Related papers: Facial Expression Re-targeting from a Single Chara…
Speech-driven 3D facial animation aims at generating facial movements that are synchronized with the driving speech, which has been widely explored recently. Existing works mostly neglect the person-specific talking style in generation,…
We present a versatile model, FaceAnime, for various video generation tasks from still images. Video generation from a single face image is an interesting problem and usually tackled by utilizing Generative Adversarial Networks (GANs) to…
We propose a method to build in real-time animated 3D head models using a consumer-grade RGB-D camera. Our proposed method is the first one to provide simultaneously comprehensive facial motion tracking and a detailed 3D model of the user's…
We propose a solution to the novel task of rendering sharp videos from new viewpoints from a single motion-blurred image of a face. Our method handles the complexity of face blur by implicitly learning the geometry and motion of faces…
The ability to accurately capture and express emotions is a critical aspect of creating believable characters in video games and other forms of entertainment. Traditionally, this animation has been achieved with artistic effort or…
Facial expressions are one of the most powerful, natural and immediate means for human being to communicate their emotions and intensions. Recognition of facial expression has many applications including human-computer interaction,…
Imaging of facial affects may be used to measure psychophysiological attributes of children through their adulthood for applications in education, healthcare, and entertainment, among others. Deep convolutional neural networks show…
Most of the existing audio-driven 3D facial animation methods suffered from the lack of detailed facial expression and head pose, resulting in unsatisfactory experience of human-robot interaction. In this paper, a novel pose-controllable 3D…
Muscle-based systems have the potential to provide both anatomical accuracy and semantic interpretability as compared to blendshape models; however, a lack of expressivity and differentiability has limited their impact. Thus, we propose…
Inspired by kernel methods that have been used extensively in achieving efficient facial animation retargeting, this paper presents a solution to retargeting facial animation in virtual character's face model based on the kernel projection…
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…
We propose FaceVR, a novel image-based method that enables video teleconferencing in VR based on self-reenactment. State-of-the-art face tracking methods in the VR context are focused on the animation of rigged 3d avatars. While they…
In this paper, a novel approach via embedded tensor manifold regularization for 2D+3D facial expression recognition (FERETMR) is proposed. Firstly, 3D tensors are constructed from 2D face images and 3D face shape models to keep the…
Facial expressions are important cues to observe human emotions. Facial expression recognition has attracted many researchers for years, but it is still a challenging topic since expression features vary greatly with the head poses,…
Despite previous success in generating audio-driven talking heads, most of the previous studies focus on the correlation between speech content and the mouth shape. Facial emotion, which is one of the most important features on natural…
Face reenactment aims to generate realistic talking head videos by transferring motion from a driving video to a static source image while preserving the source identity. Although existing methods based on either implicit or explicit…
One-shot face re-enactment is a challenging task due to the identity mismatch between source and driving faces. Specifically, the suboptimally disentangled identity information of driving subjects would inevitably interfere with the…
The capacity to create realistic virtual humans has progressed significantly, and such characters can be found in many applications across entertainment, education and health. As an essential element of interactive virtual humans,…
In this paper, we propose a solution to the task of generating dynamic 3D facial expressions from a neutral 3D face and an expression label. This involves solving two sub-problems: (i)modeling the temporal dynamics of expressions, and (ii)…
In this work, we address the problem of 4D facial expressions generation. This is usually addressed by animating a neutral 3D face to reach an expression peak, and then get back to the neutral state. In the real world though, people show…