# Attention-Based VR Facial Animation with Visual Mouth Camera Guidance for Immersive Telepresence Avatars

arXiv: https://arxiv.org/abs/2312.09750 · HTML: https://mlsanity.com/paper/2312.09750/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Builds on 11 of its 15 references that are in the map.
- First posted on arXiv 15 Dec 2023.

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

- [The Unreasonable Effectiveness of Deep Features as a Perceptual Metric](https://mlsanity.com/paper/1801.03924/) (2018)
- [First Order Motion Model for Image Animation](https://mlsanity.com/paper/2003.00196/) (2020)
- [Dynamic Neural Radiance Fields for Monocular 4D Facial Avatar Reconstruction](https://mlsanity.com/paper/2012.03065/) (2020)
- [Animating Arbitrary Objects via Deep Motion Transfer](https://mlsanity.com/paper/1812.08861/) (2018)
- [Deep Appearance Models for Face Rendering](https://mlsanity.com/paper/1808.00362/) (2018)
- [Audio- and Gaze-driven Facial Animation of Codec Avatars](https://mlsanity.com/paper/2008.05023/) (2020)
- [Sparse to Dense Motion Transfer for Face Image Animation](https://mlsanity.com/paper/2109.00471/) (2021)
- [NimbRo Avatar: Interactive Immersive Telepresence with Force-Feedback Telemanipulation](https://mlsanity.com/paper/2109.13772/) (2021)
- [Modeling Camera Effects to Improve Visual Learning from Synthetic Data](https://mlsanity.com/paper/1803.07721/) (2018)
- [Robust Immersive Telepresence and Mobile Telemanipulation: NimbRo wins ANA Avatar XPRIZE Finals](https://mlsanity.com/paper/2303.03297/) (2023)
- [VR Facial Animation for Immersive Telepresence Avatars](https://mlsanity.com/paper/2304.12051/) (2023)

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

- [FSRT: Facial Scene Representation Transformer for Face Reenactment from Factorized Appearance, Head-pose, and Facial Expression Features](https://mlsanity.com/paper/2404.09736/) (2024)

## Abstract (arXiv)

Facial animation in virtual reality environments is essential for applications that necessitate clear visibility of the user's face and the ability to convey emotional signals. In our scenario, we animate the face of an operator who controls a robotic Avatar system. The use of facial animation is particularly valuable when the perception of interacting with a specific individual, rather than just a robot, is intended. Purely keypoint-driven animation approaches struggle with the complexity of facial movements. We present a hybrid method that uses both keypoints and direct visual guidance from a mouth camera. Our method generalizes to unseen operators and requires only a quick enrolment step with capture of two short videos. Multiple source images are selected with the intention to cover different facial expressions. Given a mouth camera frame from the HMD, we dynamically construct the target keypoints and apply an attention mechanism to determine the importance of each source image. To resolve keypoint ambiguities and animate a broader range of mouth expressions, we propose to inject visual mouth camera information into the latent space. We enable training on large-scale speaking head datasets by simulating the mouth camera input with its perspective differences and facial deformations. Our method outperforms a baseline in quality, capability, and temporal consistency. In addition, we highlight how the facial animation contributed to our victory at the ANA Avatar XPRIZE Finals.
