Instant Skinned Gaussian Avatars for Web, Mobile and VR Applications
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arXiv
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| Autores principales: | , , |
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| Formato: | Preprint |
| Publicado: |
2025
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| _version_ | 1866909864539717632 |
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| author | Kondo, Naruya Asano, Yuto Ochiai, Yoichi |
| author_facet | Kondo, Naruya Asano, Yuto Ochiai, Yoichi |
| contents | We present Instant Skinned Gaussian Avatars, a real-time and cross-platform 3D avatar system. Many approaches have been proposed to animate Gaussian Splatting, but they often require camera arrays, long preprocessing times, or high-end GPUs. Some methods attempt to convert Gaussian Splatting into mesh-based representations, achieving lightweight performance but sacrificing visual fidelity. In contrast, our system efficiently animates Gaussian Splatting by leveraging parallel splat-wise processing to dynamically follow the underlying skinned mesh in real time while preserving high visual fidelity. From smartphone-based 3D scanning to on-device preprocessing, the entire process takes just around five minutes, with the avatar generation step itself completed in only about 30 seconds. Our system enables users to instantly transform their real-world appearance into a 3D avatar, making it ideal for seamless integration with social media and metaverse applications. Website: https://gaussian-vrm.github.io/ |
| format | Preprint |
| id |
arxiv_https___arxiv_org_abs_2510_13978 |
| institution | arXiv |
| publishDate | 2025 |
| record_format | arxiv |
| spellingShingle | Instant Skinned Gaussian Avatars for Web, Mobile and VR Applications Kondo, Naruya Asano, Yuto Ochiai, Yoichi Computational Geometry We present Instant Skinned Gaussian Avatars, a real-time and cross-platform 3D avatar system. Many approaches have been proposed to animate Gaussian Splatting, but they often require camera arrays, long preprocessing times, or high-end GPUs. Some methods attempt to convert Gaussian Splatting into mesh-based representations, achieving lightweight performance but sacrificing visual fidelity. In contrast, our system efficiently animates Gaussian Splatting by leveraging parallel splat-wise processing to dynamically follow the underlying skinned mesh in real time while preserving high visual fidelity. From smartphone-based 3D scanning to on-device preprocessing, the entire process takes just around five minutes, with the avatar generation step itself completed in only about 30 seconds. Our system enables users to instantly transform their real-world appearance into a 3D avatar, making it ideal for seamless integration with social media and metaverse applications. Website: https://gaussian-vrm.github.io/ |
| title | Instant Skinned Gaussian Avatars for Web, Mobile and VR Applications |
| topic | Computational Geometry |
| url | https://arxiv.org/abs/2510.13978 |