# Facial Expression Re-targeting from a Single Character

arXiv: https://arxiv.org/abs/2306.12188 · HTML: https://mlsanity.com/paper/2306.12188/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Builds on 11 of its 28 references that are in the map.
- First posted on arXiv 21 Jun 2023.

## Builds on (most cited first, 11 of 11)

- [Deep Residual Learning for Image Recognition](https://mlsanity.com/paper/1512.03385/) (2015)
- [Adam: A Method for Stochastic Optimization](https://mlsanity.com/paper/1412.6980/) (2014)
- [PyTorch: An Imperative Style, High-Performance Deep Learning Library](https://mlsanity.com/paper/1912.01703/) (2019)
- [How far are we from solving the 2D & 3D Face Alignment problem? (and a dataset of 230,000 3D facial landmarks)](https://mlsanity.com/paper/1703.07332/) (2017)
- [3D Morphable Face Models -- Past, Present and Future](https://mlsanity.com/paper/1909.01815/) (2019)
- [Animating Arbitrary Objects via Deep Motion Transfer](https://mlsanity.com/paper/1812.08861/) (2018)
- [Learning to Regress 3D Face Shape and Expression from an Image without 3D Supervision](https://mlsanity.com/paper/1905.06817/) (2019)
- [HOPE-Net: A Graph-based Model for Hand-Object Pose Estimation](https://mlsanity.com/paper/2004.00060/) (2020)
- [Fast Optical Flow using Dense Inverse Search](https://mlsanity.com/paper/1603.03590/) (2016)
- [Personalized Face Modeling for Improved Face Reconstruction and Motion Retargeting](https://mlsanity.com/paper/2007.06759/) (2020)
- [Joint Face Detection and Facial Motion Retargeting for Multiple Faces](https://mlsanity.com/paper/1902.10744/) (2019)

## Built on by (most cited first, 1 of 1)

- [RigAnyFace: Scaling Neural Facial Mesh Auto-Rigging with Unlabeled Data](https://mlsanity.com/paper/2511.18601/) (2025)

## Abstract (arXiv)

Video retargeting for digital face animation is used in virtual reality, social media, gaming, movies, and video conference, aiming to animate avatars' facial expressions based on videos of human faces. The standard method to represent facial expressions for 3D characters is by blendshapes, a vector of weights representing the avatar's neutral shape and its variations under facial expressions, e.g., smile, puff, blinking. Datasets of paired frames with blendshape vectors are rare, and labeling can be laborious, time-consuming, and subjective. In this work, we developed an approach that handles the lack of appropriate datasets. Instead, we used a synthetic dataset of only one character. To generalize various characters, we re-represented each frame to face landmarks. We developed a unique deep-learning architecture that groups landmarks for each facial organ and connects them to relevant blendshape weights. Additionally, we incorporated complementary methods for facial expressions that landmarks did not represent well and gave special attention to eye expressions. We have demonstrated the superiority of our approach to previous research in qualitative and quantitative metrics. Our approach achieved a higher MOS of 68% and a lower MSE of 44.2% when tested on videos with various users and expressions.
