mlsanityData to 7 Oct 2026

Learning a Generalized Physical Face Model From Data

arXiv 2402.19477 ↗First posted 29 Feb 2024cs.CV cs.GRcited by 6

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Abstract (arXiv)

Physically-based simulation is a powerful approach for 3D facial animation as the resulting deformations are governed by physical constraints, allowing to easily resolve self-collisions, respond to external forces and perform realistic anatomy edits. Today's methods are data-driven, where the actuations for finite elements are inferred from captured skin geometry. Unfortunately, these approaches have not been widely adopted due to the complexity of initializing the material space and learning the deformation model for each character separately, which often requires a skilled artist followed by lengthy network training. In this work, we aim to make physics-based facial animation more accessible by proposing a generalized physical face model that we learn from a large 3D face dataset. Once trained, our model can be quickly fit to any unseen identity and produce a ready-to-animate physical face model automatically. Fitting is as easy as providing a single 3D face scan, or even a single face image. After fitting, we offer intuitive animation controls, as well as the ability to retarget animations across characters. All the while, the resulting animations allow for physical effects like collision avoidance, gravity, paralysis, bone reshaping and more.

Key facts. Cited by 6 papers in the map (data through 7 Oct 2026). Builds on 21 of its 44 references that are in the map. First posted on arXiv 29 Feb 2024.

Builds on

21 of 44 references.

References · 21

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9 more
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Built on by

Cited by year (2026 to 7 Oct)

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

6 papers.