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We present a multimodal learning-based method to simultaneously synthesize co-speech facial expressions and upper-body gestures for digital characters using RGB video data captured using commodity cameras. Our approach learns from sparse…
This work proposes to explore a new area of dynamic speech emotion recognition. Unlike traditional methods, we assume that each audio track is associated with a sequence of emotions active at different moments in time. The study…
People frequently use speech-to-text systems to compose short texts with voice. However, current voice-based interfaces struggle to support composing more detailed, contextually complex texts, especially in scenarios where users are on the…
Recent advancements in portrait video generation have been noteworthy. However, existing methods rely heavily on human priors and pre-trained generative models, Motion representations based on human priors may introduce unrealistic motion,…
In this work, we propose a gesture based language to allow humans to interact with robots using their body in a natural way. We have created a new gesture detection model using neural networks and a custom dataset of humans performing a set…
This paper reports on the second GENEA Challenge to benchmark data-driven automatic co-speech gesture generation. Participating teams used the same speech and motion dataset to build gesture-generation systems. Motion generated by all these…
Generating speech-consistent body and gesture movements is a long-standing problem in virtual avatar creation. Previous studies often synthesize pose movement in a holistic manner, where poses of all joints are generated simultaneously.…
Motion generation, the task of synthesizing realistic motion sequences from various conditioning inputs, has become a central problem in computer vision, computer graphics, and robotics, with applications ranging from animation and virtual…
Existing automatic approaches for 3D virtual character motion synthesis supporting scene interactions do not generalise well to new objects outside training distributions, even when trained on extensive motion capture datasets with diverse…
"How can we animate 3D-characters from a movie script or move robots by simply telling them what we would like them to do?" "How unstructured and complex can we make a sentence and still generate plausible movements from it?" These are…
We present a generative adversarial network to synthesize 3D pose sequences of co-speech upper-body gestures with appropriate affective expressions. Our network consists of two components: a generator to synthesize gestures from a joint…
Natural user interfaces are on the rise. Manufacturers for Augmented, Virtual, and Mixed Reality head mounted displays are increasingly integrating new sensors into their consumer grade products, allowing gesture recognition without…
Audio-driven talking video generation has advanced significantly, but existing methods often depend on video-to-video translation techniques and traditional generative networks like GANs and they typically generate taking heads and…
The accompanying actions and gestures in dialogue are often closely linked to interactions with the environment, such as looking toward the interlocutor or using gestures to point to the described target at appropriate moments. Speech and…
We propose an audio-driven talking-head method to generate photo-realistic talking-head videos from a single reference image. In this work, we tackle two key challenges: (i) producing natural head motions that match speech prosody, and (ii)…
Hands are the main medium when people interact with the world. Generating proper 3D motion for hand-object interaction is vital for applications such as virtual reality and robotics. Although grasp tracking or object manipulation synthesis…
Co-speech gesturing is an important modality in conversation, providing context and social cues. In character animation, appropriate and synchronised gestures add realism, and can make interactive agents more engaging. Historically, methods…
Talking face generation aims to synthesize realistic speaking portraits from a single image, yet existing methods often rely on explicit optical flow and local warping, which fail to model complex global motions and cause identity drift. We…
All previous methods for audio-driven talking head generation assume the input audio to be clean with a neutral tone. As we show empirically, one can easily break these systems by simply adding certain background noise to the utterance or…
We revisit human motion synthesis, a task useful in various real world applications, in this paper. Whereas a number of methods have been developed previously for this task, they are often limited in two aspects: focusing on the poses while…