Te-Li Wang

CV
h-index15
6papers
60citations
Novelty46%
AI Score42

6 Papers

CVJul 17, 2024
Universal Facial Encoding of Codec Avatars from VR Headsets

Shaojie Bai, Te-Li Wang, Chenghui Li et al.

Faithful real-time facial animation is essential for avatar-mediated telepresence in Virtual Reality (VR). To emulate authentic communication, avatar animation needs to be efficient and accurate: able to capture both extreme and subtle expressions within a few milliseconds to sustain the rhythm of natural conversations. The oblique and incomplete views of the face, variability in the donning of headsets, and illumination variation due to the environment are some of the unique challenges in generalization to unseen faces. In this paper, we present a method that can animate a photorealistic avatar in realtime from head-mounted cameras (HMCs) on a consumer VR headset. We present a self-supervised learning approach, based on a cross-view reconstruction objective, that enables generalization to unseen users. We present a lightweight expression calibration mechanism that increases accuracy with minimal additional cost to run-time efficiency. We present an improved parameterization for precise ground-truth generation that provides robustness to environmental variation. The resulting system produces accurate facial animation for unseen users wearing VR headsets in realtime. We compare our approach to prior face-encoding methods demonstrating significant improvements in both quantitative metrics and qualitative results.

GRApr 7, 2025
REWIND: Real-Time Egocentric Whole-Body Motion Diffusion with Exemplar-Based Identity Conditioning

Jihyun Lee, Weipeng Xu, Alexander Richard et al.

We present REWIND (Real-Time Egocentric Whole-Body Motion Diffusion), a one-step diffusion model for real-time, high-fidelity human motion estimation from egocentric image inputs. While an existing method for egocentric whole-body (i.e., body and hands) motion estimation is non-real-time and acausal due to diffusion-based iterative motion refinement to capture correlations between body and hand poses, REWIND operates in a fully causal and real-time manner. To enable real-time inference, we introduce (1) cascaded body-hand denoising diffusion, which effectively models the correlation between egocentric body and hand motions in a fast, feed-forward manner, and (2) diffusion distillation, which enables high-quality motion estimation with a single denoising step. Our denoising diffusion model is based on a modified Transformer architecture, designed to causally model output motions while enhancing generalizability to unseen motion lengths. Additionally, REWIND optionally supports identity-conditioned motion estimation when identity prior is available. To this end, we propose a novel identity conditioning method based on a small set of pose exemplars of the target identity, which further enhances motion estimation quality. Through extensive experiments, we demonstrate that REWIND significantly outperforms the existing baselines both with and without exemplar-based identity conditioning.

GRNov 19, 2025
MHR: Momentum Human Rig

Aaron Ferguson, Ahmed A. A. Osman, Berta Bescos et al.

We present MHR, a parametric human body model that combines the decoupled skeleton/shape paradigm of ATLAS with a flexible, modern rig and pose corrective system inspired by the Momentum library. Our model enables expressive, anatomically plausible human animation, supporting non-linear pose correctives, and is designed for robust integration in AR/VR and graphics pipelines.

CVJul 8, 2025
Generative Head-Mounted Camera Captures for Photorealistic Avatars

Shaojie Bai, Seunghyeon Seo, Yida Wang et al.

Enabling photorealistic avatar animations in virtual and augmented reality (VR/AR) has been challenging because of the difficulty of obtaining ground truth state of faces. It is physically impossible to obtain synchronized images from head-mounted cameras (HMC) sensing input, which has partial observations in infrared (IR), and an array of outside-in dome cameras, which have full observations that match avatars' appearance. Prior works relying on analysis-by-synthesis methods could generate accurate ground truth, but suffer from imperfect disentanglement between expression and style in their personalized training. The reliance of extensive paired captures (HMC and dome) for the same subject makes it operationally expensive to collect large-scale datasets, which cannot be reused for different HMC viewpoints and lighting. In this work, we propose a novel generative approach, Generative HMC (GenHMC), that leverages large unpaired HMC captures, which are much easier to collect, to directly generate high-quality synthetic HMC images given any conditioning avatar state from dome captures. We show that our method is able to properly disentangle the input conditioning signal that specifies facial expression and viewpoint, from facial appearance, leading to more accurate ground truth. Furthermore, our method can generalize to unseen identities, removing the reliance on the paired captures. We demonstrate these breakthroughs by both evaluating synthetic HMC images and universal face encoders trained from these new HMC-avatar correspondences, which achieve better data efficiency and state-of-the-art accuracy.

CVJan 19, 2024
Fast Registration of Photorealistic Avatars for VR Facial Animation

Chaitanya Patel, Shaojie Bai, Te-Li Wang et al.

Virtual Reality (VR) bares promise of social interactions that can feel more immersive than other media. Key to this is the ability to accurately animate a personalized photorealistic avatar, and hence the acquisition of the labels for headset-mounted camera (HMC) images need to be efficient and accurate, while wearing a VR headset. This is challenging due to oblique camera views and differences in image modality. In this work, we first show that the domain gap between the avatar and HMC images is one of the primary sources of difficulty, where a transformer-based architecture achieves high accuracy on domain-consistent data, but degrades when the domain-gap is re-introduced. Building on this finding, we propose a system split into two parts: an iterative refinement module that takes in-domain inputs, and a generic avatar-guided image-to-image domain transfer module conditioned on current estimates. These two modules reinforce each other: domain transfer becomes easier when close-to-groundtruth examples are shown, and better domain-gap removal in turn improves the registration. Our system obviates the need for costly offline optimization, and produces online registration of higher quality than direct regression method. We validate the accuracy and efficiency of our approach through extensive experiments on a commodity headset, demonstrating significant improvements over these baselines. To stimulate further research in this direction, we make our large-scale dataset and code publicly available.

CVApr 10, 2021
Robust Egocentric Photo-realistic Facial Expression Transfer for Virtual Reality

Amin Jourabloo, Baris Gecer, Fernando De la Torre et al.

Social presence, the feeling of being there with a real person, will fuel the next generation of communication systems driven by digital humans in virtual reality (VR). The best 3D video-realistic VR avatars that minimize the uncanny effect rely on person-specific (PS) models. However, these PS models are time-consuming to build and are typically trained with limited data variability, which results in poor generalization and robustness. Major sources of variability that affects the accuracy of facial expression transfer algorithms include using different VR headsets (e.g., camera configuration, slop of the headset), facial appearance changes over time (e.g., beard, make-up), and environmental factors (e.g., lighting, backgrounds). This is a major drawback for the scalability of these models in VR. This paper makes progress in overcoming these limitations by proposing an end-to-end multi-identity architecture (MIA) trained with specialized augmentation strategies. MIA drives the shape component of the avatar from three cameras in the VR headset (two eyes, one mouth), in untrained subjects, using minimal personalized information (i.e., neutral 3D mesh shape). Similarly, if the PS texture decoder is available, MIA is able to drive the full avatar (shape+texture) robustly outperforming PS models in challenging scenarios. Our key contribution to improve robustness and generalization, is that our method implicitly decouples, in an unsupervised manner, the facial expression from nuisance factors (e.g., headset, environment, facial appearance). We demonstrate the superior performance and robustness of the proposed method versus state-of-the-art PS approaches in a variety of experiments.