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Improving Facial Rig Semantics for Tracking and Retargeting

arXiv 2508.08429 ↗First posted 11 Aug 2025cs.GR cs.CVcited by 0

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Abstract (arXiv)

In this paper, we consider retargeting a tracked facial performance to either another person or to a virtual character in a game or virtual reality (VR) environment. We remove the difficulties associated with identifying and retargeting the semantics of one rig framework to another by utilizing the same framework (3DMM, FLAME, MetaHuman, etc.) for both subjects. Although this does not constrain the choice of framework when retargeting from one person to another, it does force the tracker to use the game/VR character rig when retargeting to a game/VR character. We utilize volumetric morphing in order to fit facial rigs to both performers and targets; in addition, a carefully chosen set of Simon-Says expressions is used to calibrate each rig to the motion signatures of the relevant performer or target. Although a uniform set of Simon-Says expressions can likely be used for all person to person retargeting, we argue that person to game/VR character retargeting benefits from Simon-Says expressions that capture the distinct motion signature of the game/VR character rig. The Simon-Says calibrated rigs tend to produce the desired expressions when exercising animation controls (as expected). Unfortunately, these well-calibrated rigs still lead to undesirable controls when tracking a performance (a well-behaved function can have an arbitrarily ill-conditioned inverse), even though they typically produce acceptable geometry reconstructions. Thus, we propose a fine-tuning approach that modifies the rig used by the tracker in order to promote the output of more semantically meaningful animation controls, facilitating high efficacy retargeting. In order to better address real-world scenarios, the fine-tuning relies on implicit differentiation so that the tracker can be treated as a (potentially non-differentiable) black box.

Key facts. No citing papers in the map yet (data through 14 Oct 2026). Builds on 41 of its 103 references that are in the map. First posted on arXiv 11 Aug 2025.

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41 of 103 references.

References · 41

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29 more
  1. 2023FLARE: Fast Learning of Animatable and Relightable Mesh Avatarscited by 39
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  25. 2022Leveraging Deepfakes to Close the Domain Gap between Real and Synthetic Images in Facial Capture Pipelinescited by 4
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  29. 2024Refined Inverse Rigging: A Balanced Approach to High-fidelity Blendshape Animationcited by 2

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