Robust Egocentric Photo-realistic Facial Expression Transfer for Virtual Reality
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Abstract (arXiv)
Social presence, the feeling of being there with a real person, will fuel the next generation of communication systems driven by digital humans in virtual reality (VR). The best 3D video-realistic VR avatars that minimize the uncanny effect rely on person-specific (PS) models. However, these PS models are time-consuming to build and are typically trained with limited data variability, which results in poor generalization and robustness. Major sources of variability that affects the accuracy of facial expression transfer algorithms include using different VR headsets (e.g., camera configuration, slop of the headset), facial appearance changes over time (e.g., beard, make-up), and environmental factors (e.g., lighting, backgrounds). This is a major drawback for the scalability of these models in VR. This paper makes progress in overcoming these limitations by proposing an end-to-end multi-identity architecture (MIA) trained with specialized augmentation strategies. MIA drives the shape component of the avatar from three cameras in the VR headset (two eyes, one mouth), in untrained subjects, using minimal personalized information (i.e., neutral 3D mesh shape). Similarly, if the PS texture decoder is available, MIA is able to drive the full avatar (shape+texture) robustly outperforming PS models in challenging scenarios. Our key contribution to improve robustness and generalization, is that our method implicitly decouples, in an unsupervised manner, the facial expression from nuisance factors (e.g., headset, environment, facial appearance). We demonstrate the superior performance and robustness of the proposed method versus state-of-the-art PS approaches in a variety of experiments.
Key facts. Cited by 8 papers in the map (data through 7 Oct 2026). Builds on 27 of its 51 references that are in the map. First posted on arXiv 10 Apr 2021.
Builds on
27 of 51 references.
References · 27
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15 more
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Built on by
Citing papers per year: 2022: 1; 2023: 3; 2024: 2; 2025: 1; 2026: 1.
8 papers.
- 2024Benchmarking Micro-action Recognition: Dataset, Methods, and Applicationscited by 48
- 2023SingingHead: A Large-scale 4D Dataset for Singing Head Animationcited by 9
- 2024EgoAvatar: Egocentric View-Driven and Photorealistic Full-body Avatarscited by 7
- 2022Leveraging Deepfakes to Close the Domain Gap between Real and Synthetic Images in Facial Capture Pipelinescited by 4
- 2023INFAMOUS-NeRF: ImproviNg FAce MOdeling Using Semantically-Aligned Hypernetworks with Neural Radiance Fieldscited by 3
- 2023GaFET: Learning Geometry-aware Facial Expression Translation from In-The-Wild Imagescited by 1
- 2025EgoAnimate: Generating Human Animations from Egocentric top-down Viewscited by 0
- 2026Enhancing Facial Expression Recognition in Head-Mounted Displays with Synthetic Datacited by 0
- 2026Enhancing Facial Expression Recognition in Head-Mounted Displays with Synthetic Data5 Jul 2026
- 2025EgoAnimate: Generating Human Animations from Egocentric top-down Views12 Jul 2025
- 2024EgoAvatar: Egocentric View-Driven and Photorealistic Full-body Avatars22 Sep 2024
- 2024Benchmarking Micro-action Recognition: Dataset, Methods, and Applications8 Mar 2024
- 2023INFAMOUS-NeRF: ImproviNg FAce MOdeling Using Semantically-Aligned Hypernetworks with Neural Radiance Fields23 Dec 2023
- 2023SingingHead: A Large-scale 4D Dataset for Singing Head Animation7 Dec 2023
- 2023GaFET: Learning Geometry-aware Facial Expression Translation from In-The-Wild Images7 Aug 2023
- 2022Leveraging Deepfakes to Close the Domain Gap between Real and Synthetic Images in Facial Capture Pipelines22 Apr 2022