Abstract:Recent monocular 3D face reconstruction methods achieve high fidelity by fitting a 3D Morphable Model (3DMM) to dense priors predicted by networks, but the optimization stage is computationally expensive, often taking tens of seconds per image. We present RealDenseFace, a real-time optimization-based 3D face reconstruction method with dense UV-space network predictions. Our key idea is to formulate 3DMM fitting as a nonlinear least-squares problem and solve it with a tailored Gauss-Newton solver that converges in only a few iterations. The reconstruction is conducted in two stages. In the first stage, the network predicts two dense UV-space maps from a single RGB image: a correspondence map for UV-to-image alignment, and a relative-depth map for geometric constraints along the viewing direction. In the second stage, the solver fits per-vertex targets sampled from these maps at the vertex UV coordinates. The solver supports all three reconstruction settings: single-image fitting, offline sequence reconstruction, and online tracking. Our method achieves state-of-the-art accuracy on the NeRSemble SVFR benchmark. The online tracker runs at 80+ FPS, and the offline sequence reconstruction is over 20 times faster than previous optimization-based baselines.
Abstract:We present Reduced Gaussian Blendshapes Avatar (RGBAvatar), a method for reconstructing photorealistic, animatable head avatars at speeds sufficient for on-the-fly reconstruction. Unlike prior approaches that utilize linear bases from 3D morphable models (3DMM) to model Gaussian blendshapes, our method maps tracked 3DMM parameters into reduced blendshape weights with an MLP, leading to a compact set of blendshape bases. The learned compact base composition effectively captures essential facial details for specific individuals, and does not rely on the fixed base composition weights of 3DMM, leading to enhanced reconstruction quality and higher efficiency. To further expedite the reconstruction process, we develop a novel color initialization estimation method and a batch-parallel Gaussian rasterization process, achieving state-of-the-art quality with training throughput of about 630 images per second. Moreover, we propose a local-global sampling strategy that enables direct on-the-fly reconstruction, immediately reconstructing the model as video streams in real time while achieving quality comparable to offline settings. Our source code is available at https://github.com/gapszju/RGBAvatar.