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KAISTARRCARRC

Research Assistants

Seokhwan Yang

Research Assistant (PhD course)

Projects

Publications

2026Conf.
HMD-only Controllable 3D Gaussian Avatars in VR: Face and Full-body Demonstration

We present a VR research demo for practical telepresence with photorealistic 3D Gaussian Splatting (3DGS) avatars under HMD-only sensing. The demo consists of two parts that provide complementary experiences in a single session: a face part, where HMD-provided blendshape signals drive an expressive 3DGS head avatar rendered stereoscopically on the client, and a full-body part, where a user-specific 3DGS full-body avatar is created from a single image and driven using HMD signals. During the demo, participants first capture a single image for full-body avatar creation, experience facial control using a pre-built third-person head avatar while the full-body avatar is generated, and then control their personalized full-body avatar in VR. By enabling both facial and full-body controllability and contrasting two rendering-responsibility designs, client-side direct 3D rendering and server-side stereoscopic image rendering/streaming-the demo offers practical insights for designing responsive, realistic VR telepresence systems under HMD-only sensing.

2026Jour.
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/.

2026Jour.
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.

2025Conf.
Human-to-Avatar Face Representation of Extended Reality (XR) Glasses Wearers for Communication

This paper presents a comprehensive framework for standardizing avatar face representation in Extended Reality (XR)-based communication. It defines a consistent representation model for facial features and expressions to ensure high visual fidelity and expressive accuracy across diverse XR devices. The proposed framework supports interoperability across different systems and applications by defining core data structures that adapt to the hardware constraints and capabilities of different setups. A key focus is the real-time synchronization of facial expressions, even when users’ faces are occluded by XR devices, to enhance social presence and interaction quality. To address variability in user devices and network conditions, the framework introduces an adaptive control mechanism for real-time avatar rendering. This mechanism dynamically adjusts the visual complexity and expressiveness of avatars based on device performance and network bandwidth, ensuring consistent and responsive communication experiences in heterogeneous environments. Ultimately, this standardization effort aims to advance immersive communication by enabling lifelike, responsive avatars that reflect users’ expressions, thereby accelerating the adoption of XR technologies in both professional and social domains.

2025Conf.
Fast Texture Transfer for XR Avatars via Barycentric UV Conversion

We present a fast and efficient method for transferring facial textures onto SMPL-X–based full-body avatars. Unlike conventional affine-transform methods that are slow and prone to visual artifacts, our method utilizes a barycentric UV conversion technique. Our approach precomputes the entire UV mapping into a single transformation matrix, enabling texture transfer in a single operation. This results in a speedup of over 7000x compared to the baseline, while also significantly improving the final texture quality by eliminating boundary artifacts. Through quantitative and qualitative evaluations, we demonstrate that our method offers a practical solution for personalization in immersive XR applications. The code is available online.1

2026Conf.
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.