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

CVPR 2025 · 3D vision › Gaussian splatting · approach: Animatable Gaussian human avatars · 12 citations (OpenAlex)

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Presents TaoAvatar, a lightweight 3DGS-based full-body talking avatar that bakes a StyleUnet teacher's non-rigid deformation into an MLP student plus learnable blend shapes, running at 90 FPS stereo on Apple Vision Pro.

Problem

Full-body talking avatars with fine-grained facial and body control and high detail are too heavy to render in real time on mobile and AR devices.

Approach

Bind 3D Gaussians to a personalized clothed SMPLX++ mesh as triangle textures, train a large StyleUnet teacher for pose-dependent deformation maps, distill these into a compact MLP student that deforms mesh vertices, and add learnable position/color blend shapes driven by head expression and body pose coefficients.

Key results

Measured effects reported in the paper

What was changedWhereMeasuredEffect
Use the clothed SMPLX++ template instead of SMPLX directly (ablation)TaoAvatar · Full-body talkingPSNR: 28.47 -> 33.29Helped
Add mesh non-rigid deformation (ablation)TaoAvatar · Full-body talkingPSNR: 32.10 -> 33.29Helped
Add Gaussian non-rigid compensation blend shapes (ablation)TaoAvatar · Full-body talkingPSNR: 31.16 -> 33.29Helped
Use teacher supervision to train the student instead of direct MLP training (ablation)TaoAvatar · Full-body talkingPSNR: 32.67 -> 33.29Helped

Surprising findings

Limitations

Experimental setup

Datasets: TalkBody4D ActorHQ

Benchmarks: TalkBody4D ActorHQ

Metrics: PSNR SSIM LPIPS P2S Chamfer FPS

Baselines: GaussianAvatar 3DGS-Avatar MeshAvatar AnimatableGS

Builds on: 3D Gaussian Splatting SMPLX AnimatableGS NeuS2 SMPL pose corrective blend shapes

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