This work proposes RAGMesh, a retrieval-augmented framework that leverages text-correlated geometric priors to improve high-fidelity facial synthesis and editing, and introduces Adaptive RAG-guided Supervision (AdaRAGS), a region-aware constraint that explicitly aligns textual semantics with corresponding facial regions, enhancing regional controllability and editing accuracy.
Abstract
Text-driven 3D face generation and editing remains challenging due to the difficulty of translating long-form descriptions into fine-grained facial geometry. Existing methods primarily align global textual semantics with facial structures but often struggle to capture subtle local deformations, such as eyebrow tension, cheek contraction, and asymmetric mouth motions, resulting in limited geometric fidelity and editing precision. To facilitate fine-grained text-driven facial modeling, we first construct FaME-G2E, a large-scale multimodal dataset containing detailed text--mesh annotations and paired text--blendshape samples for unified 3D facial generation and editing. Based on this dataset, we propose RAGMesh, a retrieval-augmented framework that leverages text-correlated geometric priors to improve high-fidelity facial synthesis and editing. Specifically, the Multi-Scale Retrieval Fusion (MSRF) module retrieves semantically consistent global and regional facial priors and fuses them in the blendshape space, suppressing conflicting local deformations while preserving coherent deformation patterns. Furthermore, we introduce Adaptive RAG-guided Supervision (AdaRAGS), a region-aware constraint that explicitly aligns textual semantics with corresponding facial regions, enhancing regional controllability and editing accuracy. Extensive experiments on FaME-G2E demonstrate that RAGMesh achieves superior performance over state-of-the-art methods in local geometric accuracy, text-guided controllability, regional editing precision, and inference efficiency. Video demo is available at https://youtu.be/Yr0_XkpWcNk, and the source code and dataset will be released upon paper acceptance.
Recent Gaussian Splatting–based head avatar reconstruction methods achieve photorealistic rendering by binding Gaussian primitives to 3D Morphable Models (3DMMs), enabling geometrically consistent deformation and animation control. However, the optimization process lacks explicit surface opacity constraints, causing inherently opaque facial regions to converge to semi-transparent states. This phenomenon leads to Gaussians from the face and the back of the head being rendered and optimized together, which hinders the model from capturing intricate geometric details such as expression-dependent wrinkles and non-rigid deformations. To address these issues, we propose DiNGGA (Dirichlet and Noise-Guided Gaussian Avatars). First, we fill the interior of the 3DMM head volume with noise 3D Gaussians, effectively mitigating the semi-transparency artifacts. Second, we introduce a 3D Dirichlet PDF-based height field defined over each mesh triangle of the face region, enabling explicit modeling of expression-dependent wrinkles and non-rigid surface deformations. Extensive experiments show that DiNGGA effectively mitigates surface transparency artifacts and significantly enhances fine-grained facial detail reconstruction compared to prior methods.
Junhee Cho, Seonghak Lee, Jongmin Lee et al.· IEEE Access· 0 citations
Facial appearance editing powers popular applications like FaceApp and Photoshop. Generative Adversarial Networks (GANs) and 3D Morphable Models (3DMMs) have been widely used for facial editing. GANs can perform varied facial edits (e.g., changing hair color, hairstyle), but often produce unstable edits. 3DMMs produce stable edits, but can only alter pose and facial expression. Recently, text-guided diffusion models like Nano Banana have become popular for image editing. Text-guided models are a compelling alternative to GANs and 3DMMs since they can produce both stable and varied image edits. While text-guided models have been widely tested for whole-scene edits (e.g., ``make the woman play a guitar''), they have not been comprehensively tested for facial editing. We conducted the first large-scale evaluation ($\sim1$M images evaluated) of six popular text-guided models on a sequential facial editing task. We present Face-Edit-Attributes, the largest collection of $169$ facial editing attributes focused on hair, accessories, and pose edits. We compared model performance using two popular celebrity face datasets: CelebA and CelebSET. Our results show that most models performed hair and accessory edits well, but struggled with editing pose. All models over-edit (e.g., changing hair color when asked only to change the hairstyle). We also evaluated demographic biases in each model. Our results show surprising biases in overediting: almost all models created more overedits for dark-skinned male faces and old faces. The code and data for our results (including our repository of $\sim 1$M images) can be accessed \href{https://github.com/rahul1801/Face-Edit-Bench}{\textcolor{blue}{here}}.
Creating re-topologized 3D facial meshes is essential for high-quality facial animation but remains labor-intensive and time-consuming. This dissertation explores more efficient approaches for capturing production-ready facial meshes through: (1) the development of VarIS, a custom light sphere for capturing high-resolution stereo geometry and reflectance maps; (2) analysis of camera parameters affecting automatic 2D and 3D landmarking; (3) synthetic-data methods for training neural face regression; and (4) techniques for improving neural multi-view face-shape regression. While VarIS enables photorealistic face capture, its operational and processing costs motivate a more scalable approach. A deep learning framework is therefore proposed to directly predict re-topologized facial meshes from synthetic multiview images generated with Visage Craft, an in-house physically based rendering system using an Appearance 3D Morphable Model (A3DMM). The system produces standardized meshes ready for rigging and animation with minimal human supervision. Results show that incorporating accurate camera intrinsics and extrinsics improves landmark accuracy and geometric consistency, while 3D landmark regularization further improves reconstruction quality.
The representation of 3D clothed humans as standardized 2D UV texture and displacement maps over an underlying body model has long been studied. This compact representation is enticing as it enables pretrained image networks to process, generate, and edit 3D avatars, but is only useful if scans are accurately aligned and brought into correspondence via high-fidelity registration. This prerequisite has never been met, which we argue explains the limited quality of prior UV-based methods for clothed humans. Despite its significance, no public method produces high-fidelity SMPL(-X)+D registrations with UV texture from arbitrary clothed scans. We present AvaImg, a multi-stage optimization pipeline, to close this gap: it enforces body-inside-clothing constraint via signed winding numbers, made viable by a three-level efficiency cascade (~10x runtime reduced, ~95% storage saved), and recovers fine surface detail using coarse-to-fine displacement optimization. AvaImg outperforms all baselines in body fitting, shape estimation, and surface registration across six datasets, yielding textured registrations near-indistinguishable from scans (PSNR=34.48dB). For validation of AvaImg's Avatar-as-Image representation as imminently compatible with image foundation models, we auto-encode our UV maps via the frozen FLUX VAE. This achieves only 0.76mm added Chamfer error relative to scan and shows that the resulting maps lie within natural-image distributions, supporting the use of 2D generative priors for 3D avatar generation. Code, data, and Singularity containers will be at https://yuxuan-xue.com/avaimg.
Margaret Kostyrko, Yuxuan Xue, Garvita Tiwari et al.· 1 citation
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