# GSAC: Leveraging Gaussian Splatting for Photorealistic Avatar Creation with Unity Integration

arXiv: https://arxiv.org/abs/2504.12999 · HTML: https://mlsanity.com/paper/2504.12999/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 32 of its 53 references that are in the map.
- First posted on arXiv 17 Apr 2025.

## Builds on (most cited first, 30 of 32)

- [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)
- [Mip-NeRF 360: Unbounded Anti-Aliased Neural Radiance Fields](https://mlsanity.com/paper/2111.12077/) (2021)
- [Mip-NeRF: A Multiscale Representation for Anti-Aliasing Neural Radiance Fields](https://mlsanity.com/paper/2103.13415/) (2021)
- [Expressive Body Capture: 3D Hands, Face, and Body from a Single Image](https://mlsanity.com/paper/1904.05866/) (2019)
- [OpenPose: Realtime Multi-Person 2D Pose Estimation using Part Affinity Fields](https://mlsanity.com/paper/1812.08008/) (2018)
- [4D Gaussian Splatting for Real-Time Dynamic Scene Rendering](https://mlsanity.com/paper/2310.08528/) (2023)
- [Realtime Multi-Person 2D Pose Estimation using Part Affinity Fields](https://mlsanity.com/paper/1611.08050/) (2016)
- [Dynamic 3D Gaussians: Tracking by Persistent Dynamic View Synthesis](https://mlsanity.com/paper/2308.09713/) (2023)
- [VIBE: Video Inference for Human Body Pose and Shape Estimation](https://mlsanity.com/paper/1912.05656/) (2019)
- [Learning an Animatable Detailed 3D Face Model from In-The-Wild Images](https://mlsanity.com/paper/2012.04012/) (2020)
- [Fast Dynamic Radiance Fields with Time-Aware Neural Voxels](https://mlsanity.com/paper/2205.15285/) (2022)
- [Convolutional Pose Machines](https://mlsanity.com/paper/1602.00134/) (2016)
- [Rodin: A Generative Model for Sculpting 3D Digital Avatars Using Diffusion](https://mlsanity.com/paper/2212.06135/) (2022)
- [Video Based Reconstruction of 3D People Models](https://mlsanity.com/paper/1803.04758/) (2018)
- [Hand Keypoint Detection in Single Images using Multiview Bootstrapping](https://mlsanity.com/paper/1704.07809/) (2017)
- [Sapiens: Foundation for Human Vision Models](https://mlsanity.com/paper/2408.12569/) (2024)
- [Monocular, One-stage, Regression of Multiple 3D People](https://mlsanity.com/paper/2008.12272/) (2020)
- [3DGS-Avatar: Animatable Avatars via Deformable 3D Gaussian Splatting](https://mlsanity.com/paper/2312.09228/) (2023)
- [COLMAP-Free 3D Gaussian Splatting](https://mlsanity.com/paper/2312.07504/) (2023)
- [GaussianAvatar: Towards Realistic Human Avatar Modeling from a Single Video via Animatable 3D Gaussians](https://mlsanity.com/paper/2312.02134/) (2023)
- [InstantAvatar: Learning Avatars from Monocular Video in 60 Seconds](https://mlsanity.com/paper/2212.10550/) (2022)
- [GART: Gaussian Articulated Template Models](https://mlsanity.com/paper/2311.16099/) (2023)
- [Drivable 3D Gaussian Avatars](https://mlsanity.com/paper/2311.08581/) (2023)
- [Animatable Neural Radiance Fields from Monocular RGB Videos](https://mlsanity.com/paper/2106.13629/) (2021)
- [Expressive Whole-Body 3D Gaussian Avatar](https://mlsanity.com/paper/2407.21686/) (2024)
- [Accurate 3D Hand Pose Estimation for Whole-Body 3D Human Mesh Estimation](https://mlsanity.com/paper/2011.11534/) (2020)
- [X-Avatar: Expressive Human Avatars](https://mlsanity.com/paper/2303.04805/) (2023)
- [SplatArmor: Articulated Gaussian splatting for animatable humans from monocular RGB videos](https://mlsanity.com/paper/2311.10812/) (2023)
- [HAHA: Highly Articulated Gaussian Human Avatars with Textured Mesh Prior](https://mlsanity.com/paper/2404.01053/) (2024)

## Abstract (arXiv)

Photorealistic avatars have become essential for immersive applications in virtual reality (VR) and augmented reality (AR), enabling lifelike interactions in areas such as training simulations, telemedicine, and virtual collaboration. These avatars bridge the gap between the physical and digital worlds, improving the user experience through realistic human representation. However, existing avatar creation techniques face significant challenges, including high costs, long creation times, and limited utility in virtual applications. Manual methods, such as MetaHuman, require extensive time and expertise, while automatic approaches, such as NeRF-based pipelines often lack efficiency, detailed facial expression fidelity, and are unable to be rendered at a speed sufficent for real-time applications. By involving several cutting-edge modern techniques, we introduce an end-to-end 3D Gaussian Splatting (3DGS) avatar creation pipeline that leverages monocular video input to create a scalable and efficient photorealistic avatar directly compatible with the Unity game engine. Our pipeline incorporates a novel Gaussian splatting technique with customized preprocessing that enables the user of "in the wild" monocular video capture, detailed facial expression reconstruction and embedding within a fully rigged avatar model. Additionally, we present a Unity-integrated Gaussian Splatting Avatar Editor, offering a user-friendly environment for VR/AR application development. Experimental results validate the effectiveness of our preprocessing pipeline in standardizing custom data for 3DGS training and demonstrate the versatility of Gaussian avatars in Unity, highlighting the scalability and practicality of our approach.
