SqueezeMe: Mobile-Ready Distillation of Gaussian Full-Body Avatars
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Abstract (arXiv)
Gaussian-based human avatars have achieved an unprecedented level of visual fidelity. However, existing approaches based on high-capacity neural networks typically require a desktop GPU to achieve real-time performance for a single avatar, and it remains non-trivial to animate and render such avatars on mobile devices including a standalone VR headset due to substantially limited memory and computational bandwidth. In this paper, we present SqueezeMe, a simple and highly effective framework to convert high-fidelity 3D Gaussian full-body avatars into a lightweight representation that supports both animation and rendering with mobile-grade compute. Our key observation is that the decoding of pose-dependent Gaussian attributes from a neural network creates non-negligible memory and computational overhead. Inspired by blendshapes and linear pose correctives widely used in Computer Graphics, we address this by distilling the pose correctives learned with neural networks into linear layers. Moreover, we further reduce the parameters by sharing the correctives among nearby Gaussians. Combining them with a custom splatting pipeline based on Vulkan, we achieve, for the first time, simultaneous animation and rendering of 3 Gaussian avatars in real-time (72 FPS) on a Meta Quest 3 VR headset. Demo videos are available at https://forresti.github.io/squeezeme.
Key facts. Cited by 11 papers in the map (data through 14 Oct 2026). Builds on 57 of its 69 references that are in the map. First posted on arXiv 19 Dec 2024.
Builds on
57 of 69 references.
References · 57
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- 20233D Gaussian Splatting for Real-Time Radiance Field Renderingcited by 6,226
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- 2022HumanNeRF: Free-viewpoint Rendering of Moving People from Monocular Videocited by 483
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- 2019Deferred Neural Rendering: Image Synthesis using Neural Texturescited by 253
38 more
- 2023Compressed 3D Gaussian Splatting for Accelerated Novel View Synthesiscited by 239
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50 most cited of 57 All 57 (JSON)
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Citing papers per year: 2025: 3; 2026: 8.
11 papers.
- 2025ControlGS: Consistent Structural Compression Control for Deployment-Aware Gaussian Splattingcited by 2
- 2025Relightable Holoported Characters: Capturing and Relighting Dynamic Human Performance from Sparse Viewscited by 2
- 2026High-Fidelity Mobile Avatars with Pruned Local Blendshapescited by 2
- 2026ELITE: Efficient Gaussian Head Avatar from a Monocular Video via Learned Initialization and TEst-time Generative Adaptationcited by 1
- 2026VRGaussianAvatar: Integrating 3D Gaussian Avatars into VRcited by 1
- 2025A Study of the Framework and Real-World Applications of Language Embedding for 3D Scene Understandingcited by 0
- 2026Autoregressive Appearance Prediction for 3D Gaussian Avatarscited by 0
- 2026MUA: Mobile Ultra-detailed Animatable Avatarscited by 0
- 2026Head Avatars with Dynamic Explicit Haircited by 0
- 2026One Basis to Animate Them All: Gaussian Blendshape Distillation for Real-Time Avatarscited by 0
- 2026FlowAvatar: Real-Time Full-Body Avatars from Sparse Egocentric Inputs on Consumer XR Devicescited by 0
- 2026FlowAvatar: Real-Time Full-Body Avatars from Sparse Egocentric Inputs on Consumer XR Devices12 Oct 2026
- 2026One Basis to Animate Them All: Gaussian Blendshape Distillation for Real-Time Avatars1 Oct 2026
- 2026Head Avatars with Dynamic Explicit Hair26 Jul 2026
- 2026High-Fidelity Mobile Avatars with Pruned Local Blendshapes3 May 2026
- 2026MUA: Mobile Ultra-detailed Animatable Avatars20 Apr 2026
- 2026Autoregressive Appearance Prediction for 3D Gaussian Avatars1 Apr 2026
- 2026VRGaussianAvatar: Integrating 3D Gaussian Avatars into VR2 Feb 2026
- 2026ELITE: Efficient Gaussian Head Avatar from a Monocular Video via Learned Initialization and TEst-time Generative Adaptation15 Jan 2026
- 2025Relightable Holoported Characters: Capturing and Relighting Dynamic Human Performance from Sparse Views29 Nov 2025
- 2025A Study of the Framework and Real-World Applications of Language Embedding for 3D Scene Understanding7 Aug 2025
- 2025ControlGS: Consistent Structural Compression Control for Deployment-Aware Gaussian Splatting15 May 2025