Overview
- Field: Computer Vision
- Authors: Jiaxin Wang, Dongxin Lyu, Zeyu Cai
- Published: 2025-04-10
- arXiv: 2504.07952
- Evaluated on synthetic and real datasets with significantly improved re-animation performance on unseen poses:
- +17.3% PSNR over Linear Blend Skinning (LBS)
- +21.7% over Bag-of-Bones (BoB)
- Maintains excellent reconstruction fidelity, especially for characters with complex non-rigid surface dynamics.
- The partwise motion matching algorithm generalizes well to both Gaussian and mesh representations, particularly in low-data scenarios (~1000 frames):
- 48.4% RMSE improvement over robust LBS
- Outperforms GRU- and MLP-based learned methods by >20%
Key points
Free-form bones that conform closely to the surface can effectively capture non-rigid deformations, but they lack the kinematic structure needed for intuitive control. The authors propose a Scaffold-Skin Rigging System, termed "Skelebones", with three key steps:
1. Bones: compress temporally-consistent deformable Gaussians into free-form bones, approximating non-rigid surface deformations. 2. Skeleton: extract a Mean Curvature Skeleton from canonical Gaussians and refine it temporally, ensuring a category-agnostic, motion-adaptive, and topology-correct kinematic structure. 3. Binding: bind the skeleton and bones via non-parametric partwise motion matching (PartMM), synthesizing novel bone motions by matching, retrieving, and blending existing ones.
Together, these steps compress the dynamic hierarchy of 4D shapes into compact skelebones that are both controllable and expressive.
Results
*Auto-collected on 2026-04-12.*