Reproduce “MUA: Mobile Ultra-detailed Animatable Avatars” on OpenResearch

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About this paper

Heming Zhu, Guoxing Sun, Marc Habermann

MUA (Mobile Ultra-detailed Animatable Avatars) develops a compact representation for animatable full-body digital humans, allowing ultra-high visual fidelity to be rendered in real-time on mobile devices. It achieves over a 1000x reduction in computational cost and a 10x smaller model size compared to server-based teacher models, running at 24 FPS natively on a Meta Quest 3 headset.

Key insights

  • Decomposing Gaussian splat textures into wavelet subbands enables a multi-level approach, where different frequency bands can be represented with tailored, more efficient structures (e.g., 2D vs. 1D factorized blendshapes).
  • Directly modeling full-resolution Gaussian splat textures with PCA or single-level factorization is computationally prohibitive and insufficient for jointly representing detailed geometry and appearance.
  • The blendshape formulation, when applied to appropriate frequency bands (low- and mid-frequency wavelet subbands), proves more effective than 2D convolutional networks for capturing dynamic details under tight computational budgets.

Summary by alphaXiv.

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