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Journal of Graphics ›› 2026, Vol. 47 ›› Issue (5): 1025-1032.DOI: 10.11996/JG.j.2095-302X.2026051025

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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 Online:2026-10-31 Published:2026-10-26
  • Supported by:
    The Fundamental Research Funds for the Central Universities(501XYGG2026141025)

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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