VRGaussianAvatar: Integrating 3D Gaussian Avatars into VR
Hail Song, Boram Yoon, Seokhwan Yang, Seoyoung Kang, Hyunjeong Kim, Henning Metzmacher, Woontack Woo
TL;DR
VRGaussianAvatar tackles the challenge of real-time, photorealistic full-body VR avatars controllable with only HMD signals. It combines a VR Frontend that infers full-body pose from head/hand tracking with a GA Backend that renders a single-image–reconstructed 3D Gaussian avatar, using Binocular Batching to render left and right eyes in one batched pass. The system demonstrates improved perceived appearance similarity, embodiment, and plausibility over image- and video-based mesh baselines in a within-subject study, and achieves real-time performance at high resolutions. This work shows that 3D Gaussian Splatting can be effectively integrated into practical VR pipelines, enabling immersive, socially capable avatars without external trackers.
Abstract
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.
