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PESTalk: Speech-Driven 3D Facial Animation with Personalized Emotional Styles

arXiv.org Artificial Intelligence

PESTalk is a novel method for generating 3D facial animations with personalized emotional styles directly from speech. It overcomes key limitations of existing approaches by introducing a Dual-Stream Emotion Extractor (DSEE) that captures both time and frequency-domain audio features for fine-grained emotion analysis, and an Emotional Style Modeling Module (ESMM) that models individual expression patterns based on voiceprint characteristics. To address data scarcity, the method leverages a newly constructed 3D-EmoStyle dataset. Evaluations demonstrate that PESTalk outperforms state-of-the-art methods in producing realistic and personalized facial animations.


Awakening Facial Emotional Expressions in Human-Robot

arXiv.org Artificial Intelligence

Abstract-- The facial expression generation capability of humanoid social robots is critical for achieving natural and human-like interactions, playing a vital role in enhancing the fluidity of human-robot interactions and the accuracy of emotional expression. Currently, facial expression generation in humanoid social robots still relies on pre-programmed behavioral patterns, which are manually coded at high human and time costs. T o enable humanoid robots to autonomously acquire generalized expressive capabilities, they need to develop the ability to learn human-like expressions through self-training. T o address this challenge, we have designed a highly biomimetic robotic face with physical-electronic animated facial units and developed an end-to-end learning framework based on KAN (Kolmogorov-Arnold Network) and attention mechanisms. Unlike previous humanoid social robots, we have also meticulously designed an automated data collection system based on expert strategies of facial motion primitives to construct the dataset. Notably, to the best of our knowledge, this is the first open-source facial dataset for humanoid social robots. Comprehensive evaluations indicate that our approach achieves accurate and diverse facial mimicry across different test subjects.


Morpheus: A Neural-driven Animatronic Face with Hybrid Actuation and Diverse Emotion Control

arXiv.org Artificial Intelligence

Blue markers indicate the attachment points between the underlying mechanical structure and the soft skin, while yellow arrows denote the directions of movement. Blue arrows indicate the three-axis neck movement: nodding, shaking, and rotation. The green arrow illustrates the jaw's ability for horizontal movement in addition to typical opening and closing motions, enabling more diverse expressions. The first row illustrates the virtual expressions generated by our algorithm rendered in Blender, while the second row displays the corresponding real-world expressions reproduced by the animatronic face. Abstract --Previous animatronic faces struggle to express emotions effectively due to hardware and software limitations. On the hardware side, earlier approaches either use rigid-driven mechanisms, which provide precise control but are difficult to design within constrained spaces, or tendon-driven mechanisms, which are more space-efficient but challenging to control. In contrast, we propose a hybrid actuation approach that combines the best of both worlds. The eyes and mouth--key areas for emotional expression--are controlled using rigid mechanisms for precise movement, while the nose and cheek, which convey subtle facial microexpressions, are driven by strings. This design allows us to build a compact yet versatile hardware platform capable of expressing a wide range of emotions. On the algorithmic side, our method introduces a self-modeling network that maps motor actions to facial landmarks, allowing us to automatically establish the relationship between blendshape coefficients for different facial expressions and the corresponding motor control signals through gradient backpropagation. We then train a neural network to map speech input to corresponding blendshape controls. With our method, we can generate distinct emotional expressions such as happiness, fear, disgust, and anger, from any given sentence, each with nuanced, emotion-specific control signals--a feature that has not been demonstrated in earlier systems.


Driving Animatronic Robot Facial Expression From Speech

arXiv.org Artificial Intelligence

Animatronic robots aim to enable natural human-robot interaction through lifelike facial expressions. However, generating realistic, speech-synchronized robot expressions is challenging due to the complexities of facial biomechanics and responsive motion synthesis. This paper presents a principled, skinning-centric approach to drive animatronic robot facial expressions from speech. The proposed approach employs linear blend skinning (LBS) as the core representation to guide tightly integrated innovations in embodiment design and motion synthesis. LBS informs the actuation topology, enables human expression retargeting, and allows speech-driven facial motion generation. The proposed approach is capable of generating highly realistic, real-time facial expressions from speech on an animatronic face, significantly advancing robots' ability to replicate nuanced human expressions for natural interaction.


SAiD: Speech-driven Blendshape Facial Animation with Diffusion

arXiv.org Artificial Intelligence

Speech-driven 3D facial animation is challenging due to the scarcity of large-scale visual-audio datasets despite extensive research. Most prior works, typically focused on learning regression models on a small dataset using the method of least squares, encounter difficulties generating diverse lip movements from speech and require substantial effort in refining the generated outputs. To address these issues, we propose a speech-driven 3D facial animation with a diffusion model (SAiD), a lightweight Transformer-based U-Net with a cross-modality alignment bias between audio and visual to enhance lip synchronization. Moreover, we introduce BlendVOCA, a benchmark dataset of pairs of speech audio and parameters of a blendshape facial model, to address the scarcity of public resources. Our experimental results demonstrate that the proposed approach achieves comparable or superior performance in lip synchronization to baselines, ensures more diverse lip movements, and streamlines the animation editing process.


Modality Dropout for Improved Performance-driven Talking Faces

arXiv.org Machine Learning

We describe our novel deep learning approach for driving animated faces using both acoustic and visual information. In particular, speech-related facial movements are generated using audiovisual information, and non-speech facial movements are generated using only visual information. To ensure that our model exploits both modalities during training, batches are generated that contain audio-only, video-only, and audiovisual input features. The probability of dropping a modality allows control over the degree to which the model exploits audio and visual information during training. Our trained model runs in real-time on resource limited hardware (e.g.\ a smart phone), it is user agnostic, and it is not dependent on a potentially error-prone transcription of the speech. We use subjective testing to demonstrate: 1) the improvement of audiovisual-driven animation over the equivalent video-only approach, and 2) the improvement in the animation of speech-related facial movements after introducing modality dropout. Before introducing dropout, viewers prefer audiovisual-driven animation in 51% of the test sequences compared with only 18% for video-driven. After introducing dropout viewer preference for audiovisual-driven animation increases to 74%, but decreases to 8% for video-only.