Character Gaussian Splats
Human captures are the frontier of gaussian splatting: a person scanned as a splat keeps skin translucency, hair wisps and fabric detail that take heroic effort in traditional pipelines. Studios use them for digital doubles and crowd filler; XR creators use them to put real people inside virtual scenes.
Static character splats (a frozen pose) are the staple here; animated 4D captures — volumetric video as splats — are emerging fast and are labelled as 4DGS where available. As always, splat count and format determine where an asset can run, from mobile AR to desktop renders.
Frequently asked questions
Are these rigged characters?
No — a splat capture is a photoreal frozen moment, not a rigged mesh. That's exactly what makes it look real. For animation, look for 4DGS (animated splat) listings or use the splat as a reference/double.
What about likeness rights?
Sellers must hold the rights to what they upload, including releases for identifiable people. Licensing terms are shown on every listing, and you own broad usage rights on purchase per the listing's licence.
How is this different from photogrammetry scans of people?
Photogrammetry struggles with hair and soft edges; splats represent them gracefully. The tradeoff: you get a view-ready asset rather than an editable, retopologised mesh.