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图学学报 ›› 2026, Vol. 47 ›› Issue (5): 1025-1032.DOI: 10.11996/JG.j.2095-302X.2026051025

• 图像处理与计算机视觉 • 上一篇    下一篇

基于逆向渲染网络的单目三维人脸重建

李国豪1, 吕诚鑫1, 杨鸿宇2()   

  1. 1 北京航空航天大学计算机学院, 北京 100191
    2 北京航空航天大学人工智能学院, 北京 100191
  • 收稿日期:2026-04-10 接受日期:2026-07-24 出版日期:2026-10-31 发布日期:2026-10-26
  • 通讯作者:杨鸿宇,E-mail:hongyuyang@buaa.edu.cn
  • 基金资助:
    中央高校基本科研业务费资助项目(501XYGG2026141025)

Monocular 3D face reconstruction based on inverse rendering networks

LI Guohao1, LV Chengxin1, YANG Hongyu2()   

  1. 1 School of Computer Science and Engineering, Beihang University, Beijing 100191, China
    2 School of Artificial Intelligence, Beihang University, Beijing 100191, China
  • Received:2026-04-10 Accepted:2026-07-24 Published:2026-10-31 Online:2026-10-26
  • Contact: YANG Hongyu,E-mail:hongyuyang@buaa.edu.cn
  • Supported by:
    The Fundamental Research Funds for the Central Universities(501XYGG2026141025)

摘要:

针对单目三维人脸重建在推理效率、表情驱动灵活性与重光照真实感之间难以兼顾的问题,构建了一种基于逆向渲染网络的前馈式可驱动、可重光照三维人脸快速重建框架。该方法结合三维高斯泼溅(3DGS)与FLAME先验,为高斯图元引入基于物理的渲染(PBR)属性。通过共享图像编码器联合预测3DGS特征与HDR光照贴图,实现了单图几何、材质与光照的统一推断。为缓解材质与光照的二义性,引入IC-Light和Sapiens构建反照率与法向的屏幕空间伪监督,并结合动画感知法向更新机制与帧间一致性约束实现了稳定训练。在VFHQ数据集的自身份重演中,取得22.34 dB PSNR和0.855 SSIM的结果,较LAM基线提升0.93 dB,且单帧延迟保持在亚10 ms。VFHQ-Test协议下的对比表明,该方法在重建保真度、驱动精度及新光照一致性上优势显著。重建的PBR-3DGS表示支持FLAME驱动的自然动画,并在新光照下保持严谨高光与平滑过渡,有效平衡了质量、效率与物理一致性。

关键词: 三维人脸重建, 逆向渲染, 三维高斯泼溅, 重光照, 数字人

Abstract:

To balance inference efficiency, animation control, and relighting realism in monocular 3D face reconstruction, a feed-forward inverse-rendering framework was proposed. 3D Gaussian Splatting (3DGS) was combined with the FLAME prior, and Physically Based Rendering (PBR) attributes were introduced into the Gaussian primitives. A shared image encoder jointly predicts 3DGS features and an HDR illumination map, unifying the inference of geometry, materials, and lighting from a single image. To alleviate material-lighting ambiguity, IC-Light and Sapiens are introduced for screen-space pseudo-supervision of albedo and normal. An animation-aware normal updating mechanism and temporal consistency constraints further stabilize training. On the VFHQ dataset, the method achieved 22.34 dB PSNR and 0.855 SSIM for self-reenactment, outperforming the LAM baseline by 0.93 dB PSNR while maintaining sub-10 ms per-frame latency. Comparisons under the VFHQ-Test protocol showed significant advantages in reconstruction fidelity, driving accuracy, and novel-illumination consistency. The reconstructed PBR-3DGS representation supported natural FLAME-driven animation while preserving rigorous specular highlights and smooth shading under novel lighting, effectively balancing quality, efficiency, and physical consistency.

Key words: 3D face reconstruction, inverse rendering, 3D Gaussian splatting, relighting, digital human

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