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

arXiv: https://arxiv.org/abs/2401.08398 · HTML: https://mlsanity.com/paper/2401.08398/

## 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 (most cited first, 30 of 39)

- [Adam: A Method for Stochastic Optimization](https://mlsanity.com/paper/1412.6980/) (2014)
- [Instant Neural Graphics Primitives with a Multiresolution Hash Encoding](https://mlsanity.com/paper/2201.05989/) (2022)
- [Fourier Features Let Networks Learn High Frequency Functions in Low Dimensional Domains](https://mlsanity.com/paper/2006.10739/) (2020)
- [Accelerating 3D Deep Learning with PyTorch3D](https://mlsanity.com/paper/2007.08501/) (2020)
- [Face2Face: Real-time Face Capture and Reenactment of RGB Videos](https://mlsanity.com/paper/2007.14808/) (2020)
- [Dynamic Neural Radiance Fields for Monocular 4D Facial Avatar Reconstruction](https://mlsanity.com/paper/2012.03065/) (2020)
- [Modular Primitives for High-Performance Differentiable Rendering](https://mlsanity.com/paper/2011.03277/) (2020)
- [Soft Rasterizer: A Differentiable Renderer for Image-based 3D Reasoning](https://mlsanity.com/paper/1904.01786/) (2019)
- [Advances in Neural Rendering](https://mlsanity.com/paper/2111.05849/) (2021)
- [MobileNeRF: Exploiting the Polygon Rasterization Pipeline for Efficient Neural Field Rendering on Mobile Architectures](https://mlsanity.com/paper/2208.00277/) (2022)
- [GaussianAvatars: Photorealistic Head Avatars with Rigged 3D Gaussians](https://mlsanity.com/paper/2312.02069/) (2023)
- [I M Avatar: Implicit Morphable Head Avatars from Videos](https://mlsanity.com/paper/2112.07471/) (2021)
- [MERF: Memory-Efficient Radiance Fields for Real-time View Synthesis in Unbounded Scenes](https://mlsanity.com/paper/2302.12249/) (2023)
- [Tensor4D : Efficient Neural 4D Decomposition for High-fidelity Dynamic Reconstruction and Rendering](https://mlsanity.com/paper/2211.11610/) (2022)
- [Neural Head Avatars from Monocular RGB Videos](https://mlsanity.com/paper/2112.01554/) (2021)
- [Monocular Dynamic View Synthesis: A Reality Check](https://mlsanity.com/paper/2210.13445/) (2022)
- [FaceScape: a Large-scale High Quality 3D Face Dataset and Detailed Riggable 3D Face Prediction](https://mlsanity.com/paper/2003.13989/) (2020)
- [General Facial Representation Learning in a Visual-Linguistic Manner](https://mlsanity.com/paper/2112.03109/) (2021)
- [SPARF: Neural Radiance Fields from Sparse and Noisy Poses](https://mlsanity.com/paper/2211.11738/) (2022)
- [NeRSemble: Multi-view Radiance Field Reconstruction of Human Heads](https://mlsanity.com/paper/2305.03027/) (2023)
- [PointAvatar: Deformable Point-based Head Avatars from Videos](https://mlsanity.com/paper/2212.08377/) (2022)
- [Instant Volumetric Head Avatars](https://mlsanity.com/paper/2211.12499/) (2022)
- [Reconstructing Personalized Semantic Facial NeRF Models From Monocular Video](https://mlsanity.com/paper/2210.06108/) (2022)
- [RigNeRF: Fully Controllable Neural 3D Portraits](https://mlsanity.com/paper/2206.06481/) (2022)
- [Differentiable Rendering: A Survey](https://mlsanity.com/paper/2006.12057/) (2020)
- [FlashAvatar: High-fidelity Head Avatar with Efficient Gaussian Embedding](https://mlsanity.com/paper/2312.02214/) (2023)
- [Learning Formation of Physically-Based Face Attributes](https://mlsanity.com/paper/2004.03458/) (2020)
- [Multiface: A Dataset for Neural Face Rendering](https://mlsanity.com/paper/2207.11243/) (2022)
- [FML: Face Model Learning from Videos](https://mlsanity.com/paper/1812.07603/) (2018)
- [AvatarMAV: Fast 3D Head Avatar Reconstruction Using Motion-Aware Neural Voxels](https://mlsanity.com/paper/2211.13206/) (2022)

## Built on by (most cited first, 6 of 6)

- [GraphAvatar: Compact Head Avatars with GNN-Generated 3D Gaussians](https://mlsanity.com/paper/2412.13983/) (2024)
- [MixedGaussianAvatar: Realistically and Geometrically Accurate Head Avatar via Mixed 2D-3D Gaussians](https://mlsanity.com/paper/2412.04955/) (2024)
- [VGGTFace: Topologically Consistent Facial Geometry Reconstruction in the Wild](https://mlsanity.com/paper/2511.20366/) (2025)
- [MOSS: Motion-based 3D Clothed Human Synthesis from Monocular Video](https://mlsanity.com/paper/2405.12806/) (2024)
- [OmniFaceRig: Fully Automatic Inner-Mouth-Aware Face Rigging Across Diverse 3D Character Topologies](https://mlsanity.com/paper/2606.08043/) (2026)
- [Improving Facial Rig Semantics for Tracking and Retargeting](https://mlsanity.com/paper/2508.08429/) (2025)

## 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.
