Related papers: Everything's Talkin': Pareidolia Face Reenactment
Talking face editing and face generation have often been studied as distinct problems. In this work, we propose viewing both not as separate tasks but as subtasks of a unifying formulation, speech-conditional facial motion infilling. We…
We study the problem of directly deriving an initial human reenactment from a monocular video of a non-human character. Our goal is not to reconstruct the source character itself but to reinterpret its motion as a plausible and editable…
Face is one of the most important things for communication with the world around us. It also forms our identity and expressions. Estimating the face structure is a fundamental task in computer vision with applications in different areas…
The paper proposes a novel generative adversarial network for one-shot face reenactment, which can animate a single face image to a different pose-and-expression (provided by a driving image) while keeping its original appearance. The core…
In this paper, we propose a framework for disentangling the appearance and geometry representations in the face recognition task. To provide supervision for this aim, we generate geometrically identical faces by incorporating spatial…
With the rapid development of generation model, AI-based face manipulation technology, which called DeepFakes, has become more and more realistic. This means of face forgery can attack any target, which poses a new threat to personal…
Photorealistic 3D head avatars are vital for telepresence, gaming, and VR. However, most methods focus solely on facial regions, ignoring natural hand-face interactions, such as a hand resting on the chin or fingers gently touching the…
3D facial animation is often produced by manipulating facial deformation models (or rigs), that are traditionally parameterized by expression controls. A key component that is usually overlooked is expression 'style', as in, how a…
We introduce FaceTalk, a novel generative approach designed for synthesizing high-fidelity 3D motion sequences of talking human heads from input audio signal. To capture the expressive, detailed nature of human heads, including hair, ears,…
We present a novel one-shot talking head synthesis method that achieves disentangled and fine-grained control over lip motion, eye gaze&blink, head pose, and emotional expression. We represent different motions via disentangled latent…
This paper presents a face recognition method based on a sequence of images. Face shape is reconstructed from images using a combination of structure-from-motion and multi-view stereo methods. The reconstructed 3D face model is compared…
Over the past few years, the automatic generation of facial animation for virtual characters has garnered interest among the animation research and industry communities. Recent research contributions leverage machine-learning approaches to…
The creation of lifelike speech-driven 3D facial animation requires a natural and precise synchronization between audio input and facial expressions. However, existing works still fail to render shapes with flexible head poses and natural…
Creating a 360{\deg} parametric model of a human head is a very challenging task. While recent advancements have demonstrated the efficacy of leveraging synthetic data for building such parametric head models, their performance remains…
Latent space-based facial attribute editing methods have gained popularity in applications such as digital entertainment, virtual avatar creation, and human-computer interaction systems due to their potential for efficient and flexible…
We present a novel approach that enables photo-realistic re-animation of portrait videos using only an input video. In contrast to existing approaches that are restricted to manipulations of facial expressions only, we are the first to…
Although significant progress has been made in the field of speech-driven 3D facial animation recently, the speech-driven animation of an indispensable facial component, eye gaze, has been overlooked by recent research. This is primarily…
A unique challenge in creating high-quality animatable and relightable 3D avatars of people is modeling human eyes. The challenge of synthesizing eyes is multifold as it requires 1) appropriate representations for the various components of…
High-quality, real-time talking head synthesis remains a fundamental challenge in computer vision. Existing reconstruction- and rendering-based methods typically rely on identity-specific models, limiting cross-identity generalization. To…
Analyzing human motion is a challenging task with a wide variety of applications in computer vision and in graphics. One such application, of particular importance in computer animation, is the retargeting of motion from one performer to…