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This work explores expanding the capabilities of large language models (LLMs) pretrained on text to generate 3D meshes within a unified model. This offers key advantages of (1) leveraging spatial knowledge already embedded in LLMs, derived…
Audio-Driven Talking Face Generation aims at generating realistic videos of talking faces, focusing on accurate audio-lip synchronization without deteriorating any identity-related visual details. Recent state-of-the-art methods are based…
The generation of high-quality, animatable 3D head avatars from text has enormous potential in content creation applications such as games, movies, and embodied virtual assistants. Current text-to-3D generation methods typically combine…
Generating talking head videos through a face image and a piece of speech audio still contains many challenges. ie, unnatural head movement, distorted expression, and identity modification. We argue that these issues are mainly because of…
We apply topological data analysis (TDA) to speech classification problems and to the introspection of a pretrained speech model, HuBERT. To this end, we introduce a number of topological and algebraic features derived from Transformer…
Talking head generation is to synthesize a lip-synchronized talking head video by inputting an arbitrary face image and corresponding audio clips. Existing methods ignore not only the interaction and relationship of cross-modal information,…
We propose ClipFace, a novel self-supervised approach for text-guided editing of textured 3D morphable model of faces. Specifically, we employ user-friendly language prompts to enable control of the expressions as well as appearance of 3D…
We present Free-HeadGAN, a person-generic neural talking head synthesis system. We show that modeling faces with sparse 3D facial landmarks are sufficient for achieving state-of-the-art generative performance, without relying on strong…
Current audio-driven 3D head generation methods mainly focus on single-speaker scenarios, lacking natural, bidirectional listen-and-speak interaction. Achieving seamless conversational behavior, where speaking and listening states…
Textured 3D meshes jointly represent geometry, topology, and appearance, yet their irregular structure poses significant challenges for deep-learning-based semantic segmentation. While a few recent methods operate directly on meshes without…
Representation learning on large-scale unstructured volumetric and surface meshes poses significant challenges in neuroimaging, especially when models must incorporate diverse vertex-level morphometric descriptors, such as cortical…
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…
The ability to generate diverse 3D articulated head avatars is vital to a plethora of applications, including augmented reality, cinematography, and education. Recent work on text-guided 3D object generation has shown great promise in…
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…
Meshes are ubiquitous in visual computing and simulation, yet most existing machine learning techniques represent meshes only indirectly, e.g. as the level set of a scalar field or deformation of a template, or as a disordered triangle soup…
Automatically generating videos in which synthesized speech is synchronized with lip movements in a talking head has great potential in many human-computer interaction scenarios. In this paper, we present an automatic method to generate…
Speech-driven 3D facial animation has been widely studied, yet there is still a gap to achieving realism and vividness due to the highly ill-posed nature and scarcity of audio-visual data. Existing works typically formulate the cross-modal…
Reconstructing 3D human heads in low-view settings presents technical challenges, mainly due to the pronounced risk of overfitting with limited views and high-frequency signals. To address this, we propose geometry decomposition and adopt a…
Realistic, high-fidelity 3D facial animations are crucial for expressive avatar systems in human-computer interaction and accessibility. Although prior methods show promising quality, their reliance on the mesh domain limits their ability…
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…