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Open-Source Real-Time Avatar System

The document outlines a project to create a real-time, open-source avatar system capable of listening, thinking, speaking, and live-streaming with sub-second latency, using only local or self-hosted components. Key features include real-time audio processing, lip-synced animation, an offline speech stack, and interchangeable frontend avatars, with a focus on modularity and configurability for various applications. Deliverables include source code, reference avatars, a demo web app, documentation, and a benchmark report, all while adhering to strict acceptance criteria of no paid APIs and easy customization.

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leenatiwari352
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0% found this document useful (0 votes)
12 views2 pages

Open-Source Real-Time Avatar System

The document outlines a project to create a real-time, open-source avatar system capable of listening, thinking, speaking, and live-streaming with sub-second latency, using only local or self-hosted components. Key features include real-time audio processing, lip-synced animation, an offline speech stack, and interchangeable frontend avatars, with a focus on modularity and configurability for various applications. Deliverables include source code, reference avatars, a demo web app, documentation, and a benchmark report, all while adhering to strict acceptance criteria of no paid APIs and easy customization.

Uploaded by

leenatiwari352
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Problem Statement

Build a real-time, open-source, modular avatar system that can listen, think, speak, and
live-stream with sub-second latency. The avatar must be fully local or self-hosted with
no paid APIs. The design should be generic, configurable, and easily re pursuable
(education, support bot, campus guide, helpdesk, etc.) with minimal changes.

Core capabilities
• Real-time audio I/O and streaming: Capture mic input, render synthesized speech/video,
and broadcast to viewers with WebRTC or equivalent, targeting sub-second latency.
Prefer Janus/Ant Media Server or similar open-source media servers; RTMP/HLS can be
provided as fallback.
• Lip-synced talking head: Given either TTS audio or pre-recorded audio, animate a 2D
face or 3D head with high-quality lip sync in real time; acceptable open-source options
include Wav2Lip or MuseTalk. Support at least 24–30 FPS on a single consumer GPU.
• Offline or self-hostable speech stack: Open-source ASR (e.g., Whisper variants) and
open-source TTS capable of low-latency streaming synthesis; must output
phonemes/visemes or timestamps usable for lip sync. No paid cloud TTS.
• Reasoning/LLM: Use an open-source chat model (e.g., Llama-family via local inference).
Allow plug-and-play to swap models and prompt templates. No paid APIs.
• Frontend avatar rendering: Provide two interchangeable frontends:
• 2D talking-head (image-driven) using lip-sync model output.
• Web 3D avatar (GLB/ReadyPlayerMe spec) with blendshape/viseme mapping driven by
phoneme timings.
• Session orchestration: Real-time loop: mic audio → ASR → LLM → TTS (+phonemes) →
lip-sync/3D visemes → stream to viewers. Design must support back-pressure and
graceful degradation.

Deliverables
• Source code and Docker compose for all services; single command brings up the stack
locally with GPU if available.
• Two reference avatars:
• 2D portrait image talking head pipeline.
• 3D GLB avatar pipeline with viseme mapping.
• Demo web app:
• One-to-one conversation view (caller + avatar) and viewer broadcast mode.
• Toggle between ASR→LLM→TTS loop and text-input mode.
• Documentation:
• Setup guides for Ubuntu with NVIDIA GPU, model downloads, and performance tips.
• Architecture diagram and module interfaces to enable reuse in other projects.
• Benchmark report:
• Latency per stage, FPS, VRAM/CPU usage for small/medium models, and scalability
notes.

Acceptance criteria
• Fully functional local demo with: live mic input, real-time response, synchronized mouth
movements, and WebRTC live playback with sub-second to near-real-time latency.
• No paid or proprietary APIs; all components must run from open-source projects with
local inference.
• Easy retargeting: Changing the avatar (new image or GLB) and swapping the LLM or TTS
must not require code changes beyond config edits.
• Documented deployment for CPU-only fallback and GPU-accelerated paths, with
expected quality differences.

Suggested open-source building blocks (non-binding)


• Streaming: Janus Gateway or Ant Media Server Community for WebRTC; fallback RTMP
ingest to server.
• Lip-sync: Wav2Lip, MuseTalk; optional CodeFormer/ESRGAN for quality.
• ASR: Whisper variants (local).
• TTS: Open-source TTS with phoneme/timestamp support or alignment workflow.
• 3D frontend: [Link] with ReadyPlayerMe-style GLB and viseme mapping.

This framing keeps it generic, reusable, and fully open-source, while supporting live
streaming, lip-sync, and GPU acceleration for real-time performance.

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