Gengyan Li 0001

dblp:290/1267 · DBLP profile ↗
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9ranked-venue papers
2as first author
9since 2021 · last 2026
0000-0002-1427-7612ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 9 · 2 first-author · 9 since 2021Artificial intelligence and machine learning · 3 · 3 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 since 2021
YearPublicationVenuePosition
2026 LegacyAvatars: Volumetric Face Avatars for Traditional Graphics Pipelines
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. https://syntec-research.github.io/LegacyAvatars/
Safa C. Medin, Gengyan Li 0001, Ziqian Bai, Ruofei Du, Leonhard Helminger, Yinda Zhang 0001, Stephan J. Garbin, Philip L. Davidson, Gregory W. Wornell, Thabo Beeler, Abhimitra Meka
3DV2
2025 EgoGaussian: Dynamic Scene Understanding from Egocentric Video with 3D Gaussian Splatting
abstract
Human activities are inherently complex, and even simple household tasks involve numerous object interactions. To better understand these activities, it is crucial to model their interactions with the environment captured through dynamic changes. The recent availability of affordable head-mounted cameras and egocentric data offers a more accessible and efficient means to understand dynamic human-object interactions in 3D environments. However, most existing methods for human activity modeling either focus on reconstructing 3D models of hand-object or human-scene interactions or on mapping 3D scenes, neglecting dynamic interactions with objects. The few existing solutions often require inputs from multiple sources, including multi-camera setups, depth-sensing cameras, or kinesthetic sensors. To this end, we introduce EgoGaussian, the first method capable of simultaneously reconstructing 3D scenes and dynamically tracking 3D object motion from RGB egocentric input alone. We leverage the uniquely discrete nature of Gaussian Splatting and segment dynamic interactions from the background. Our approach employs a clip-level online learning pipeline that leverages the dynamic nature of human activities, allowing us to reconstruct the temporal evolution of the scene in chronological order and track rigid object motion. Additionally, our method automatically segments object and background Gaussians, providing explicit 3D representations for both static scenes and dynamic objects. EgoGaussian shows significant improvements in terms of both dynamic object and background reconstruction quality compared to the state-of-the-art. We also qualitatively demonstrate the high quality of the reconstructed models.
Daiwei Zhang, Gengyan Li 0001, Mickaël Bressieux, Otmar Hilliges, Marc Pollefeys, Luc Van Gool, Xi Wang 0021
3DV2
2024 Cafca: High-quality Novel View Synthesis of Expressive Faces from Casual Few-shot Captures
abstract
Volumetric modeling and neural radiance field representations have revolutionized 3D face capture and photorealistic novel view synthesis. However, these methods often require hundreds of multi-view input images and are thus inapplicable to cases with less than a handful of inputs. We present a novel volumetric prior on human faces that allows for high-fidelity expressive face modeling from as few as three input views captured in the wild. Our key insight is that an implicit prior trained on synthetic data alone can generalize to extremely challenging real-world identities and expressions and render novel views with fine idiosyncratic details like wrinkles and eyelashes. We leverage a 3D Morphable Face Model to synthesize a large training set, rendering each identity with different expressions, hair, clothing, and other assets. We then train a conditional Neural Radiance Field prior on this synthetic dataset and, at inference time, fine-tune the model on a very sparse set of real images of a single subject. On average, the fine-tuning requires only three inputs to cross the synthetic-to-real domain gap. The resulting personalized 3D model reconstructs strong idiosyncratic facial expressions and outperforms the state-of-the-art in high-quality novel view synthesis of faces from sparse inputs in terms of perceptual and photo-metric quality.
Marcel C. Bühler, Gengyan Li 0001, Erroll Wood, Leonhard Helminger, Xu Chen 0025, Tanmay Shah, Daoye Wang, Stephan J. Garbin, Sergio Orts, Otmar Hilliges, Dmitry Lagun, Jérémy Riviere, Paulo F. U. Gotardo, Thabo Beeler, Abhimitra Meka, Kripasindhu Sarkar
SIGGRAPH Asia2
2024 ShellNeRF: Learning a Controllable High-resolution Model of the Eye and Periocular Region
abstract
Abstract Eye gaze and expressions are crucial non‐verbal signals in face‐to‐face communication. Visual effects and telepresence demand significant improvements in personalized tracking, animation, and synthesis of the eye region to achieve true immersion. Morphable face models, in combination with coordinate‐based neural volumetric representations, show promise in solving the difficult problem of reconstructing intricate geometry (eyelashes) and synthesizing photorealistic appearance variations (wrinkles and specularities) of eye performances. We propose a novel hybrid representation ‐ ShellNeRF ‐ that builds a discretized volume around a 3DMM face mesh using concentric surfaces to model the deformable ‘periocular’ region. We define a canonical space using the UV layout of the shells that constrains the space of dense correspondence search. Combined with an explicit eyeball mesh for modeling corneal light‐transport, our model allows for animatable photorealistic 3D synthesis of the whole eye region. Using multi‐view video input, we demonstrate significant improvements over state‐of‐the‐art in expression re‐enactment and transfer for high‐resolution close‐up views of the eye region.
Gengyan Li 0001, Kripasindhu Sarkar, Abhimitra Meka, Marcel C. Bühler, Franziska Mueller 0001, Paulo F. U. Gotardo, Otmar Hilliges, Thabo Beeler
Comput. Graph. Forum1
2023 GazeNeRF: 3D-Aware Gaze Redirection with Neural Radiance Fields
abstract
We propose GazeNeRF, a 3D-aware method for the task of gaze redirection. Existing gaze redirection methods operate on 2D images and struggle to generate 3D consistent results. Instead, we build on the intuition that the face region and eyeballs are separate 3D structures that move in a coordinated yet independent fashion. Our method leverages recent advancements in conditional image-based neural radiance fields and proposes a two-stream architecture that predicts volumetric features for the face and eye regions separately. Rigidly transforming the eye features via a 3D rotation matrix provides fine-grained control over the desired gaze angle. The final, redirected image is then attained via differentiable volume compositing. Our experiments show that this architecture outperforms naively conditioned NeRF baselines as well as previous state-of-the-art 2D gaze redirection methods in terms of redirection accuracy and identity preservation. Code and models will be released for research purposes.
Alessandro Ruzzi, Xiangwei Shi, Xi Wang 0021, Gengyan Li 0001, Shalini De Mello, Hyung Jin Chang, Xucong Zhang, Otmar Hilliges
CVPR4
2023 Preface: A Data-driven Volumetric Prior for Few-shot Ultra High-resolution Face Synthesis
abstract
NeRFs have enabled highly realistic synthesis of human faces including complex appearance and reflectance effects of hair and skin. These methods typically require a large number of multi-view input images, making the process hardware intensive and cumbersome, limiting applicability to unconstrained settings. We propose a novel volumetric human face prior that enables the synthesis of ultra high-resolution novel views of subjects that are not part of the prior’s training distribution. This prior model consists of an identity-conditioned NeRF, trained on a dataset of low-resolution multi-view images of diverse humans with known camera calibration. A simple sparse landmark-based 3D alignment of the training dataset allows our model to learn a smooth latent space of geometry and appearance despite a limited number of training identities. A high-quality volumetric representation of a novel subject can be obtained by model fitting to 2 or 3 camera views of arbitrary resolution. Importantly, our method requires as few as two views of casually captured images as input at inference time.
Marcel C. Bühler, Kripasindhu Sarkar, Tanmay Shah, Gengyan Li 0001, Daoye Wang, Leonhard Helminger, Sergio Orts, Dmitry Lagun, Otmar Hilliges, Thabo Beeler, Abhimitra Meka
ICCV4
2023 LitNeRF: Intrinsic Radiance Decomposition for High-Quality View Synthesis and Relighting of Faces
abstract
High-fidelity, photorealistic 3D capture of a human face is a long-standing problem in computer graphics – the complex material of skin, intricate geometry of hair, and fine scale textural details make it challenging. Traditional techniques rely on very large and expensive capture rigs to reconstruct explicit mesh geometry and appearance maps, and are limited by the accuracy of hand-crafted reflectance models. More recent volumetric methods (e.g., NeRFs) have enabled view-synthesis and sometimes relighting by learning an implicit representation of the density and reflectance basis, but suffer from artifacts and blurriness due to the inherent ambiguities in volumetric modeling. These problems are further exacerbated when capturing with few cameras and light sources. We present a novel technique for high-quality capture of a human face for 3D view synthesis and relighting using a sparse, compact capture rig consisting of 15 cameras and 15 lights. Our method combines a neural volumetric representation with traditional mesh reconstruction from multiview stereo. The proxy geometry allows us to anchor the 3D density field to prevent artifacts and guide the disentanglement of intrinsic radiance components of the face appearance such as diffuse and specular reflectance, and incident radiance (shadowing) fields. Our hybrid representation significantly improves the state-of-the-art quality for arbitrarily dense renders of a face from desired camera viewpoint as well as environmental, directional, and near-field lighting.
Kripasindhu Sarkar, Marcel C. Bühler, Gengyan Li 0001, Daoye Wang, Delio Vicini, Jérémy Riviere, Yinda Zhang 0001, Sergio Orts, Paulo F. U. Gotardo, Thabo Beeler, Abhimitra Meka
SIGGRAPH Asia3
2022 EyeNeRF: a hybrid representation for photorealistic synthesis, animation and relighting of human eyes
abstract
A unique challenge in creating high-quality animatable and relightable 3D avatars of real people is modeling human eyes, particularly in conjunction with the surrounding periocular face region. The challenge of synthesizing eyes is multifold as it requires 1) appropriate representations for the various components of the eye and the periocular region for coherent viewpoint synthesis, capable of representing diffuse, refractive and highly reflective surfaces, 2) disentangling skin and eye appearance from environmental illumination such that it may be rendered under novel lighting conditions, and 3) capturing eyeball motion and the deformation of the surrounding skin to enable re-gazing. These challenges have traditionally necessitated the use of expensive and cumbersome capture setups to obtain high-quality results, and even then, modeling of the full eye region holistically has remained elusive. We present a novel geometry and appearance representation that enables high-fidelity capture and photorealistic animation, view synthesis and relighting of the eye region using only a sparse set of lights and cameras. Our hybrid representation combines an explicit parametric surface model for the eyeball surface with implicit deformable volumetric representations for the periocular region and the interior of the eye. This novel hybrid model has been designed specifically to address the various parts of that exceptionally challenging facial area - the explicit eyeball surface allows modeling refraction and high frequency specular reflection at the cornea, whereas the implicit representation is well suited to model lower frequency skin reflection via spherical harmonics and can represent non-surface structures such as hair (i.e. eyebrows) or highly diffuse volumetric bodies (i.e. sclera), both of which are a challenge for explicit surface models. Tightly integrating the two representations in a joint framework allows controlled photoreal image synthesis and joint optimization of both the geometry parameters of the eyeball and the implicit neural network in continuous 3D space. We show that for high-resolution close-ups of the human eye, our model can synthesize high-fidelity animated gaze from novel views under unseen illumination conditions, allowing to generate visually rich eye imagery.
Gengyan Li 0001, Abhimitra Meka, Franziska Mueller 0001, Marcel C. Bühler, Otmar Hilliges, Thabo Beeler
ACM Trans. Graph.1
2021 VariTex: Variational Neural Face Textures
abstract
Deep generative models can synthesize photorealistic images of human faces with novel identities. However, a key challenge to the wide applicability of such techniques is to provide independent control over semantically meaningful parameters: appearance, head pose, face shape, and facial expressions. In this paper, we propose VariTex - to the best of our knowledge the first method that learns a variational latent feature space of neural face textures, which allows sampling of novel identities. We combine this generative model with a parametric face model and gain explicit control over head pose and facial expressions. To generate complete images of human heads, we propose an additive decoder that adds plausible details such as hair. A novel training scheme enforces a pose-independent latent space and in consequence, allows learning a one-to-many mapping between latent codes and pose-conditioned exterior regions. The resulting method can generate geometrically consistent images of novel identities under fine-grained control over head pose, face shape, and facial expressions. This facilitates a broad range of downstream tasks, like sampling novel identities, changing the head pose, expression transfer, and more.
Marcel C. Bühler, Abhimitra Meka, Gengyan Li 0001, Thabo Beeler, Otmar Hilliges
ICCV3