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Seoyoung Kang

Publications and source records attributed to Seoyoung Kang.

3 recordsLinked to original sources

VRGaussianAvatar: Integrating 3D Gaussian Avatars into VR

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.

cs.CV

Streamlined Facial Data Collection based on Utterance and Emotional Data for Human-to-Avatar Reconstruction

This study explores a streamlined facial data collection method for conversational contexts, addressing the limitations of existing approaches that often require extensive datasets and prioritize technical metrics over user perception and experience. We systematically investigate which facial expression data are essential for reconstructing photorealistic avatars and how they can be captured efficiently. Our research employs a two-phase methodology to identify efficient facial data collection strategies and evaluate their effectiveness. In the first phase, we conduct facial data acquisition and evaluate reconstruction performance using utterance data and emotional data. In the second phase, we carry out a comprehensive user evaluation comparing three progressive conditions: utterance only, utterance and emotional data, and a control condition involving extensive data. Findings from 24 participants engaged in simulated face-to-face conversations reveal that targeted utterance and emotional data achieve comparable levels of perceived realism, naturalness, and telepresence, while reducing training time and data usage when compared to the extensive data collection approach. These results demonstrate that targeted data inputs can enable efficient avatar face reconstruction, offering practical guidelines for real-time applications such as AR/VR telepresence and highlighting the trade-off between data quantity and perceived quality.

cs.HC

OFERA: Blendshape-driven 3D Gaussian Control for Occluded Facial Expression to Realistic Avatars in VR

We propose OFERA, a novel framework for real-time expression control of photorealistic Gaussian head avatars for VR headset users. Existing approaches attempt to recover occluded facial expressions using additional sensors or internal cameras, but sensor-based methods increase device weight and discomfort, while camera-based methods raise privacy concerns and suffer from limited access to raw data. To overcome these limitations, we leverage the blendshape signals provided by commercial VR headsets as expression inputs. Our framework consists of three key components: (1) Blendshape Distribution Alignment (BDA), which applies linear regression to align the headset-provided blendshape distribution to a canonical input space; (2) an Expression Parameter Mapper (EPM) that maps the aligned blendshape signals into an expression parameter space for controlling Gaussian head avatars; and (3) a Mapper-integrated Avatar (MiA) that incorporates EPM into the avatar learning process to ensure distributional consistency. Furthermore, OFERA establishes an end-to-end pipeline that senses and maps expressions, updates Gaussian avatars, and renders them in real-time within VR environments. We show that EPM outperforms existing mapping methods on quantitative metrics, and we demonstrate through a user study that the full OFERA framework enhances expression fidelity while preserving avatar realism. By enabling real-time and photorealistic avatar expression control, OFERA significantly improves telepresence in VR communication. A project page is available at https://ysshwan147.github.io/projects/ofera/.

cs.GR