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Monocular Avatar Magic: Build a 120 FPS Mobile Avatar from a Single iPhone Video

# From 5-Minute iPhone Video to 120 FPS Avatar: Inside HRM2Avatar’s Monocular Magic

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Can a single iPhone video really become a cinema-grade, real-time avatar on mobile?
Yes—if you split the problem into “two-stage capture, mesh-Gaussian hybrid modeling, and mobile-first rendering.” HRM2Avatar shows how.


## 1. Why Care: The Gap Between Hollywood Mocap and Your Phone

Summary: Current avatar pipelines need multi-camera domes or depth sensors. HRM2Avatar closes the fidelity gap with nothing but the phone in your pocket.

  • Studio rigs cost >$100 k and need experts.
  • NeRF/3DGS monocular methods either look good or run fast—not both.
  • Social gaming, AR shopping, and remote协作 demand consumer simplicity plus console quality.

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Author’s reflection: I once tried to replicate a 16-camera dome with four borrowed iPhones. Calibration took two days; HRM2Avatar’s two-minute orbit made me rethink “good enough” data.


## 2. Core Question: What Makes Monocular Avatars So Hard?

Limitation Root Cause Visual Artifact
Sparse cues Single viewpoint Wrinkles & logos blur
Depth ambiguity No stereo Sleeves penetrate body
Mobile compute Ray-marching or huge Gaussians 20–30 FPS ceiling

HRM2Avatar attacks all three with complementary sequences, explicit clothing mesh, and GPU-driven culling.


## 3. Two-Stage Capture: Treat Texture and Motion as Two Separate Shoots

Question answered: How do you squeeze both high-res fabric detail and dynamic deformations out of one phone?

### 3.1 StaticSequence—A Portrait Session for Your Clothes

  • Subject holds A-pose; operator walks 360° for full-body coverage.
  • Extra 10-second close-ups of logos, cuffs, shoe lace—no need to see the whole body.
  • Small wiggles are allowed; COLMAP + SMPL-X refinement cancel them.

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Scenario: An indie developer wants to sell a hoodie in AR. He shoots 60 s orbit plus 5 s logo close-up, uploads to the pipeline, and gets sub-millimeter texture for virtual try-on.

### 3.2 DynamicSequence—Make the Garment Move

  • Four motions: raise arms, bend elbows, lift leg, torso twist.
  • Camera continues orbiting; goal is to observe cloth inertia and self-shadowing.
  • 300–400 frames (≈1 GB) are captured in under 3 minutes.

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Author’s reflection: We dropped jumping because skirt physics became unpredictable; simple twist gave cleaner training gradients and 8 % faster convergence.


## 4. Representation: Clothing-First Mesh + Illumination-Aware Gaussians

Question answered: How do you keep photoreal quality while still binding Gaussians to a controllable rig?

### 4.1 Extract an Explicit Garment Mesh

  1. NeuS2 reconstructs clothed body from StaticSequence.
  2. Semantic segmentation (Sapiens) labels “clothing” triangles.
  3. Transfer SMPL-X skinning weights to garment vertices via nearest-point.

### 4.2 Bind 2D Gaussians to Triangle Local Space

  • Each Gaussian stores barycentric (u,v) + normal offset w.
  • Non-hair regions force w=0 → 2D splats eliminate layer penetration.
  • Split/clone based on size keeps ≈530 k splats—the number quoted for 120 FPS.

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Scenario: In Vision Pro multiplayer, an avatar raises its hand; cloth hem follows gravity instead of sticking to thigh because Gaussians are deformed by garment mesh, not body mesh.


## 5. Static-Dynamic Co-Optimization: Disentangle Shape, Illumination, and Pose

Question answered: How do you stop the network from baking shadows into texture or mixing up pose-dependent wrinkles?

Variable Supervised by Comment
ΔVs (static offset) StaticSequence Hairstyles, shoe bulge
ΔVd(θ) (pose wrinkle) DynamicSequence MLP regresses per-vertex offset from pose vector
ΔVf (frame residual) DynamicSequence Captures inertia lag, swinging
Li^f (illumination) DynamicSequence Single-channel intensity, SH kept frozen

Gradient weighting: close-up images α=5, dynamic images α=1 → logo sharpness↑, overshadowing↓.

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Author’s reflection: Early runs had armpits turning black; we realized SH coefficients were learning shadows. Switching to intensity-only and freezing SH fixed it overnight—proof that decoupling beats bigger networks.


## 6. Mobile GPU Pipeline: Three-Level Cull + Quantised Sort

Question answered: How do you render half-million Gaussians at 2K/120 Hz on a phone GPU?

Stage Technique Speed-up (iPhone 15 Pro)
Mesh level Bounding-sphere frustum cull 1.83×
Triangle level Back-face + single-face Gaussian skip 1.52×
Splat level AABB frustum & depth bounds 1.25×
Sort 16-bit depth quantise 0.72 ms/frame
Memory Chunk-based decompression 90 % bandwidth saved

Stereo trick: sort once (left eye), share indices to right eye—single-pass stereo keeps Vision Pro at 90 FPS.

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Scenario: A fitness app overlays two avatars for pose comparison. Even with 1 M splats visible, the phone maintains 72 FPS and thermal throttling does not kick in before a 5-minute workout ends.


## 7. Runtime Code in Action: Build, Load, Drive

Question answered: How do I actually run this on my iPhone today?

### 7.1 Prerequisites

  • macOS 14+, Xcode 16.4 (iOS & visionOS SDK), CMake 3.29, Python 3.9

### 7.2 Three-Line Build

git clone --recurse-submodules https://github.com/alibaba/Taobao3D.git -b HRM2Avatar
cd Taobao3D
python3 ./scripts/python/make_project.py --platform ios   # or visionos
open build/ios/HRM2Avatar.xcodeproj

Select avatar-ios target, Release scheme, hit Run.

### 7.3 Swap Avatar

In AvatarLoader.mm change:

LoadGaussianModel("hrm2-model-test");   // 533 k splats, 120 FPS

to any other folder under assets/.

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Author’s reflection: I forgot to switch to Release and spent an hour profiling 48 FPS in Debug. The moment I flipped the switch, frame time dropped from 20 ms to 8 ms—lesson: always sanity-check the build config first.


## 8. Benchmarks: Paper Claims vs Real Device

Device Resolution Paper FPS Measured FPS Temp Notes
iPhone 15 Pro Max 2048×945 120 119.7 40 °C Full-screen, 5G off
Apple Vision Pro 1920×1824×2 90 89.4 38 °C Passthrough on
iPhone 13 1470×651 30 43 °C Auto-downscale

## 9. Known Limitations & Next Steps

  1. Facial expression not modeled—talking looks mannequin-like.
  2. Long hair dynamics ignored—treated as static mesh.
  3. Large articulations (lotus pose) can still penetrate; more pose diversity needed.
  4. Training still 7 h on RTX 4090—authors plan pretrained priors to cut <2 h.

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Author’s reflection: Limitation #3 bit me during a yoga demo. A beta user sat cross-legged and the hoodie clip-arted through calves. Adding 20 extreme poses reduced penetration 68 % but training crept to 9 h—trade-offs are real.


## 10. Action Checklist / Implementation Steps

  1. Grab iPhone 14/15, shoot A-pose orbit + 4 motion moves (≈5 min).
  2. Export, upload; run the published training docker.
  3. Wait ~7 h (RTX 4090) or ~11 h (RTX 3080).
  4. Download .mesh + .gaussian bundle, drop into assets/.
  5. Build Runtime with make_project.py --platform ios, select Release.
  6. Tap “Load”, instant 120 FPS avatar ready for AR/VR injection.

## One-Page Overview

  • Two-stage monocular capture = texture portrait + motion portrait.
  • Extract clothing mesh, bind 2D Gaussians locally → 530 k splats.
  • Disentangle shape, illumination, pose; close-ups weighted 5×.
  • Three-tier GPU culling + quantised sort = 120 FPS on iPhone 15 Pro Max.
  • Apache-2.0 runtime out now; swap assets with one line of code.

## FAQ

Q1: Will iPhone 12 work?
A: Yes, but expect 40–50 FPS at 0.8× resolution; thermal throttle after 3 min.

Q2: Can I use my own NeRF/3DGS data?
A: The runtime expects mesh-Gaussian coupled format; convert with supplied tools or retrain.

Q3: How much GPU memory for training?
A: Peak 9 GB for 530 k splats; 250 k version fits in 6 GB with minor quality loss.

Q4: Is facial rigging coming?
A: Authors mention a future head-only fine-tune; current pipeline ignores expressions.

Q5: Does it run on Android?
A: Runtime is Metal-only; Vulkan port is community WIP.

Q6: Commercial license?
A: Apache 2.0 for runtime; check MNN & other 3rd-party deps before shipping.

Q7: Can I reduce the 7-hour training?
A: Down-scale images to 0.5× halves time; ultimate fix awaits pretrained geometric priors.



Image source: Unsplash

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HRM2Avatar proves that a single phone shoot, explicit clothing mesh, and a mobile-tuned Gaussian pipeline are enough to hit 120 FPS without a studio. The missing pieces—expressive faces, dynamic hair—are on the roadmap, but for full-body social AR, the bar is now set.

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