VRGaussianAvatar: Integrating 3D Gaussian Avatars into VR

Fuente: arXiv
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Hauptverfasser: Song, Hail, Yoon, Boram, Yang, Seokhwan, Kang, Seoyoung, Kim, Hyunjeong, Metzmacher, Henning, Woo, Woontack
Format: Preprint
Veröffentlicht: 2026
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author Song, Hail
Yoon, Boram
Yang, Seokhwan
Kang, Seoyoung
Kim, Hyunjeong
Metzmacher, Henning
Woo, Woontack
author_facet Song, Hail
Yoon, Boram
Yang, Seokhwan
Kang, Seoyoung
Kim, Hyunjeong
Metzmacher, Henning
Woo, Woontack
contents We present VRGaussianAvatar, an integrated system that enables real-time full-body 3D Gaussian Splatting (3DGS) avatars in virtual reality using only head-mounted display (HMD) tracking signals. The system adopts a parallel pipeline with a VR Frontend and a GA Backend. The VR Frontend uses inverse kinematics to estimate full-body pose and streams the resulting pose along with stereo camera parameters to the backend. The GA Backend stereoscopically renders a 3DGS avatar reconstructed from a single image. To improve stereo rendering efficiency, we introduce Binocular Batching, which jointly processes left and right eye views in a single batched pass to reduce redundant computation and support high-resolution VR displays. We evaluate VRGaussianAvatar with quantitative performance tests and a within-subject user study against image- and video-based mesh avatar baselines. Results show that VRGaussianAvatar sustains interactive VR performance and yields higher perceived appearance similarity, embodiment, and plausibility. Project page and source code are available at https://vrgaussianavatar.github.io.
format Preprint
id arxiv_https___arxiv_org_abs_2602_01674
institution arXiv
publishDate 2026
record_format arxiv
spellingShingle VRGaussianAvatar: Integrating 3D Gaussian Avatars into VR
Song, Hail
Yoon, Boram
Yang, Seokhwan
Kang, Seoyoung
Kim, Hyunjeong
Metzmacher, Henning
Woo, Woontack
Computer Vision and Pattern Recognition
Graphics
We present VRGaussianAvatar, an integrated system that enables real-time full-body 3D Gaussian Splatting (3DGS) avatars in virtual reality using only head-mounted display (HMD) tracking signals. The system adopts a parallel pipeline with a VR Frontend and a GA Backend. The VR Frontend uses inverse kinematics to estimate full-body pose and streams the resulting pose along with stereo camera parameters to the backend. The GA Backend stereoscopically renders a 3DGS avatar reconstructed from a single image. To improve stereo rendering efficiency, we introduce Binocular Batching, which jointly processes left and right eye views in a single batched pass to reduce redundant computation and support high-resolution VR displays. We evaluate VRGaussianAvatar with quantitative performance tests and a within-subject user study against image- and video-based mesh avatar baselines. Results show that VRGaussianAvatar sustains interactive VR performance and yields higher perceived appearance similarity, embodiment, and plausibility. Project page and source code are available at https://vrgaussianavatar.github.io.
title VRGaussianAvatar: Integrating 3D Gaussian Avatars into VR
topic Computer Vision and Pattern Recognition
Graphics
url https://arxiv.org/abs/2602.01674