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MoSAR: Monocular Semi-Supervised Model for Avatar Reconstruction using Differentiable Shading
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Proposes MoSAR, a semi-supervised monocular avatar reconstruction method that combines light stage and in-the-wild images via a differentiable shading formulation with ambient occlusion and translucency, producing 4K relightable skin reflectance maps.
Problem
Single-portrait 3D avatar reconstruction requires disentangling geometry, reflectance and lighting; light stage data is accurate but costly and generalizes poorly to in-the-wild images.
Approach
Semi-supervised training that uses labeled light stage data plus unlabeled in-the-wild images, with a novel differentiable shading equation (Microfacet-extended, SH lighting, with ambient occlusion and subsurface translucency terms) so in-the-wild images supervise reflectance decomposition through self-supervised reconstruction.
Key results
- Ranks second on REALY with average error 1.500 mm, behind only HiFace trained with 200k synthetic images (1.275 mm) and ahead of HRN (1.537 mm).
- Full semi-supervised model reaches SSIM 0.83 diffuse, 0.65 specular, 0.85 AO, 0.82 translucency versus 0.69/0.28/0.61/0.67 for supervised-only.
- On 25 subjects, diffuse SSIM 0.754 vs 0.720 for FitMe and 0.704 for Relightify.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| use a non-linear morphable model instead of a linear 3DMM (ablation) | MoSAR geometry reconstruction · REALY | All-region reconstruction error (mm): 1.890 -> 1.500 | Helped |
| add light normalization to supervised training (ablation) | MoSAR texture estimation · Novel-light renders, specular map | SSIM: 0.28 -> 0.55 | Helped |
| add light normalization to supervised training (ablation) | MoSAR texture estimation · Novel-light renders, diffuse map | SSIM: 0.69 -> 0.80 | Helped |
| add light normalization to supervised training (ablation) | MoSAR texture estimation · Novel-light renders, AO map | SSIM: 0.61 -> 0.82 | Helped |
| add light normalization to supervised training (ablation) | MoSAR texture estimation · Novel-light renders, translucency map | SSIM: 0.67 -> 0.79 | Helped |
| remove light-stage supervision and train self-supervised only (ablation) | MoSAR texture estimation · Novel-light renders, specular map | SSIM: 0.65 -> 0.19 | Hurt |
| remove light-stage supervision and train self-supervised only (ablation) | MoSAR texture estimation · Novel-light renders, AO map | SSIM: 0.85 -> 0.36 | Hurt |
| remove light-stage supervision and train self-supervised only (ablation) | MoSAR texture estimation · Novel-light renders, diffuse map | SSIM: 0.83 -> 0.80 | Hurt |
| remove light-stage supervision and train self-supervised only (ablation) | MoSAR texture estimation · Novel-light renders, translucency map | SSIM: 0.82 -> 0.65 | Hurt |
| combine light-stage supervision with in-the-wild self-supervision (ablation) | MoSAR texture estimation · Novel-light renders, specular map | SSIM: 0.55 -> 0.65 | Helped |
| combine light-stage supervision with in-the-wild self-supervision (ablation) | MoSAR texture estimation · Novel-light renders, diffuse map | SSIM: 0.80 -> 0.83 | Helped |
| combine light-stage supervision with in-the-wild self-supervision (ablation) | MoSAR texture estimation · Novel-light renders, AO map | SSIM: 0.82 -> 0.85 | Helped |
Surprising findings
- Self-supervised-only training bakes most information into the diffuse map, with specular SSIM of only 0.19, showing that disentanglement needs labeled light stage data.
- The method tends to yield lighter skin tones for darker skin, attributed to FFHQ demographic imbalance.
Limitations
- Does not model external occluders such as eyeglasses and hair, which get baked into texture maps.
- Biased toward lighter skin tones due to FFHQ demographic imbalance.
- Geometry uses GNN decoder without explicit regularization beyond Laplacian smoothing; artifacts such as glasses baked into geometry.
Experimental setup
Datasets: light stage dataset (890 subjects) FFHQ FFHQ-UV REALY benchmark (HeadSpace scans) random HDR maps (Poly Haven)
Benchmarks: REALY light stage validation renders (SSIM)
Metrics: mean per-vertex L2 error (mm) SSIM
Baselines: MICA DECA PSL AlbedoGAN Deep3D HRN HiFace FitMe Relightify FaceVerse
Builds on: Microfacet BRDF DECA GNN auto-encoder mesh model (Anderson et al.) ESRGAN FFHQ-UV
Closest papers by meaning
- FRESA: Feedforward Reconstruction of Personalized Skinned Avatars from Few Images (CVPR 2025 · similarity 0.87)
- Vid2Avatar-Pro: Authentic Avatar from Videos in the Wild via Universal Prior (CVPR 2025 · similarity 0.86)
- High-Fidelity 3D Head Avatars Reconstruction through Spatially-Varying Expression Conditioned Neural Radiance Field (AAAI 2024 · similarity 0.86)
- RGBAvatar: Reduced Gaussian Blendshapes for Online Modeling of Head Avatars (CVPR 2025 · similarity 0.85)
- Relightable and Animatable Neural Avatars from Videos (AAAI 2024 · similarity 0.85)
- HRAvatar: High-Quality and Relightable Gaussian Head Avatar (CVPR 2025 · similarity 0.85)
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