# Towards a Pipeline for Real-Time Visualization of Faces for VR-based Telepresence and Live Broadcasting Utilizing Neural Rendering

arXiv: https://arxiv.org/abs/2301.01490 · HTML: https://mlsanity.com/paper/2301.01490/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 13 of its 33 references that are in the map.
- First posted on arXiv 4 Jan 2023.

## Builds on (most cited first, 13 of 13)

- [U-Net: Convolutional Networks for Biomedical Image Segmentation](https://mlsanity.com/paper/1505.04597/) (2015)
- [The Unreasonable Effectiveness of Deep Features as a Perceptual Metric](https://mlsanity.com/paper/1801.03924/) (2018)
- [A Style-Based Generator Architecture for Generative Adversarial Networks](https://mlsanity.com/paper/1812.04948/) (2018)
- [Image-to-Image Translation with Conditional Adversarial Networks](https://mlsanity.com/paper/1611.07004/) (2016)
- [Progressive Growing of GANs for Improved Quality, Stability, and Variation](https://mlsanity.com/paper/1710.10196/) (2017)
- [Unsupervised Representation Learning with Deep Convolutional Generative Adversarial Networks](https://mlsanity.com/paper/1511.06434/) (2015)
- [High-Resolution Image Synthesis and Semantic Manipulation with Conditional GANs](https://mlsanity.com/paper/1711.11585/) (2017)
- [Least Squares Generative Adversarial Networks](https://mlsanity.com/paper/1611.04076/) (2016)
- [Learning a Probabilistic Latent Space of Object Shapes via 3D Generative-Adversarial Modeling](https://mlsanity.com/paper/1610.07584/) (2016)
- [Neural Head Avatars from Monocular RGB Videos](https://mlsanity.com/paper/2112.01554/) (2021)
- [Deep Appearance Models for Face Rendering](https://mlsanity.com/paper/1808.00362/) (2018)
- [PVA: Pixel-aligned Volumetric Avatars](https://mlsanity.com/paper/2101.02697/) (2021)
- [Unmasking Communication Partners: A Low-Cost AI Solution for Digitally Removing Head-Mounted Displays in VR-Based Telepresence](https://mlsanity.com/paper/2011.03630/) (2020)

## Abstract (arXiv)

While head-mounted displays (HMDs) for Virtual Reality (VR) have become widely available in the consumer market, they pose a considerable obstacle for a realistic face-to-face conversation in VR since HMDs hide a significant portion of the participants faces. Even with image streams from cameras directly attached to an HMD, stitching together a convincing image of an entire face remains a challenging task because of extreme capture angles and strong lens distortions due to a wide field of view. Compared to the long line of research in VR, reconstruction of faces hidden beneath an HMD is a very recent topic of research. While the current state-of-the-art solutions demonstrate photo-realistic 3D reconstruction results, they require high-cost laboratory equipment and large computational costs. We present an approach that focuses on low-cost hardware and can be used on a commodity gaming computer with a single GPU. We leverage the benefits of an end-to-end pipeline by means of Generative Adversarial Networks (GAN). Our GAN produces a frontal-facing 2.5D point cloud based on a training dataset captured with an RGBD camera. In our approach, the training process is offline, while the reconstruction runs in real-time. Our results show adequate reconstruction quality within the 'learned' expressions. Expressions not learned by the network produce artifacts and can trigger the Uncanny Valley effect.
