# Democratizing the Creation of Animatable Facial Avatars

arXiv: https://arxiv.org/abs/2401.16534 · HTML: https://mlsanity.com/paper/2401.16534/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- Builds on 38 of its 105 references that are in the map.
- First posted on arXiv 29 Jan 2024.

## Builds on (most cited first, 30 of 38)

- [Accelerating 3D Deep Learning with PyTorch3D](https://mlsanity.com/paper/2007.08501/) (2020)
- [BiSeNet: Bilateral Segmentation Network for Real-time Semantic Segmentation](https://mlsanity.com/paper/1808.00897/) (2018)
- [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)
- [AD-NeRF: Audio Driven Neural Radiance Fields for Talking Head Synthesis](https://mlsanity.com/paper/2103.11078/) (2021)
- [Learning to Regress 3D Face Shape and Expression from an Image without 3D Supervision](https://mlsanity.com/paper/1905.06817/) (2019)
- [MoFA: Model-based Deep Convolutional Face Autoencoder for Unsupervised Monocular Reconstruction](https://mlsanity.com/paper/1703.10580/) (2017)
- [Nonlinear 3D Face Morphable Model](https://mlsanity.com/paper/1804.03786/) (2018)
- [Reconstructing Personalized Semantic Facial NeRF Models From Monocular Video](https://mlsanity.com/paper/2210.06108/) (2022)
- [Photorealistic Monocular 3D Reconstruction of Humans Wearing Clothing](https://mlsanity.com/paper/2204.08906/) (2022)
- [SfSNet: Learning Shape, Reflectance and Illuminance of Faces in the Wild](https://mlsanity.com/paper/1712.01261/) (2017)
- [FaceVerse: a Fine-grained and Detail-controllable 3D Face Morphable Model from a Hybrid Dataset](https://mlsanity.com/paper/2203.14057/) (2022)
- [FML: Face Model Learning from Videos](https://mlsanity.com/paper/1812.07603/) (2018)
- [Learning Compositional Radiance Fields of Dynamic Human Heads](https://mlsanity.com/paper/2012.09955/) (2020)
- [Large Pose 3D Face Reconstruction from a Single Image via Direct Volumetric CNN Regression](https://mlsanity.com/paper/1703.07834/) (2017)
- [3D Face Reconstruction by Learning from Synthetic Data](https://mlsanity.com/paper/1609.04387/) (2016)
- [A Morphable Face Albedo Model](https://mlsanity.com/paper/2004.02711/) (2020)
- [End-to-end 3D face reconstruction with deep neural networks](https://mlsanity.com/paper/1704.05020/) (2017)
- [MVF-Net: Multi-View 3D Face Morphable Model Regression](https://mlsanity.com/paper/1904.04473/) (2019)
- [FDNeRF: Few-shot Dynamic Neural Radiance Fields for Face Reconstruction and Expression Editing](https://mlsanity.com/paper/2208.05751/) (2022)
- [Instant Multi-View Head Capture through Learnable Registration](https://mlsanity.com/paper/2306.07437/) (2023)
- [Towards Racially Unbiased Skin Tone Estimation via Scene Disambiguation](https://mlsanity.com/paper/2205.03962/) (2022)
- [State of the Art in Dense Monocular Non-Rigid 3D Reconstruction](https://mlsanity.com/paper/2210.15664/) (2022)
- [Personalized Face Modeling for Improved Face Reconstruction and Motion Retargeting](https://mlsanity.com/paper/2007.06759/) (2020)
- [Neural Face Rigging for Animating and Retargeting Facial Meshes in the Wild](https://mlsanity.com/paper/2305.08296/) (2023)
- [LPFF: A Portrait Dataset for Face Generators Across Large Poses](https://mlsanity.com/paper/2303.14407/) (2023)
- [A Light Stage on Every Desk](https://mlsanity.com/paper/2105.08051/) (2021)
- [High-Res Facial Appearance Capture from Polarized Smartphone Images](https://mlsanity.com/paper/2212.01160/) (2022)
- [Fast and Robust Face-to-Parameter Translation for Game Character Auto-Creation](https://mlsanity.com/paper/2008.07132/) (2020)
- [Video-driven Neural Physically-based Facial Asset for Production](https://mlsanity.com/paper/2202.05592/) (2022)
- [S2F2: Self-Supervised High Fidelity Face Reconstruction from Monocular Image](https://mlsanity.com/paper/2203.07732/) (2022)

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

- [Using Gaussian Splats to Create High-Fidelity Facial Geometry and Texture](https://mlsanity.com/paper/2512.16397/) (2025)

## Abstract (arXiv)

In high-end visual effects pipelines, a customized (and expensive) light stage system is (typically) used to scan an actor in order to acquire both geometry and texture for various expressions. Aiming towards democratization, we propose a novel pipeline for obtaining geometry and texture as well as enough expression information to build a customized person-specific animation rig without using a light stage or any other high-end hardware (or manual cleanup). A key novel idea consists of warping real-world images to align with the geometry of a template avatar and subsequently projecting the warped image into the template avatar's texture; importantly, this allows us to leverage baked-in real-world lighting/texture information in order to create surrogate facial features (and bridge the domain gap) for the sake of geometry reconstruction. Not only can our method be used to obtain a neutral expression geometry and de-lit texture, but it can also be used to improve avatars after they have been imported into an animation system (noting that such imports tend to be lossy, while also hallucinating various features). Since a default animation rig will contain template expressions that do not correctly correspond to those of a particular individual, we use a Simon Says approach to capture various expressions and build a person-specific animation rig (that moves like they do). Our aforementioned warping/projection method has high enough efficacy to reconstruct geometry corresponding to each expressions.
