Related papers: DF-3DFace: One-to-Many Speech Synchronized 3D Face…
Speech-driven 3D talking head generation aims to produce lifelike facial animations precisely synchronized with speech. While considerable progress has been made in achieving high lip-synchronization accuracy, existing methods largely…
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,…
A robust face recognition model must be trained using datasets that include a large number of subjects and numerous samples per subject under varying conditions (such as pose, expression, age, noise, and occlusion). Due to ethical and…
Synthesising 3D facial motion from speech is a crucial problem manifesting in a multitude of applications such as computer games and movies. Recently proposed methods tackle this problem in controlled conditions of speech. In this paper, we…
The task of audio-driven portrait animation involves generating a talking head video using an identity image and an audio track of speech. While many existing approaches focus on lip synchronization and video quality, few tackle the…
We introduce PolyDiff, the first diffusion-based approach capable of directly generating realistic and diverse 3D polygonal meshes. In contrast to methods that use alternate 3D shape representations (e.g. implicit representations), our…
Speech-driven animation has gained significant traction in recent years, with current methods achieving near-photorealistic results. However, the field remains underexplored regarding non-verbal communication despite evidence demonstrating…
Existing methods for synthesizing 3D human gestures from speech have shown promising results, but they do not explicitly model the impact of emotions on the generated gestures. Instead, these methods directly output animations from speech…
We present a novel approach for synthesizing 3D talking heads with controllable emotion, featuring enhanced lip synchronization and rendering quality. Despite significant progress in the field, prior methods still suffer from multi-view…
Talking head generation is a significant research topic that still faces numerous challenges. Previous works often adopt generative adversarial networks or regression models, which are plagued by generation quality and average facial shape…
Recent advances in talking face generation have significantly improved facial animation synthesis. However, existing approaches face fundamental limitations: 3DMM-based methods maintain temporal consistency but lack fine-grained regional…
Audio-driven talking face generation, which aims to synthesize talking faces with realistic facial animations (including accurate lip movements, vivid facial expression details and natural head poses) corresponding to the audio, has…
In order to be widely applicable, speech-driven 3D head avatars must articulate their lips in accordance with speech, while also conveying the appropriate emotions with dynamically changing facial expressions. The key problem is that…
We propose the first approach to automatically and jointly synthesize both the synchronous 3D conversational body and hand gestures, as well as 3D face and head animations, of a virtual character from speech input. Our algorithm uses a CNN…
The body movements accompanying speech aid speakers in expressing their ideas. Co-speech motion generation is one of the important approaches for synthesizing realistic avatars. Due to the intricate correspondence between speech and motion,…
Audio-driven talking head generation is critical for applications such as virtual assistants, video games, and films, where natural lip movements are essential. Despite progress in this field, challenges remain in producing both consistent…
Given an arbitrary audio clip, audio-driven 3D facial animation aims to generate lifelike lip motions and facial expressions for a 3D head. Existing methods typically rely on training their models using limited public 3D datasets that…
Existing face completion solutions are primarily driven by end-to-end models that directly generate 2D completions of 2D masked faces. By having to implicitly account for geometric and photometric variations in facial shape and appearance,…
The automatic co-speech gesture generation draws much attention in computer animation. Previous works designed network structures on individual datasets, which resulted in a lack of data volume and generalizability across different motion…
Generating realistic listener facial motions in dyadic conversations remains challenging due to the high-dimensional action space and temporal dependency requirements. Existing approaches usually consider extracting 3D Morphable Model…