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ORIGINAL RESEARCH article
Front. Virtual Real.
Sec. Technologies for VR
Volume 6 - 2025 | doi: 10.3389/frvir.2025.1583474
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Realistic full-body avatars play a key role in representing users in virtual environments, where they have been shown to considerably improve important effects of immersive experiences such as body ownership and presence. Consequently, the demand for realistic virtual humans -and methods for creating them -is rapidly growing. However, despite extensive research into 3D reconstruction of avatars from real humans, an easy and affordable method for generating realistic and VR-capable avatars is still lacking: Existing methods are either limited to complex capture hardware and/or controlled lab environments, do not provide sufficient visual fidelity, or cannot be rendered at sufficient frame rates for multi-avatar VR applications. To make avatar reconstruction widely available, we developed Avatars for the Masses -a client-server-based online service for scanning real humans with an easy-to-use smartphone application that empowers even nonexpert users to capture photorealistic and VR-ready avatars. The data captured by the smartphone are transferred to a reconstruction server, where the avatar is generated in a fully automated process. Our advancements in capturing and reconstructing allow for higher-quality avatars even in less controlled in-the-wild environments. Extensive qualitative and quantitative evaluations show our method's avatars to be on par with the ones generated by expensive expert-operated systems.It also generates more accurate replicas in comparison to the current state-of-art in smartphonebased reconstruction, produces much less artifacts and provides a much higher rendering performance in VR in comparison to three representative neural methods. A comprehensive user study confirms similar perception results compared to avatars reconstructed with expensive expert-operated systems, and it underscores a sufficient usability of the overall system. To truly bring avatars to the masses, we will make our smartphone application publicly available for research purposes.
Keywords: Avatar generation, 3D scanning, Virtual human, embodiment, Virtual Body Ownership
Received: 25 Feb 2025; Accepted: 14 Apr 2025.
Copyright: © 2025 Menzel, Wolf, Wenninger, Spinczyk, Holderrieth, Wienrich, Schwanecke, Latoschik and Botsch. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
* Correspondence:
Timo Menzel, Technical University Dortmund, Dortmund, 44227, North Rhine-Westphalia, Germany
Mario Botsch, Technical University Dortmund, Dortmund, 44227, North Rhine-Westphalia, Germany
Disclaimer: All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article or claim that may be made by its manufacturer is not guaranteed or endorsed by the publisher.
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