Pablo Garrido

CV
h-index7
15papers
2,090citations
Novelty61%
AI Score53

15 Papers

CVMar 25, 2023
HQ3DAvatar: High Quality Controllable 3D Head Avatar

Kartik Teotia, Mallikarjun B R, Xingang Pan et al.

Multi-view volumetric rendering techniques have recently shown great potential in modeling and synthesizing high-quality head avatars. A common approach to capture full head dynamic performances is to track the underlying geometry using a mesh-based template or 3D cube-based graphics primitives. While these model-based approaches achieve promising results, they often fail to learn complex geometric details such as the mouth interior, hair, and topological changes over time. This paper presents a novel approach to building highly photorealistic digital head avatars. Our method learns a canonical space via an implicit function parameterized by a neural network. It leverages multiresolution hash encoding in the learned feature space, allowing for high-quality, faster training and high-resolution rendering. At test time, our method is driven by a monocular RGB video. Here, an image encoder extracts face-specific features that also condition the learnable canonical space. This encourages deformation-dependent texture variations during training. We also propose a novel optical flow based loss that ensures correspondences in the learned canonical space, thus encouraging artifact-free and temporally consistent renderings. We show results on challenging facial expressions and show free-viewpoint renderings at interactive real-time rates for medium image resolutions. Our method outperforms all existing approaches, both visually and numerically. We will release our multiple-identity dataset to encourage further research. Our Project page is available at: https://vcai.mpi-inf.mpg.de/projects/HQ3DAvatar/

CVSep 18, 2024
GaussianHeads: End-to-End Learning of Drivable Gaussian Head Avatars from Coarse-to-fine Representations

Kartik Teotia, Hyeongwoo Kim, Pablo Garrido et al.

Real-time rendering of human head avatars is a cornerstone of many computer graphics applications, such as augmented reality, video games, and films, to name a few. Recent approaches address this challenge with computationally efficient geometry primitives in a carefully calibrated multi-view setup. Albeit producing photorealistic head renderings, it often fails to represent complex motion changes such as the mouth interior and strongly varying head poses. We propose a new method to generate highly dynamic and deformable human head avatars from multi-view imagery in real-time. At the core of our method is a hierarchical representation of head models that allows to capture the complex dynamics of facial expressions and head movements. First, with rich facial features extracted from raw input frames, we learn to deform the coarse facial geometry of the template mesh. We then initialize 3D Gaussians on the deformed surface and refine their positions in a fine step. We train this coarse-to-fine facial avatar model along with the head pose as a learnable parameter in an end-to-end framework. This enables not only controllable facial animation via video inputs, but also high-fidelity novel view synthesis of challenging facial expressions, such as tongue deformations and fine-grained teeth structure under large motion changes. Moreover, it encourages the learned head avatar to generalize towards new facial expressions and head poses at inference time. We demonstrate the performance of our method with comparisons against the related methods on different datasets, spanning challenging facial expression sequences across multiple identities. We also show the potential application of our approach by demonstrating a cross-identity facial performance transfer application.

CVMar 30, 2023
Few-shot Geometry-Aware Keypoint Localization

Xingzhe He, Gaurav Bharaj, David Ferman et al.

Supervised keypoint localization methods rely on large manually labeled image datasets, where objects can deform, articulate, or occlude. However, creating such large keypoint labels is time-consuming and costly, and is often error-prone due to inconsistent labeling. Thus, we desire an approach that can learn keypoint localization with fewer yet consistently annotated images. To this end, we present a novel formulation that learns to localize semantically consistent keypoint definitions, even for occluded regions, for varying object categories. We use a few user-labeled 2D images as input examples, which are extended via self-supervision using a larger unlabeled dataset. Unlike unsupervised methods, the few-shot images act as semantic shape constraints for object localization. Furthermore, we introduce 3D geometry-aware constraints to uplift keypoints, achieving more accurate 2D localization. Our general-purpose formulation paves the way for semantically conditioned generative modeling and attains competitive or state-of-the-art accuracy on several datasets, including human faces, eyes, animals, cars, and never-before-seen mouth interior (teeth) localization tasks, not attempted by the previous few-shot methods. Project page: https://xingzhehe.github.io/FewShot3DKP/}{https://xingzhehe.github.io/FewShot3DKP/

CVApr 21, 2023
Implicit Neural Head Synthesis via Controllable Local Deformation Fields

Chuhan Chen, Matthew O'Toole, Gaurav Bharaj et al.

High-quality reconstruction of controllable 3D head avatars from 2D videos is highly desirable for virtual human applications in movies, games, and telepresence. Neural implicit fields provide a powerful representation to model 3D head avatars with personalized shape, expressions, and facial parts, e.g., hair and mouth interior, that go beyond the linear 3D morphable model (3DMM). However, existing methods do not model faces with fine-scale facial features, or local control of facial parts that extrapolate asymmetric expressions from monocular videos. Further, most condition only on 3DMM parameters with poor(er) locality, and resolve local features with a global neural field. We build on part-based implicit shape models that decompose a global deformation field into local ones. Our novel formulation models multiple implicit deformation fields with local semantic rig-like control via 3DMM-based parameters, and representative facial landmarks. Further, we propose a local control loss and attention mask mechanism that promote sparsity of each learned deformation field. Our formulation renders sharper locally controllable nonlinear deformations than previous implicit monocular approaches, especially mouth interior, asymmetric expressions, and facial details.

58.9CVApr 17
Polyglot: Multilingual Style Preserving Speech-Driven Facial Animation

Federico Nocentini, Kwanggyoon Seo, Qingju Liu et al.

Speech-Driven Facial Animation (SDFA) has gained significant attention due to its applications in movies, video games, and virtual reality. However, most existing models are trained on single-language data, limiting their effectiveness in real-world multilingual scenarios. In this work, we address multilingual SDFA, which is essential for realistic generation since language influences phonetics, rhythm, intonation, and facial expressions. Speaking style is also shaped by individual differences, not only by language. Existing methods typically rely on either language-specific or speaker-specific conditioning, but not both, limiting their ability to model their interaction. We introduce Polyglot, a unified diffusion-based architecture for personalized multilingual SDFA. Our method uses transcript embeddings to encode language information and style embeddings extracted from reference facial sequences to capture individual speaking characteristics. Polyglot does not require predefined language or speaker labels, enabling generalization across languages and speakers through self-supervised learning. By jointly conditioning on language and style, it captures expressive traits such as rhythm, articulation, and habitual facial movements, producing temporally coherent and realistic animations. Experiments show improved performance in both monolingual and multilingual settings, providing a unified framework for modeling language and personal style in SDFA.

CVJul 16, 2024
VideoClusterNet: Self-Supervised and Adaptive Face Clustering For Videos

Devesh Walawalkar, Pablo Garrido

With the rise of digital media content production, the need for analyzing movies and TV series episodes to locate the main cast of characters precisely is gaining importance.Specifically, Video Face Clustering aims to group together detected video face tracks with common facial identities. This problem is very challenging due to the large range of pose, expression, appearance, and lighting variations of a given face across video frames. Generic pre-trained Face Identification (ID) models fail to adapt well to the video production domain, given its high dynamic range content and also unique cinematic style. Furthermore, traditional clustering algorithms depend on hyperparameters requiring individual tuning across datasets. In this paper, we present a novel video face clustering approach that learns to adapt a generic face ID model to new video face tracks in a fully self-supervised fashion. We also propose a parameter-free clustering algorithm that is capable of automatically adapting to the finetuned model's embedding space for any input video. Due to the lack of comprehensive movie face clustering benchmarks, we also present a first-of-kind movie dataset: MovieFaceCluster. Our dataset is handpicked by film industry professionals and contains extremely challenging face ID scenarios. Experiments show our method's effectiveness in handling difficult mainstream movie scenes on our benchmark dataset and state-of-the-art performance on traditional TV series datasets.

CVFeb 11, 2025
Contextual Gesture: Co-Speech Gesture Video Generation through Context-aware Gesture Representation

Pinxin Liu, Pengfei Zhang, Hyeongwoo Kim et al.

Co-speech gesture generation is crucial for creating lifelike avatars and enhancing human-computer interactions by synchronizing gestures with speech. Despite recent advancements, existing methods struggle with accurately identifying the rhythmic or semantic triggers from audio for generating contextualized gesture patterns and achieving pixel-level realism. To address these challenges, we introduce Contextual Gesture, a framework that improves co-speech gesture video generation through three innovative components: (1) a chronological speech-gesture alignment that temporally connects two modalities, (2) a contextualized gesture tokenization that incorporate speech context into motion pattern representation through distillation, and (3) a structure-aware refinement module that employs edge connection to link gesture keypoints to improve video generation. Our extensive experiments demonstrate that Contextual Gesture not only produces realistic and speech-aligned gesture videos but also supports long-sequence generation and video gesture editing applications, shown in Fig.1.

CVNov 23, 2024
KinMo: Kinematic-aware Human Motion Understanding and Generation

Pengfei Zhang, Pinxin Liu, Pablo Garrido et al.

Current human motion synthesis frameworks rely on global action descriptions, creating a modality gap that limits both motion understanding and generation capabilities. A single coarse description, such as run, fails to capture details such as variations in speed, limb positioning, and kinematic dynamics, leading to ambiguities between text and motion modalities. To address this challenge, we introduce KinMo, a unified framework built on a hierarchical describable motion representation that extends beyond global actions by incorporating kinematic group movements and their interactions. We design an automated annotation pipeline to generate high-quality, fine-grained descriptions for this decomposition, resulting in the KinMo dataset and offering a scalable and cost-efficient solution for dataset enrichment. To leverage these structured descriptions, we propose Hierarchical Text-Motion Alignment that progressively integrates additional motion details, thereby improving semantic motion understanding. Furthermore, we introduce a coarse-to-fine motion generation procedure to leverage enhanced spatial understanding to improve motion synthesis. Experimental results show that KinMo significantly improves motion understanding, demonstrated by enhanced text-motion retrieval performance and enabling more fine-grained motion generation and editing capabilities. Project Page: https://andypinxinliu.github.io/KinMo

CVNov 23, 2025
Zero-Shot Video Deraining with Video Diffusion Models

Tuomas Varanka, Juan Luis Gonzalez, Hyeongwoo Kim et al.

Existing video deraining methods are often trained on paired datasets, either synthetic, which limits their ability to generalize to real-world rain, or captured by static cameras, which restricts their effectiveness in dynamic scenes with background and camera motion. Furthermore, recent works in fine-tuning diffusion models have shown promising results, but the fine-tuning tends to weaken the generative prior, limiting generalization to unseen cases. In this paper, we introduce the first zero-shot video deraining method for complex dynamic scenes that does not require synthetic data nor model fine-tuning, by leveraging a pretrained text-to-video diffusion model that demonstrates strong generalization capabilities. By inverting an input video into the latent space of diffusion models, its reconstruction process can be intervened and pushed away from the model's concept of rain using negative prompting. At the core of our approach is an attention switching mechanism that we found is crucial for maintaining dynamic backgrounds as well as structural consistency between the input and the derained video, mitigating artifacts introduced by naive negative prompting. Our approach is validated through extensive experiments on real-world rain datasets, demonstrating substantial improvements over prior methods and showcasing robust generalization without the need for supervised training.

ASAug 12, 2025
ProMode: A Speech Prosody Model Conditioned on Acoustic and Textual Inputs

Eray Eren, Qingju Liu, Hyeongwoo Kim et al.

Prosody conveys rich emotional and semantic information of the speech signal as well as individual idiosyncrasies. We propose a stand-alone model that maps text-to-prosodic features such as F0 and energy and can be used in downstream tasks such as TTS. The ProMode encoder takes as input acoustic features and time-aligned textual content, both are partially masked, and obtains a fixed-length latent prosodic embedding. The decoder predicts acoustics in the masked region using both the encoded prosody input and unmasked textual content. Trained on the GigaSpeech dataset, we compare our method with state-of-the-art style encoders. For F0 and energy predictions, we show consistent improvements for our model at different levels of granularity. We also integrate these predicted prosodic features into a TTS system and conduct perceptual tests, which show higher prosody preference compared to the baselines, demonstrating the model's potential in tasks where prosody modeling is important.

CVDec 18, 2018
FML: Face Model Learning from Videos

Ayush Tewari, Florian Bernard, Pablo Garrido et al.

Monocular image-based 3D reconstruction of faces is a long-standing problem in computer vision. Since image data is a 2D projection of a 3D face, the resulting depth ambiguity makes the problem ill-posed. Most existing methods rely on data-driven priors that are built from limited 3D face scans. In contrast, we propose multi-frame video-based self-supervised training of a deep network that (i) learns a face identity model both in shape and appearance while (ii) jointly learning to reconstruct 3D faces. Our face model is learned using only corpora of in-the-wild video clips collected from the Internet. This virtually endless source of training data enables learning of a highly general 3D face model. In order to achieve this, we propose a novel multi-frame consistency loss that ensures consistent shape and appearance across multiple frames of a subject's face, thus minimizing depth ambiguity. At test time we can use an arbitrary number of frames, so that we can perform both monocular as well as multi-frame reconstruction.

CVMay 29, 2018
Deep Video Portraits

Hyeongwoo Kim, Pablo Garrido, Ayush Tewari et al.

We present a novel approach that enables photo-realistic re-animation of portrait videos using only an input video. In contrast to existing approaches that are restricted to manipulations of facial expressions only, we are the first to transfer the full 3D head position, head rotation, face expression, eye gaze, and eye blinking from a source actor to a portrait video of a target actor. The core of our approach is a generative neural network with a novel space-time architecture. The network takes as input synthetic renderings of a parametric face model, based on which it predicts photo-realistic video frames for a given target actor. The realism in this rendering-to-video transfer is achieved by careful adversarial training, and as a result, we can create modified target videos that mimic the behavior of the synthetically-created input. In order to enable source-to-target video re-animation, we render a synthetic target video with the reconstructed head animation parameters from a source video, and feed it into the trained network -- thus taking full control of the target. With the ability to freely recombine source and target parameters, we are able to demonstrate a large variety of video rewrite applications without explicitly modeling hair, body or background. For instance, we can reenact the full head using interactive user-controlled editing, and realize high-fidelity visual dubbing. To demonstrate the high quality of our output, we conduct an extensive series of experiments and evaluations, where for instance a user study shows that our video edits are hard to detect.

CVDec 7, 2017
Self-supervised Multi-level Face Model Learning for Monocular Reconstruction at over 250 Hz

Ayush Tewari, Michael Zollhöfer, Pablo Garrido et al.

The reconstruction of dense 3D models of face geometry and appearance from a single image is highly challenging and ill-posed. To constrain the problem, many approaches rely on strong priors, such as parametric face models learned from limited 3D scan data. However, prior models restrict generalization of the true diversity in facial geometry, skin reflectance and illumination. To alleviate this problem, we present the first approach that jointly learns 1) a regressor for face shape, expression, reflectance and illumination on the basis of 2) a concurrently learned parametric face model. Our multi-level face model combines the advantage of 3D Morphable Models for regularization with the out-of-space generalization of a learned corrective space. We train end-to-end on in-the-wild images without dense annotations by fusing a convolutional encoder with a differentiable expert-designed renderer and a self-supervised training loss, both defined at multiple detail levels. Our approach compares favorably to the state-of-the-art in terms of reconstruction quality, better generalizes to real world faces, and runs at over 250 Hz.

CVMar 30, 2017
MoFA: Model-based Deep Convolutional Face Autoencoder for Unsupervised Monocular Reconstruction

Ayush Tewari, Michael Zollhöfer, Hyeongwoo Kim et al.

In this work we propose a novel model-based deep convolutional autoencoder that addresses the highly challenging problem of reconstructing a 3D human face from a single in-the-wild color image. To this end, we combine a convolutional encoder network with an expert-designed generative model that serves as decoder. The core innovation is our new differentiable parametric decoder that encapsulates image formation analytically based on a generative model. Our decoder takes as input a code vector with exactly defined semantic meaning that encodes detailed face pose, shape, expression, skin reflectance and scene illumination. Due to this new way of combining CNN-based with model-based face reconstruction, the CNN-based encoder learns to extract semantically meaningful parameters from a single monocular input image. For the first time, a CNN encoder and an expert-designed generative model can be trained end-to-end in an unsupervised manner, which renders training on very large (unlabeled) real world data feasible. The obtained reconstructions compare favorably to current state-of-the-art approaches in terms of quality and richness of representation.

CVFeb 8, 2016
Automatic Face Reenactment

Pablo Garrido, Levi Valgaerts, Ole Rehmsen et al.

We propose an image-based, facial reenactment system that replaces the face of an actor in an existing target video with the face of a user from a source video, while preserving the original target performance. Our system is fully automatic and does not require a database of source expressions. Instead, it is able to produce convincing reenactment results from a short source video captured with an off-the-shelf camera, such as a webcam, where the user performs arbitrary facial gestures. Our reenactment pipeline is conceived as part image retrieval and part face transfer: The image retrieval is based on temporal clustering of target frames and a novel image matching metric that combines appearance and motion to select candidate frames from the source video, while the face transfer uses a 2D warping strategy that preserves the user's identity. Our system excels in simplicity as it does not rely on a 3D face model, it is robust under head motion and does not require the source and target performance to be similar. We show convincing reenactment results for videos that we recorded ourselves and for low-quality footage taken from the Internet.