PresenceAtlas

Research archive / Telepresence

RETROSPECTIVE RESEARCH RECORD

Codec Avatars render a scanned face, not a live scene

Two Meta research papers describe how a photoreal avatar is built and driven, a different claim from a live volumetric feed.

studios.disneyresearch.com · Original source · Research note
Credit & reuse status

Visual published by studios.disneyresearch.com, shown for identification of the record. Publisher/source credit is inherited from the existing project asset ledger; individual creator and production permission require review. REFERENCE ONLY — NOT CLEARED FOR PRODUCTION. Full frame retained. Publisher image.

What the published papers actually show

Deep Appearance Models for Face Rendering, published at SIGGRAPH in 2018, describes a neural method for rendering a face from a multiview capture setup: a deep model learns geometry and view-dependent texture together from many camera angles of one person's face, then renders new expressions and viewpoints in real time using a standard graphics pipeline. Three years later, Pixel Codec Avatars, an oral presentation at CVPR 2021, describes a lighter version of the same idea built to run several avatars at once, reporting that it can render five avatars in real time on an Oculus Quest 2 for what the paper calls authentic face-to-face communication in three dimensions over remote physical distances. Together the two papers document a lineage, not a single product: a heavy, high-fidelity face model in 2018 and a compressed, multi-person-capable descendant by 2021.

What creates the image, and what it costs to make one

Both systems depend on a per-person training capture: a multiview rig photographs one individual making a wide range of expressions so the model can learn that specific face. That is the mechanism point that matters most. A Codec Avatar is not a camera generating a live three-dimensional scan of whoever sits down, in the way a volumetric capture rig or a depth-camera telepresence system is; it is a personalised, pre-trained model that is then driven, in later headset-based work, by the small inward-facing cameras built into the headset itself. Whoever wears the headset never sees their own avatar's face; what a remote viewer sees is an inference from that pre-trained model, not a live optical image of the wearer at that instant.

Why that is a different claim from a volumetric feed

The distinction is worth holding onto because photoreal avatar and live volumetric capture are often described in the same breath as if they were the same achievement. A volumetric system, such as the multi-camera rigs used in mixed-reality capture studios, reconstructs whoever is standing in the volume, unmodified, from live footage. A Codec Avatar is faster to transmit and can run on consumer hardware precisely because it is not doing that: it is animating a model built in advance from one person's training capture. Neither paper claims otherwise, but the distinction is easy to lose in a demonstration reel.

Questions to bring to a demo

  • Is the avatar generated from a live camera feed of the wearer, or driven from a pre-trained personal model.
  • How long, and under what capture conditions, did that person's original training session take.
  • What happens to fidelity for an expression or angle the training capture never included.

Read this way, the 2018 and 2021 papers are honest about their own scope: they document a face model, trained per person, rendered efficiently. Treating that as equivalent to seeing a whole remote body live is the reader's error, not a claim either paper makes.

Sources & provenance

Preserved from the existing project research collection. These records were not independently re-researched as part of the design update. Supplier, historical and technical claims remain subject to editorial review; no hands-on test is implied.

Deep Appearance Models for Face Rendering ↗

Source publication: 2018-08-14 · Retrieved 2026-09-16

Describes the multiview capture and deep variational model behind photoreal facial rendering, presented at SIGGRAPH 2018.

Pixel Codec Avatars ↗

Source publication: 2021-04-09 · Retrieved 2026-09-16

Describes a lighter, multi-person Codec Avatar model rendering five avatars in real time on Oculus Quest 2, presented at CVPR 2021.

Record: 0009-bf-045 · Rewrite revision: 2026-09-16.1 · Actual site publication: pending. No exact event date asserted.

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