VRGaussianAvatar: Integrating 3D Gaussian Avatars into VR
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Abstract (arXiv)
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.
Key facts. Cited by 1 paper in the map (data through 7 Oct 2026). Builds on 43 of its 71 references that are in the map. First posted on arXiv 2 Feb 2026.
Builds on
43 of 71 references.
References · 43
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31 more
- 2024VR-GS: A Physical Dynamics-Aware Interactive Gaussian Splatting System in Virtual Realitycited by 175
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Citing papers per year: 2026: 1.
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