facial motion
MimicTalk: Mimicking a personalized and expressive 3D talking face in minutes Zhenhui Y e
Talking face generation (TFG) aims to animate a target identity's face to create realistic talking videos. Personalized TFG is a variant that emphasizes the perceptual identity similarity of the synthesized result (from the perspective of appearance and talking style). While previous works typically solve this problem by learning an individual neural radiance field (NeRF) for each identity to implicitly store its static and dynamic information, we find it inefficient and non-generalized due to the per-identity-per-training framework and the limited training data. To this end, we propose MimicTalk, the first attempt that exploits the rich knowledge from a NeRF-based person-agnostic generic model for improving the efficiency and robustness of personalized TFG. To be specific, (1) we first come up with a person-agnostic 3D TFG model as the base model and propose to adapt it into a specific identity; (2) we propose a static-dynamic-hybrid adaptation pipeline to help the model learn the personalized static appearance and facial dynamic features; (3) To generate the facial motion of the personalized talking style, we propose an in-context stylized audio-to-motion model that mimics the implicit talking style provided in the reference video without information loss by an explicit style representation. The adaptation process to an unseen identity can be performed in 15 minutes, which is 47 times faster than previous person-dependent methods. Experiments show that our MimicTalk surpasses previous baselines regarding video quality, efficiency, and expressiveness. Source code and video samples are available at https://mimictalk.github.io .
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Learning Motion Refinement for Unsupervised Face Animation
Unsupervised face animation aims to generate a human face video based on theappearance of a source image, mimicking the motion from a driving video. Existingmethods typically adopted a prior-based motion model (e.g., the local affine motionmodel or the local thin-plate-spline motion model). While it is able to capturethe coarse facial motion, artifacts can often be observed around the tiny motionin local areas (e.g., lips and eyes), due to the limited ability of these methodsto model the finer facial motions. In this work, we design a new unsupervisedface animation approach to learn simultaneously the coarse and finer motions. Inparticular, while exploiting the local affine motion model to learn the global coarsefacial motion, we design a novel motion refinement module to compensate forthe local affine motion model for modeling finer face motions in local areas.
Warm Chat: Diffuse Emotion-aware Interactive Talking Head Avatar with Tree-Structured Guidance
Yang, Haijie, Zhang, Zhenyu, Tang, Hao, Qian, Jianjun, Yang, Jian
Generative models have advanced rapidly, enabling impressive talking head generation that brings AI to life. However, most existing methods focus solely on one-way portrait animation. Even the few that support bidirectional conversational interactions lack precise emotion-adaptive capabilities, significantly limiting their practical applicability. In this paper, we propose Warm Chat, a novel emotion-aware talking head generation framework for dyadic interactions. Leveraging the dialogue generation capability of large language models (LLMs, e.g., GPT-4), our method produces temporally consistent virtual avatars with rich emotional variations that seamlessly transition between speaking and listening states. Specifically, we design a Transformer-based head mask generator that learns temporally consistent motion features in a latent mask space, capable of generating arbitrary-length, temporally consistent mask sequences to constrain head motions. Furthermore, we introduce an interactive talking tree structure to represent dialogue state transitions, where each tree node contains information such as child/parent/sibling nodes and the current character's emotional state. By performing reverse-level traversal, we extract rich historical emotional cues from the current node to guide expression synthesis. Extensive experiments demonstrate the superior performance and effectiveness of our method.
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- Asia > China > Jiangsu Province > Nanjing (0.05)
- Asia > Japan > Honshū > Chūbu > Ishikawa Prefecture > Kanazawa (0.05)
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MimicTalk: Mimicking a personalized and expressive 3D talking face in minutes Zhenhui Y e
Talking face generation (TFG) aims to animate a target identity's face to create realistic talking videos. Personalized TFG is a variant that emphasizes the perceptual identity similarity of the synthesized result (from the perspective of appearance and talking style). While previous works typically solve this problem by learning an individual neural radiance field (NeRF) for each identity to implicitly store its static and dynamic information, we find it inefficient and non-generalized due to the per-identity-per-training framework and the limited training data. To this end, we propose MimicTalk, the first attempt that exploits the rich knowledge from a NeRF-based person-agnostic generic model for improving the efficiency and robustness of personalized TFG. To be specific, (1) we first come up with a person-agnostic 3D TFG model as the base model and propose to adapt it into a specific identity; (2) we propose a static-dynamic-hybrid adaptation pipeline to help the model learn the personalized static appearance and facial dynamic features; (3) To generate the facial motion of the personalized talking style, we propose an in-context stylized audio-to-motion model that mimics the implicit talking style provided in the reference video without information loss by an explicit style representation. The adaptation process to an unseen identity can be performed in 15 minutes, which is 47 times faster than previous person-dependent methods. Experiments show that our MimicTalk surpasses previous baselines regarding video quality, efficiency, and expressiveness. Source code and video samples are available at https://mimictalk.github.io .
- Information Technology (0.46)
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MemoryTalker: Personalized Speech-Driven 3D Facial Animation via Audio-Guided Stylization
Kim, Hyung Kyu, Lee, Sangmin, Kim, Hak Gu
Speech-driven 3D facial animation aims to synthesize realistic facial motion sequences from given audio, matching the speaker's speaking style. However, previous works often require priors such as class labels of a speaker or additional 3D facial meshes at inference, which makes them fail to reflect the speaking style and limits their practical use. To address these issues, we propose MemoryTalker which enables realistic and accurate 3D facial motion synthesis by reflecting speaking style only with audio input to maximize usability in applications. Our framework consists of two training stages: 1-stage is storing and retrieving general motion (i.e., Memorizing), and 2-stage is to perform the personalized facial motion synthesis (i.e., Animating) with the motion memory stylized by the audio-driven speaking style feature. In this second stage, our model learns about which facial motion types should be emphasized for a particular piece of audio. As a result, our MemoryTalker can generate a reliable personalized facial animation without additional prior information. With quantitative and qualitative evaluations, as well as user study, we show the effectiveness of our model and its performance enhancement for personalized facial animation over state-of-the-art methods.
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- Europe > Italy > Piedmont > Turin Province > Turin (0.04)
- Research Report > Promising Solution (0.48)
- Research Report > New Finding (0.46)
- Information Technology > Graphics > Animation (1.00)
- Information Technology > Artificial Intelligence > Vision > Face Recognition (0.98)
Towards High-fidelity 3D Talking Avatar with Personalized Dynamic Texture
Li, Xuanchen, Wang, Jianyu, Cheng, Yuhao, Zeng, Yikun, Ren, Xingyu, Zhu, Wenhan, Zhao, Weiming, Yan, Yichao
Significant progress has been made for speech-driven 3D face animation, but most works focus on learning the motion of mesh/geometry, ignoring the impact of dynamic texture. In this work, we reveal that dynamic texture plays a key role in rendering high-fidelity talking avatars, and introduce a high-resolution 4D dataset \textbf{TexTalk4D}, consisting of 100 minutes of audio-synced scan-level meshes with detailed 8K dynamic textures from 100 subjects. Based on the dataset, we explore the inherent correlation between motion and texture, and propose a diffusion-based framework \textbf{TexTalker} to simultaneously generate facial motions and dynamic textures from speech. Furthermore, we propose a novel pivot-based style injection strategy to capture the complicity of different texture and motion styles, which allows disentangled control. TexTalker, as the first method to generate audio-synced facial motion with dynamic texture, not only outperforms the prior arts in synthesising facial motions, but also produces realistic textures that are consistent with the underlying facial movements. Project page: https://xuanchenli.github.io/TexTalk/.
Learning Motion Refinement for Unsupervised Face Animation
Unsupervised face animation aims to generate a human face video based on theappearance of a source image, mimicking the motion from a driving video. Existingmethods typically adopted a prior-based motion model (e.g., the local affine motionmodel or the local thin-plate-spline motion model). While it is able to capturethe coarse facial motion, artifacts can often be observed around the tiny motionin local areas (e.g., lips and eyes), due to the limited ability of these methodsto model the finer facial motions. In this work, we design a new unsupervisedface animation approach to learn simultaneously the coarse and finer motions. Inparticular, while exploiting the local affine motion model to learn the global coarsefacial motion, we design a novel motion refinement module to compensate forthe local affine motion model for modeling finer face motions in local areas.
3DFacePolicy: Speech-Driven 3D Facial Animation with Diffusion Policy
Sha, Xuanmeng, Zhang, Liyun, Mashita, Tomohiro, Uranishi, Yuki
Audio-driven 3D facial animation has made immersive progress both in research and application developments. The newest approaches focus on Transformer-based methods and diffusion-based methods, however, there is still gap in the vividness and emotional expression between the generated animation and real human face. To tackle this limitation, we propose 3DFacePolicy, a diffusion policy model for 3D facial animation prediction. This method generates variable and realistic human facial movements by predicting the 3D vertex trajectory on the 3D facial template with diffusion policy instead of facial generation for every frame. It takes audio and vertex states as observations to predict the vertex trajectory and imitate real human facial expressions, which keeps the continuous and natural flow of human emotions. The experiments show that our approach is effective in variable and dynamic facial motion synthesizing.
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- North America > United States > District of Columbia > Washington (0.05)
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- Asia > Japan > Honshū > Chūbu > Ishikawa Prefecture > Kanazawa (0.04)
Learn2Talk: 3D Talking Face Learns from 2D Talking Face
Zhuang, Yixiang, Cheng, Baoping, Cheng, Yao, Jin, Yuntao, Liu, Renshuai, Li, Chengyang, Cheng, Xuan, Liao, Jing, Lin, Juncong
Speech-driven facial animation methods usually contain two main classes, 3D and 2D talking face, both of which attract considerable research attention in recent years. However, to the best of our knowledge, the research on 3D talking face does not go deeper as 2D talking face, in the aspect of lip-synchronization (lip-sync) and speech perception. To mind the gap between the two sub-fields, we propose a learning framework named Learn2Talk, which can construct a better 3D talking face network by exploiting two expertise points from the field of 2D talking face. Firstly, inspired by the audio-video sync network, a 3D sync-lip expert model is devised for the pursuit of lip-sync between audio and 3D facial motion. Secondly, a teacher model selected from 2D talking face methods is used to guide the training of the audio-to-3D motions regression network to yield more 3D vertex accuracy. Extensive experiments show the advantages of the proposed framework in terms of lip-sync, vertex accuracy and speech perception, compared with state-of-the-arts. Finally, we show two applications of the proposed framework: audio-visual speech recognition and speech-driven 3D Gaussian Splatting based avatar animation.
Probabilistic Speech-Driven 3D Facial Motion Synthesis: New Benchmarks, Methods, and Applications
Yang, Karren D., Ranjan, Anurag, Chang, Jen-Hao Rick, Vemulapalli, Raviteja, Tuzel, Oncel
We consider the task of animating 3D facial geometry from speech signal. Existing works are primarily deterministic, focusing on learning a one-to-one mapping from speech signal to 3D face meshes on small datasets with limited speakers. While these models can achieve high-quality lip articulation for speakers in the training set, they are unable to capture the full and diverse distribution of 3D facial motions that accompany speech in the real world. Importantly, the relationship between speech and facial motion is one-to-many, containing both inter-speaker and intra-speaker variations and necessitating a probabilistic approach. In this paper, we identify and address key challenges that have so far limited the development of probabilistic models: lack of datasets and metrics that are suitable for training and evaluating them, as well as the difficulty of designing a model that generates diverse results while remaining faithful to a strong conditioning signal as speech. We first propose large-scale benchmark datasets and metrics suitable for probabilistic modeling. Then, we demonstrate a probabilistic model that achieves both diversity and fidelity to speech, outperforming other methods across the proposed benchmarks. Finally, we showcase useful applications of probabilistic models trained on these large-scale datasets: we can generate diverse speech-driven 3D facial motion that matches unseen speaker styles extracted from reference clips; and our synthetic meshes can be used to improve the performance of downstream audio-visual models.
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- Asia > Japan > Honshū > Chūbu > Ishikawa Prefecture > Kanazawa (0.04)