Related papers: SyncTalk: The Devil is in the Synchronization for …
Co-speech gesture generation is to synthesize a gesture sequence that not only looks real but also matches with the input speech audio. Our method generates the movements of a complete upper body, including arms, hands, and the head.…
We leverage the modern advancements in talking head generation to propose an end-to-end system for talking head video compression. Our algorithm transmits pivot frames intermittently while the rest of the talking head video is generated by…
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…
Speech-driven facial animation is the process which uses speech signals to automatically synthesize a talking character. The majority of work in this domain creates a mapping from audio features to visual features. This often requires…
For audio-driven visual dubbing, it remains a considerable challenge to uphold and highlight speaker's persona while synthesizing accurate lip synchronization. Existing methods fall short of capturing speaker's unique speaking style or…
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…
Audio-driven talking head generation requires precise synchronization between facial animations and audio signals. This paper introduces ATL-Diff, a novel approach addressing synchronization limitations while reducing noise and…
Audio-driven talking head generation has drawn much attention in recent years, and many efforts have been made in lip-sync, expressive facial expressions, natural head pose generation, and high video quality. However, no model has yet led…
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…
The goal of this paper is to synthesise talking faces with controllable facial motions. To achieve this goal, we propose two key ideas. The first is to establish a canonical space where every face has the same motion patterns but different…
Audio-driven talking head generation aims to create vivid and realistic videos from a static portrait and speech. Existing AR-based methods rely on intermediate facial representations, which limit their expressiveness and realism.…
Emotional talking head generation has attracted growing attention. Previous methods, which are mainly GAN-based, still struggle to consistently produce satisfactory results across diverse emotions and cannot conveniently specify…
Estimating spoken content from silent videos is crucial for applications in Assistive Technology (AT) and Augmented Reality (AR). However, accurately mapping lip movement sequences in videos to words poses significant challenges due to…
Speech-driven 3D facial animation has garnered lots of attention thanks to its broad range of applications. Despite recent advancements in achieving realistic lip motion, current methods fail to capture the nuanced emotional undertones…
End-to-end audio-conditioned latent diffusion models (LDMs) have been widely adopted for audio-driven portrait animation, demonstrating their effectiveness in generating lifelike and high-resolution talking videos. However, direct…
Recent advancements in speech-driven 3D talking head generation have made significant progress in lip synchronization. However, existing models still struggle to capture the perceptual alignment between varying speech characteristics and…
Most lip-to-speech (LTS) synthesis models are trained and evaluated under the assumption that the audio-video pairs in the dataset are perfectly synchronized. In this work, we show that the commonly used audio-visual datasets, such as GRID,…
Gaze and head movements play a central role in expressive 3D media, human-agent interaction, and immersive communication. Existing works often model facial components in isolation and lack mechanisms for generating personalized, style-aware…
Achieving disentangled control over multiple facial motions and accommodating diverse input modalities greatly enhances the application and entertainment of the talking head generation. This necessitates a deep exploration of the decoupling…
Individuals have unique facial expression and head pose styles that reflect their personalized speaking styles. Existing one-shot talking head methods cannot capture such personalized characteristics and therefore fail to produce diverse…