@myned-ai/gsplat-flame-avatar-renderer 1.0.1
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- package/LICENSE +23 -0
- package/README.md +268 -0
- package/dist/gsplat-flame-avatar-renderer.esm.js +12755 -0
- package/dist/gsplat-flame-avatar-renderer.esm.js.map +1 -0
- package/dist/gsplat-flame-avatar-renderer.esm.min.js +2 -0
- package/dist/gsplat-flame-avatar-renderer.esm.min.js.map +1 -0
- package/dist/gsplat-flame-avatar-renderer.umd.js +12876 -0
- package/dist/gsplat-flame-avatar-renderer.umd.js.map +1 -0
- package/dist/gsplat-flame-avatar-renderer.umd.min.js +2 -0
- package/dist/gsplat-flame-avatar-renderer.umd.min.js.map +1 -0
- package/dist/gsplat-flame-avatar.esm.js +12755 -0
- package/dist/gsplat-flame-avatar.esm.js.map +1 -0
- package/dist/gsplat-flame-avatar.esm.min.js +2 -0
- package/dist/gsplat-flame-avatar.esm.min.js.map +1 -0
- package/dist/gsplat-flame-avatar.umd.js +12876 -0
- package/dist/gsplat-flame-avatar.umd.js.map +1 -0
- package/dist/gsplat-flame-avatar.umd.min.js +2 -0
- package/dist/gsplat-flame-avatar.umd.min.js.map +1 -0
- package/dist/index.d.ts +349 -0
- package/package.json +66 -0
package/LICENSE
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MIT License
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Copyright (c) 2025 Myned AI
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Copyright (c) 2024 Xiaodan Ye
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Copyright (c) 2023 Mark Kellogg
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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package/README.md
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# gsplat-flame-avatar-renderer
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[](https://www.npmjs.com/package/gsplat-flame-avatar-renderer)
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A specialized Gaussian Splatting library for rendering animated 3D avatars with FLAME parametric head model support, LAM (Large Avatar Model) head avatars, and ARKit blendshape compatibility.
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## Features
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- 🎠**52 ARKit Blendshapes** — Complete facial expression control
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- 🔥 **FLAME Model Support** — Full integration with FLAME parametric head model
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- 🎮 **Animation State Machine** — Built-in states (Idle, Listening, Thinking, Responding)
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- ⚡ **GPU Optimized** — WebGL-based rendering with WebAssembly sorting
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- 🎯 **Three.js Integration** — Works seamlessly with Three.js r150+
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- 🧠**LAM Head Avatars** — Support for Large Avatar Model based head avatars
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- 📦 **ZIP Asset Loading** — Load compressed avatar assets directly
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- 🔄 **Real-time Animation** — Smooth blendshape interpolation at 30fps
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---
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## Installation
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```bash
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npm install gsplat-flame-avatar-renderer three jszip
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```
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---
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## Quick Start
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```javascript
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import { GaussianSplatRenderer } from 'gsplat-flame-avatar-renderer';
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const container = document.getElementById('avatar-container');
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const renderer = await GaussianSplatRenderer.getInstance(
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container,
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'./path/to/avatar.zip',
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{
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backgroundColor: '0x000000',
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getChatState: () => 'Idle',
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getExpressionData: () => ({
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jawOpen: 0.5,
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mouthSmileLeft: 0.3,
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mouthSmileRight: 0.3,
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// ... other ARKit blendshapes
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})
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}
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);
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```
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---
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## API Reference
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### GaussianSplatRenderer
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The main class for rendering Gaussian splat avatars.
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#### `GaussianSplatRenderer.getInstance(container, assetPath, options)`
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Creates or returns a singleton renderer instance.
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| Parameter | Type | Description |
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|-----------|------|-------------|
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| `container` | `HTMLDivElement` | Container element for the canvas |
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| `assetPath` | `string` | Path to the ZIP file containing avatar assets |
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| `options` | `object` | Configuration options |
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**Options:**
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| Option | Type | Description |
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|--------|------|-------------|
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| `backgroundColor` | `string` | Hex color string (e.g., '0x000000') |
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| `getChatState` | `() => string` | Callback returning current animation state |
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| `getExpressionData` | `() => object` | Callback returning blendshape weights |
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| `loadProgress` | `(progress: number) => void` | Loading progress callback |
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| `downloadProgress` | `(progress: number) => void` | Download progress callback |
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### Animation States
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The renderer supports the following states via `getChatState`:
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| State | Description |
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|-------|-------------|
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| `'Idle'` | Default idle animation |
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| `'Listening'` | Listening state animation |
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| `'Thinking'` | Processing/thinking animation |
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| `'Responding'` | Speaking/responding animation |
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### ARKit Blendshapes (52)
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```
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browDownLeft, browDownRight, browInnerUp, browOuterUpLeft, browOuterUpRight,
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cheekPuff, cheekSquintLeft, cheekSquintRight, eyeBlinkLeft, eyeBlinkRight,
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eyeLookDownLeft, eyeLookDownRight, eyeLookInLeft, eyeLookInRight, eyeLookOutLeft,
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eyeLookOutRight, eyeLookUpLeft, eyeLookUpRight, eyeSquintLeft, eyeSquintRight,
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eyeWideLeft, eyeWideRight, jawForward, jawLeft, jawOpen, jawRight,
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mouthClose, mouthDimpleLeft, mouthDimpleRight, mouthFrownLeft, mouthFrownRight,
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mouthFunnel, mouthLeft, mouthLowerDownLeft, mouthLowerDownRight, mouthPressLeft,
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mouthPressRight, mouthPucker, mouthRight, mouthRollLower, mouthRollUpper,
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mouthShrugLower, mouthShrugUpper, mouthSmileLeft, mouthSmileRight, mouthStretchLeft,
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mouthStretchRight, mouthUpperUpLeft, mouthUpperUpRight, noseSneerLeft, noseSneerRight,
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tongueOut
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```
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---
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## Asset Format
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The avatar ZIP file should contain:
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```
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avatar.zip
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├── avatar/
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│ ├── offset.ply # Gaussian splat point cloud
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│ ├── animation.glb # Animation clips
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│ ├── skin.glb # Skinning/skeleton data
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│ └── vertex_order.json # Vertex ordering data
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```
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---
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## Architecture Overview
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### Rendering Pipeline
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```mermaid
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flowchart LR
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A[Loading<br/>PLY] --> B[Initialization<br/>Viewer]
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B --> C[Scene Setup<br/>SplatMesh]
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C --> D[Animation<br/>FLAME]
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D --> E[Transform<br/>Update]
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E --> F[Sorting<br/>WebAssembly]
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F --> G[Drawing<br/>WebGL]
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```
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1. **Loading**: Assets fetched from ZIP, PLY parsed via INRIAV1PlyParser
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2. **Initialization**: Viewer creates WebGL context, materials, sort worker
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3. **Scene Setup**: SplatMesh uploads data to GPU textures
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4. **Animation**: FlameAnimator updates bone matrices, AnimationManager handles state transitions
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5. **Transform Update**: Scene transforms applied, camera matrices computed
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6. **Sorting**: WebAssembly radix sort produces depth-sorted indices
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7. **Drawing**: Instanced rendering of sorted splats with alpha blending
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### FLAME Integration
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The library supports hybrid rendering where Gaussian Splat positions are deformed by FLAME's skeleton:
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- **5 bones**: Root, Neck, Jaw, Left Eye, Right Eye
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- **52 blendshapes**: Full ARKit compatibility for face tracking
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- **LBS Skinning**: Splat positions transformed via bone matrices and blend weights
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- **GPU-based**: All deformation computed in vertex shader via texture lookups
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---
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## Directory Structure
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| Module | Files | Description |
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|--------|-------|-------------|
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| `src/api/` | 1 | Public API layer |
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| `src/buffers/` | 5 | GPU buffer management (SplatBuffer, partitioning) |
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| `src/core/` | 6 | Rendering engine (Viewer, SplatMesh, SplatTree) |
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| `src/enums/` | 8 | Constants and enumerations |
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| `src/flame/` | 5 | FLAME model integration (FlameAnimator, textures) |
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| `src/loaders/` | 6 | PLY format loader (INRIA v1) |
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| `src/materials/` | 4 | WebGL shaders (SplatMaterial2D/3D) |
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| `src/raycaster/` | 4 | Intersection testing |
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| `src/renderer/` | 4 | Application layer (GaussianSplatRenderer, AnimationManager) |
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| `src/utils/` | 3 | Shared utilities |
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| `src/worker/` | 2 | WebAssembly sorting worker |
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### Key Components
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| Component | Purpose |
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|-----------|---------|
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| **GaussianSplatRenderer** | Main entry point, ZIP loading, render loop |
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| **Viewer** | Scene management, camera, render pipeline |
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| **SplatMesh** | GPU textures, instanced geometry |
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| **FlameAnimator** | Bone rotations, blendshape weights |
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| **FlameTextureManager** | GPU texture uploads for FLAME data |
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| **AnimationManager** | State machine (Idle, Listen, Think, Speak) |
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| **PlyLoader** | Loading PLY files from ZIP |
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| **SortWorker** | WebAssembly depth sorting |
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---
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## Build Output
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Rollup produces 4 bundles in `dist/`:
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| File | Format |
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|------|--------|
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| `gsplat-flame-avatar.esm.js` | ES Module |
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| `gsplat-flame-avatar.esm.min.js` | ES Module (minified) |
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| `gsplat-flame-avatar.umd.js` | UMD |
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| `gsplat-flame-avatar.umd.min.js` | UMD (minified) |
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---
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## Browser Support
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- Chrome 80+
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- Firefox 75+
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- Safari 14+
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- Edge 80+
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**Requires WebGL 2.0 support.**
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---
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## Development
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```bash
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# Clone the repo
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git clone https://github.com/AntonisMakworimedia/gsplat-flame-avatar-renderer.git
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cd gsplat-flame-avatar-renderer
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# Install dependencies
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npm install
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# Start dev mode (watch for changes)
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npm run dev
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# Lint code
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npm run lint
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# Build for production
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npm run build
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```
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### Publishing
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```bash
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# Bump version and push tag (triggers CI publish)
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npm version patch # or minor, major
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git push --follow-tags
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```
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---
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## Credits & Attribution
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This library is built upon the work of several open-source projects:
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### Three.js
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**The foundation for all 3D rendering.**
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- Website: https://threejs.org/
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- License: MIT
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- Used for: WebGL rendering, scene graph, cameras, materials, geometry, animation mixer
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### @mkkellogg/gaussian-splats-3d
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**Base Gaussian Splat rendering engine.**
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- Repository: https://github.com/mkkellogg/GaussianSplats3D
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- Author: Mark Kellogg
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- License: MIT
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- Used for: Core splat rendering, buffers, loaders, raycaster, sorting worker, utilities
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### gaussian-splat-renderer-for-lam
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**FLAME avatar extensions and high-level API.**
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- npm package: https://www.npmjs.com/package/gaussian-splat-renderer-for-lam
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- License: MIT
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- Used for: FLAME model integration, animation state machine, FlameAnimator, FlameTextureManager, GPU skinning shaders
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### FLAME Model
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**Parametric head model for facial animation.**
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- Website: https://flame.is.tue.mpg.de/
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- Institution: Max Planck Institute for Intelligent Systems
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- Used for: 5-bone skeleton, 52 ARKit blendshapes, LBS skinning weights
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