# REFA: Real-time Egocentric Facial Animations for Virtual Reality

arXiv: https://arxiv.org/abs/2601.03507 · HTML: https://mlsanity.com/paper/2601.03507/

## Key facts

- Cited by 2 papers in the map (data through 14 Oct 2026).
- Builds on 25 of its 54 references that are in the map.
- First posted on arXiv 7 Jan 2026.

## Builds on (most cited first, 25 of 25)

- [Deep Residual Learning for Image Recognition](https://mlsanity.com/paper/1512.03385/) (2015)
- [Distilling the Knowledge in a Neural Network](https://mlsanity.com/paper/1503.02531/) (2015)
- [Mask R-CNN](https://mlsanity.com/paper/1703.06870/) (2017)
- [SGDR: Stochastic Gradient Descent with Warm Restarts](https://mlsanity.com/paper/1608.03983/) (2016)
- [Domain-Adversarial Training of Neural Networks](https://mlsanity.com/paper/1505.07818/) (2015)
- [Emergent Abilities of Large Language Models](https://mlsanity.com/paper/2206.07682/) (2022)
- [Self-training with Noisy Student improves ImageNet classification](https://mlsanity.com/paper/1911.04252/) (2019)
- [A Lip Sync Expert Is All You Need for Speech to Lip Generation In The Wild](https://mlsanity.com/paper/2008.10010/) (2020)
- [Learning an Animatable Detailed 3D Face Model from In-The-Wild Images](https://mlsanity.com/paper/2012.04012/) (2020)
- [Capture, Learning, and Synthesis of 3D Speaking Styles](https://mlsanity.com/paper/1905.03079/) (2019)
- [Towards Fast, Accurate and Stable 3D Dense Face Alignment](https://mlsanity.com/paper/2009.09960/) (2020)
- [MeshTalk: 3D Face Animation from Speech using Cross-Modality Disentanglement](https://mlsanity.com/paper/2104.08223/) (2021)
- [Learning to Regress 3D Face Shape and Expression from an Image without 3D Supervision](https://mlsanity.com/paper/1905.06817/) (2019)
- [Deep Appearance Models for Face Rendering](https://mlsanity.com/paper/1808.00362/) (2018)
- [GANFIT: Generative Adversarial Network Fitting for High Fidelity 3D Face Reconstruction](https://mlsanity.com/paper/1902.05978/) (2019)
- [DeepFaceLab: Integrated, flexible and extensible face-swapping framework](https://mlsanity.com/paper/2005.05535/) (2020)
- [RigNeRF: Fully Controllable Neural 3D Portraits](https://mlsanity.com/paper/2206.06481/) (2022)
- [Regressing Robust and Discriminative 3D Morphable Models with a very Deep Neural Network](https://mlsanity.com/paper/1612.04904/) (2016)
- [DiffFace: Diffusion-based Face Swapping with Facial Guidance](https://mlsanity.com/paper/2212.13344/) (2022)
- [3D Face Reconstruction by Learning from Synthetic Data](https://mlsanity.com/paper/1609.04387/) (2016)
- [High-Fidelity 3D Digital Human Head Creation from RGB-D Selfies](https://mlsanity.com/paper/2010.05562/) (2020)
- [MVF-Net: Multi-View 3D Face Morphable Model Regression](https://mlsanity.com/paper/1904.04473/) (2019)
- [Synthesizing Coupled 3D Face Modalities by Trunk-Branch Generative Adversarial Networks](https://mlsanity.com/paper/1909.02215/) (2019)
- [Fast-GANFIT: Generative Adversarial Network for High Fidelity 3D Face Reconstruction](https://mlsanity.com/paper/2105.07474/) (2021)
- [Real-Time Facial Segmentation and Performance Capture from RGB Input](https://mlsanity.com/paper/1604.02647/) (2016)

## Built on by (most cited first, 2 of 2)

- [Occlusion-Robust Multimodal Emotion Recognition in VR via Fusion of Facial Images and EMG](https://mlsanity.com/paper/2609.03569/) (2026)
- [Brain2Face: A Study on the Relation of EEG Signals and Spatio-temporal Head Avatars](https://mlsanity.com/paper/2610.17356/) (2026)

## Abstract (arXiv)

We present a novel system for real-time tracking of facial expressions using egocentric views captured from a set of infrared cameras embedded in a virtual reality (VR) headset. Our technology facilitates any user to accurately drive the facial expressions of virtual characters in a non-intrusive manner and without the need of a lengthy calibration step. At the core of our system is a distillation based approach to train a machine learning model on heterogeneous data and labels coming form multiple sources, eg synthetic and real images. As part of our dataset, we collected 18k diverse subjects using a lightweight capture setup consisting of a mobile phone and a custom VR headset with extra cameras. To process this data, we developed a robust differentiable rendering pipeline enabling us to automatically extract facial expression labels. Our system opens up new avenues for communication and expression in virtual environments, with applications in video conferencing, gaming, entertainment, and remote collaboration.
