Dynamic Three-Dimensional (3D) human reconstruction represents a pivotal research direction at the intersection of computer vision and computer graphics, harboring substantial application potential in virtual reality and digital entertainment. Traditional reconstruction methodologies, primarily relying on explicit representations such as polygonal meshes, voxel grids, and point clouds, suffer from the limited representation capabilities inherent in underlying parametric models, making it difficult to capture complex non-rigid geometry, fast joint movements, and fine-grained texture details. Conversely, implicit reconstruction techniques, exemplified by Neural Radiance Fields (NeRF), are severely bottlenecked by prohibitive volume rendering computational overhead, which hinders real-time interaction and direct physical editing. In this context, 3D Gaussian Splatting (3DGS) has emerged as a revolutionary and highly promising paradigm. It leverages discrete, anisotropic 3D Gaussian primitives-characterized by attributes such as position, covariance, color, and opacity-, alongside an exceptionally efficient differentiable rasterization mechanism to establish a new frontier for high-fidelity, real-time dynamic human reconstruction. To elucidate the evolution of this technology, a universal baseline reconstruction pipeline was systematically abstracted to dissect the fundamental workflow into three core components: canonical space representation, pose-driven deformation fields, and tile-based differentiable rasterization. On this basis, mainstream improvements addressing three major research bottlenecks were analyzed and compared: First, regarding detail reconstruction enhancement, methods for enhancing the reconstruction of human details and complex garments; their integration of expressive parametric templates, multi-shell volumetric mappings, and semantic graph constraints to dramatically improve the geometric fidelity and texture details of high-degree-of-freedom areas like faces, hands, and multi-layered loose clothing. Second, in terms of computational resource management, methods for accelerating training and inference and reducing memory consumption; including hash grid encoding, keyframe-based initialization, adaptive Gaussian pruning, and neural attribute quantization-demonstrate collective efforts to reduce training and inference times to seconds and compress storage footprints to the sub-megabyte scale for mobile deployment. Third, concerning system robustness enhancement, meticulous analyses clarify how strategies employing generative diffusion priors, feedforward regression networks, material-geometry-lighting decoupling, and physical simulator bindings resolve complex challenges associated with severe self-occlusions, sparse inputs, models for improving robustness to occlusion, cross-identity generalization, relighting, and physical applications. Furthermore, the loss-function system, including reconstruction losses and geometric, deformation, and attribute regularization constraints, was comprehensively reviewed, and major datasets based on monocular video, multi-view video, and 3D scanning, together with key rendering evaluation metrics. Finally, promising future research avenues focus on the co-optimization of quality, efficiency, and robustness; multi-instance complex scene reconstruction; and advanced multimodal physical-semantic interaction driven by large foundation models. Ultimately, future directions were discussed to provide a systematic reference for subsequent studies.

Key words: 3D Gaussian splatting, dynamic human reconstruction, novel view synthesis, metaverse, differentiable rasterization

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