# EyeNeRF: A Hybrid Representation for Photorealistic Synthesis, Animation and Relighting of Human Eyes

arXiv: https://arxiv.org/abs/2206.08428 · HTML: https://mlsanity.com/paper/2206.08428/

## Key facts

- Cited by 14 papers in the map (data through 14 Oct 2026).
- Builds on 30 of its 77 references that are in the map.
- First posted on arXiv 16 Jun 2022.

## Builds on (most cited first, 30 of 30)

- [Instant Neural Graphics Primitives with a Multiresolution Hash Encoding](https://mlsanity.com/paper/2201.05989/) (2022)
- [D-NeRF: Neural Radiance Fields for Dynamic Scenes](https://mlsanity.com/paper/2011.13961/) (2020)
- [Nerfies: Deformable Neural Radiance Fields](https://mlsanity.com/paper/2011.12948/) (2020)
- [Neural Scene Flow Fields for Space-Time View Synthesis of Dynamic Scenes](https://mlsanity.com/paper/2011.13084/) (2020)
- [Open3D: A Modern Library for 3D Data Processing](https://mlsanity.com/paper/1801.09847/) (2018)
- [NeRV: Neural Reflectance and Visibility Fields for Relighting and View Synthesis](https://mlsanity.com/paper/2012.03927/) (2020)
- [Non-Rigid Neural Radiance Fields: Reconstruction and Novel View Synthesis of a Dynamic Scene From Monocular Video](https://mlsanity.com/paper/2012.12247/) (2020)
- [Dynamic Neural Radiance Fields for Monocular 4D Facial Avatar Reconstruction](https://mlsanity.com/paper/2012.03065/) (2020)
- [NeRD: Neural Reflectance Decomposition from Image Collections](https://mlsanity.com/paper/2012.03918/) (2020)
- [Space-time Neural Irradiance Fields for Free-Viewpoint Video](https://mlsanity.com/paper/2011.12950/) (2020)
- [PhySG: Inverse Rendering with Spherical Gaussians for Physics-based Material Editing and Relighting](https://mlsanity.com/paper/2104.00674/) (2021)
- [Learning from Simulated and Unsupervised Images through Adversarial Training](https://mlsanity.com/paper/1612.07828/) (2016)
- [HyperNeRF: A Higher-Dimensional Representation for Topologically Varying Neural Radiance Fields](https://mlsanity.com/paper/2106.13228/) (2021)
- [Neural Volumes: Learning Dynamic Renderable Volumes from Images](https://mlsanity.com/paper/1906.07751/) (2019)
- [Appearance-Based Gaze Estimation in the Wild](https://mlsanity.com/paper/1504.02863/) (2015)
- [NeRS: Neural Reflectance Surfaces for Sparse-view 3D Reconstruction in the Wild](https://mlsanity.com/paper/2110.07604/) (2021)
- [NeRFactor: Neural Factorization of Shape and Reflectance Under an Unknown Illumination](https://mlsanity.com/paper/2106.01970/) (2021)
- [Deep Reflectance Volumes: Relightable Reconstructions from Multi-View Photometric Images](https://mlsanity.com/paper/2007.09892/) (2020)
- [Rendering of Eyes for Eye-Shape Registration and Gaze Estimation](https://mlsanity.com/paper/1505.05916/) (2015)
- [Towards High Fidelity Monocular Face Reconstruction with Rich Reflectance using Self-supervised Learning and Ray Tracing](https://mlsanity.com/paper/2103.15432/) (2021)
- [NeLF: Neural Light-transport Field for Portrait View Synthesis and Relighting](https://mlsanity.com/paper/2107.12351/) (2021)
- [TEyeD: Over 20 million real-world eye images with Pupil, Eyelid, and Iris 2D and 3D Segmentations, 2D and 3D Landmarks, 3D Eyeball, Gaze Vector, and Eye Movement Types](https://mlsanity.com/paper/2102.02115/) (2021)
- [Self-Learning Transformations for Improving Gaze and Head Redirection](https://mlsanity.com/paper/2010.12307/) (2020)
- [DeepWarp: Photorealistic Image Resynthesis for Gaze Manipulation](https://mlsanity.com/paper/1607.07215/) (2016)
- [Photo-Realistic Monocular Gaze Redirection Using Generative Adversarial Networks](https://mlsanity.com/paper/1903.12530/) (2019)
- [Monocular Reconstruction of Neural Face Reflectance Fields](https://mlsanity.com/paper/2008.10247/) (2020)
- [Labeled pupils in the wild: A dataset for studying pupil detection in unconstrained environments](https://mlsanity.com/paper/1511.05768/) (2015)
- [FaceVR: Real-Time Facial Reenactment and Eye Gaze Control in Virtual Reality](https://mlsanity.com/paper/1610.03151/) (2016)
- [Content-Consistent Generation of Realistic Eyes with Style](https://mlsanity.com/paper/1911.03346/) (2019)
- [MagicEyes: A Large Scale Eye Gaze Estimation Dataset for Mixed Reality](https://mlsanity.com/paper/2003.08806/) (2020)

## Built on by (most cited first, 14 of 14)

- [URAvatar: Universal Relightable Gaussian Codec Avatars](https://mlsanity.com/paper/2410.24223/) (2024)
- [Recent Trends in 3D Reconstruction of General Non-Rigid Scenes](https://mlsanity.com/paper/2403.15064/) (2024)
- [VMesh: Hybrid Volume-Mesh Representation for Efficient View Synthesis](https://mlsanity.com/paper/2303.16184/) (2023)
- [Lite2Relight: 3D-aware Single Image Portrait Relighting](https://mlsanity.com/paper/2407.10487/) (2024)
- [HRAvatar: High-Quality and Relightable Gaussian Head Avatar](https://mlsanity.com/paper/2503.08224/) (2025)
- [Relightable Full-Body Gaussian Codec Avatars](https://mlsanity.com/paper/2501.14726/) (2025)
- [RelightableHands: Efficient Neural Relighting of Articulated Hand Models](https://mlsanity.com/paper/2302.04866/) (2023)
- [GazeNeRF: 3D-Aware Gaze Redirection with Neural Radiance Fields](https://mlsanity.com/paper/2212.04823/) (2022)
- [NeuFace: Realistic 3D Neural Face Rendering from Multi-view Images](https://mlsanity.com/paper/2303.14092/) (2023)
- [Relightable Neural Human Assets from Multi-view Gradient Illuminations](https://mlsanity.com/paper/2212.07648/) (2022)
- [PRTGaussian: Efficient Relighting Using 3D Gaussians with Precomputed Radiance Transfer](https://mlsanity.com/paper/2408.05631/) (2024)
- [Digitally Prototype Your Eye Tracker: Simulating Hardware Performance using 3D Synthetic Data](https://mlsanity.com/paper/2503.16742/) (2025)
- [FaceFolds: Meshed Radiance Manifolds for Efficient Volumetric Rendering of Dynamic Faces](https://mlsanity.com/paper/2404.13807/) (2024)
- [High-quality Animatable Eyelid Shapes from Lightweight Captures](https://mlsanity.com/paper/2410.01360/) (2024)

## Abstract (arXiv)

A unique challenge in creating high-quality animatable and relightable 3D avatars of people is modeling human eyes. The challenge of synthesizing eyes is multifold as it requires 1) appropriate representations for the various components of the eye and the periocular region for coherent viewpoint synthesis, capable of representing diffuse, refractive and highly reflective surfaces, 2) disentangling skin and eye appearance from environmental illumination such that it may be rendered under novel lighting conditions, and 3) capturing eyeball motion and the deformation of the surrounding skin to enable re-gazing. These challenges have traditionally necessitated the use of expensive and cumbersome capture setups to obtain high-quality results, and even then, modeling of the eye region holistically has remained elusive. We present a novel geometry and appearance representation that enables high-fidelity capture and photorealistic animation, view synthesis and relighting of the eye region using only a sparse set of lights and cameras. Our hybrid representation combines an explicit parametric surface model for the eyeball with implicit deformable volumetric representations for the periocular region and the interior of the eye. This novel hybrid model has been designed to address the various parts of that challenging facial area - the explicit eyeball surface allows modeling refraction and high-frequency specular reflection at the cornea, whereas the implicit representation is well suited to model lower-frequency skin reflection via spherical harmonics and can represent non-surface structures such as hair or diffuse volumetric bodies, both of which are a challenge for explicit surface models. We show that for high-resolution close-ups of the eye, our model can synthesize high-fidelity animated gaze from novel views under unseen illumination conditions.
