LegacyAvatars: Volumetric Face Avatars For Traditional Graphics Pipelines
Safa C. Medin, Gengyan Li, Ziqian Bai, Ruofei Du, Leonhard Helminger, Yinda Zhang, Stephan J. Garbin, Philip L. Davidson, Gregory W. Wornell, Thabo Beeler, Abhimitra Meka
TL;DR
LegacyAvatars presents a ML-free pipeline that exports volumetric face avatars as a static layered mesh with UV-space warp and texture bases, enabling efficient, shader-based rendering on legacy graphics pipelines. By discretizing geometry, appearance, and deformation into $N$ implicit surfaces and linear blends of per-frame expression coefficients, it achieves real-time rendering with simple rasterization and streaming suitable for WebGL and consumer devices. The approach demonstrates competitive quality against modern volumetric methods while offering native compatibility, ease of streaming, and broad deployability, with quantified results showing strong PSNR/SSIM/LPIPS performance and favorable Web metrics. This work significantly lowers the barrier to practical telepresence and avatar deployment across platforms by aligning advanced volumetric rendering with traditional graphics infrastructure.
Abstract
We introduce a novel representation for efficient classical rendering of photorealistic 3D face avatars. Leveraging recent advances in radiance fields anchored to parametric face models, our approach achieves controllable volumetric rendering of complex facial features, including hair, skin, and eyes. At enrollment time, we learn a set of radiance manifolds in 3D space to extract an explicit layered mesh, along with appearance and warp textures. During deployment, this allows us to control and animate the face through simple linear blending and alpha compositing of textures over a static mesh. This explicit representation also enables the generated avatar to be efficiently streamed online and then rendered using classical mesh and shader-based rendering on legacy graphics platforms, eliminating the need for any custom engineering or integration.
