mlsanityData to 14 Oct 2026

High-Quality Mesh Blendshape Generation from Face Videos via Neural Inverse Rendering

arXiv 2401.08398 ↗First posted 16 Jan 2024cs.GR cs.CVcited by 6

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Abstract (arXiv)

Readily editable mesh blendshapes have been widely used in animation pipelines, while recent advancements in neural geometry and appearance representations have enabled high-quality inverse rendering. Building upon these observations, we introduce a novel technique that reconstructs mesh-based blendshape rigs from single or sparse multi-view videos, leveraging state-of-the-art neural inverse rendering. We begin by constructing a deformation representation that parameterizes vertex displacements into differential coordinates with tetrahedral connections, allowing for high-quality vertex deformation on high-resolution meshes. By constructing a set of semantic regulations in this representation, we achieve joint optimization of blendshapes and expression coefficients. Furthermore, to enable a user-friendly multi-view setup with unsynchronized cameras, we propose a neural regressor to model time-varying motion parameters. This approach implicitly considers the time difference across multiple cameras, enhancing the accuracy of motion modeling. Experiments demonstrate that, with the flexible input of single or sparse multi-view videos, we reconstruct personalized high-fidelity blendshapes. These blendshapes are both geometrically and semantically accurate, and they are compatible with industrial animation pipelines. Code and data are available at https://github.com/grignarder/high-quality-blendshape-generation.

Key facts. Cited by 6 papers in the map (data through 14 Oct 2026). Builds on 39 of its 75 references that are in the map. First posted on arXiv 16 Jan 2024.

Builds on

39 of 75 references.

References · 39

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27 more
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Cited by year (2026 to 14 Oct)

Citing papers per year: 2024: 3; 2025: 2; 2026: 1.

6 papers.