# TaoAvatar: Real-Time Lifelike Full-Body Talking Avatars for Augmented Reality via 3D Gaussian Splatting

arXiv: https://arxiv.org/abs/2503.17032 · HTML: https://mlsanity.com/paper/2503.17032/

## Key facts

- Cited by 11 papers in the map (data through 14 Oct 2026).
- Builds on 56 of its 73 references that are in the map.
- First posted on arXiv 21 Mar 2025.

## Builds on (most cited first, 30 of 56)

- [The Unreasonable Effectiveness of Deep Features as a Perceptual Metric](https://mlsanity.com/paper/1801.03924/) (2018)
- [3D Gaussian Splatting for Real-Time Radiance Field Rendering](https://mlsanity.com/paper/2308.04079/) (2023)
- [Instant Neural Graphics Primitives with a Multiresolution Hash Encoding](https://mlsanity.com/paper/2201.05989/) (2022)
- [Qwen2 Technical Report](https://mlsanity.com/paper/2407.10671/) (2024)
- [Expressive Body Capture: 3D Hands, Face, and Body from a Single Image](https://mlsanity.com/paper/1904.05866/) (2019)
- [4D Gaussian Splatting for Real-Time Dynamic Scene Rendering](https://mlsanity.com/paper/2310.08528/) (2023)
- [Dynamic 3D Gaussians: Tracking by Persistent Dynamic View Synthesis](https://mlsanity.com/paper/2308.09713/) (2023)
- [HumanNeRF: Free-viewpoint Rendering of Moving People from Monocular Video](https://mlsanity.com/paper/2201.04127/) (2022)
- [Animatable Neural Radiance Fields for Modeling Dynamic Human Bodies](https://mlsanity.com/paper/2105.02872/) (2021)
- [NeuS2: Fast Learning of Neural Implicit Surfaces for Multi-view Reconstruction](https://mlsanity.com/paper/2212.05231/) (2022)
- [GaussianShader: 3D Gaussian Splatting with Shading Functions for Reflective Surfaces](https://mlsanity.com/paper/2311.17977/) (2023)
- [Multi-Garment Net: Learning to Dress 3D People from Images](https://mlsanity.com/paper/1908.06903/) (2019)
- [Video Based Reconstruction of 3D People Models](https://mlsanity.com/paper/1803.04758/) (2018)
- [GS-IR: 3D Gaussian Splatting for Inverse Rendering](https://mlsanity.com/paper/2311.16473/) (2023)
- [SNARF: Differentiable Forward Skinning for Animating Non-Rigid Neural Implicit Shapes](https://mlsanity.com/paper/2104.03953/) (2021)
- [3DGS-Avatar: Animatable Avatars via Deformable 3D Gaussian Splatting](https://mlsanity.com/paper/2312.09228/) (2023)
- [GaussianAvatar: Towards Realistic Human Avatar Modeling from a Single Video via Animatable 3D Gaussians](https://mlsanity.com/paper/2312.02134/) (2023)
- [SplattingAvatar: Realistic Real-Time Human Avatars with Mesh-Embedded Gaussian Splatting](https://mlsanity.com/paper/2403.05087/) (2024)
- [Learning to Reconstruct People in Clothing from a Single RGB Camera](https://mlsanity.com/paper/1903.05885/) (2019)
- [GauHuman: Articulated Gaussian Splatting from Monocular Human Videos](https://mlsanity.com/paper/2312.02973/) (2023)
- [HumanRF: High-Fidelity Neural Radiance Fields for Humans in Motion](https://mlsanity.com/paper/2305.06356/) (2023)
- [Instant Volumetric Head Avatars](https://mlsanity.com/paper/2211.12499/) (2022)
- [HUGS: Human Gaussian Splats](https://mlsanity.com/paper/2311.17910/) (2023)
- [SelfRecon: Self Reconstruction Your Digital Avatar from Monocular Video](https://mlsanity.com/paper/2201.12792/) (2022)
- [Paraformer: Fast and Accurate Parallel Transformer for Non-autoregressive End-to-End Speech Recognition](https://mlsanity.com/paper/2206.08317/) (2022)
- [InstantAvatar: Learning Avatars from Monocular Video in 60 Seconds](https://mlsanity.com/paper/2212.10550/) (2022)
- [Real-time Deep Dynamic Characters](https://mlsanity.com/paper/2105.01794/) (2021)
- [Relightable Gaussian Codec Avatars](https://mlsanity.com/paper/2312.03704/) (2023)
- [GART: Gaussian Articulated Template Models](https://mlsanity.com/paper/2311.16099/) (2023)
- [HumanNeRF: Efficiently Generated Human Radiance Field from Sparse Inputs](https://mlsanity.com/paper/2112.02789/) (2021)

## Built on by (most cited first, 11 of 11)

- [A Survey on 3D Gaussian Splatting Applications: Segmentation, Editing, and Generation](https://mlsanity.com/paper/2508.09977/) (2025)
- [Bringing Your Portrait to 3D Presence](https://mlsanity.com/paper/2511.22553/) (2025)
- [OmniFit: Multi-modal 3D Body Fitting via Scale-agnostic Dense Landmark Prediction](https://mlsanity.com/paper/2604.21575/) (2026)
- [Mon3tr: Monocular 3D Telepresence with Pre-built Gaussian Avatars as Amortization](https://mlsanity.com/paper/2601.07518/) (2026)
- [DeGS: A Scalable 3DGS Architecture via Decoupled Workload Parsing and Reorganization](https://mlsanity.com/paper/2608.02099/) (2026)
- [PoseLLM: Enhancing Language-Guided Human Pose Estimation with MLP Alignment](https://mlsanity.com/paper/2507.09139/) (2025)
- [Autoregressive Appearance Prediction for 3D Gaussian Avatars](https://mlsanity.com/paper/2604.00928/) (2026)
- [UNICA: A Unified Neural Framework for Controllable 3D Avatars](https://mlsanity.com/paper/2604.02799/) (2026)
- [LUNA: Learning Universal 3D Human Animation Beyond Skinning](https://mlsanity.com/paper/2606.31981/) (2026)
- [Astrolabe: Spherical-Map Guidance Across Diffusion Pipelines for Full-Body Capture from Unconstrained Images](https://mlsanity.com/paper/2608.01276/) (2026)
- [AvatarDynamizer: From Static to Dynamic Human Avatars via Generative Dynamic Textures](https://mlsanity.com/paper/2608.19900/) (2026)

## Abstract (arXiv)

Realistic 3D full-body talking avatars hold great potential in AR, with applications ranging from e-commerce live streaming to holographic communication. Despite advances in 3D Gaussian Splatting (3DGS) for lifelike avatar creation, existing methods struggle with fine-grained control of facial expressions and body movements in full-body talking tasks. Additionally, they often lack sufficient details and cannot run in real-time on mobile devices. We present TaoAvatar, a high-fidelity, lightweight, 3DGS-based full-body talking avatar driven by various signals. Our approach starts by creating a personalized clothed human parametric template that binds Gaussians to represent appearances. We then pre-train a StyleUnet-based network to handle complex pose-dependent non-rigid deformation, which can capture high-frequency appearance details but is too resource-intensive for mobile devices. To overcome this, we "bake" the non-rigid deformations into a lightweight MLP-based network using a distillation technique and develop blend shapes to compensate for details. Extensive experiments show that TaoAvatar achieves state-of-the-art rendering quality while running in real-time across various devices, maintaining 90 FPS on high-definition stereo devices such as the Apple Vision Pro.
