REFA: Real-time Egocentric Facial Animations for Virtual Reality
Qiang Zhang, Tong Xiao, Haroun Habeeb, Larissa Laich, Sofien Bouaziz, Patrick Snape, Wenjing Zhang, Matthew Cioffi, Peizhao Zhang, Pavel Pidlypenskyi, Winnie Lin, Luming Ma, Mengjiao Wang, Kunpeng Li, Chengjiang Long, Steven Song, Martin Prazak, Alexander Sjoholm, Ajinkya Deogade, Jaebong Lee, Julio Delgado Mangas, Amaury Aubel
TL;DR
The paper tackles real-time egocentric facial animation in VR by embedding five infrared cameras in a headset to capture facial motion, obviating manual calibration. It introduces a holistic pipeline that learns to predict 3D blendshape coefficients using a subject-specific rig derived from lightweight captures, aided by a differentiable renderer to generate pseudo ground truth and augmented by synthetic data and artist priors. A novel iterative distillation framework and domain-adaptive training align real and synthetic data, yielding an on-device model with auto-calibration and failure detection. The approach advances VR social presence by delivering accurate, non-intrusive facial tracking suitable for conferencing, gaming, and remote collaboration, with potential future enhancements leveraging audio and temporal cues. The blendshape representation comprises $53$ bases with coefficient vectors $\boldsymbol{b} \in \mathbb{R}^{53}$, eye gaze $\mathbf{g}_\mathrm{l},\mathbf{g}_\mathrm{r} \in \mathbb{R}^2$, and rigid motion $(\mathbf{R},\mathbf{t})$, all processed at $400\times400$ resolution and $30$ Hz in real time.
Abstract
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.
