Related papers: It Takes Two: Real-time Co-Speech Two-person's Int…
Speech-driven gesture synthesis is a field of growing interest in virtual human creation. However, a critical challenge is the inherent intricate one-to-many mapping between speech and gestures. Previous studies have explored and achieved…
Creating a realistic animatable avatar from a single static portrait remains challenging. Existing approaches often struggle to capture subtle facial expressions, the associated global body movements, and the dynamic background. To address…
Synthesizing human motions in 3D environments, particularly those with complex activities such as locomotion, hand-reaching, and human-object interaction, presents substantial demands for user-defined waypoints and stage transitions. These…
Current talking avatars mostly generate co-speech gestures based on audio and text of the utterance, without considering the non-speaking motion of the speaker. Furthermore, previous works on co-speech gesture generation have designed…
The art of communication beyond speech there are gestures. The automatic co-speech gesture generation draws much attention in computer animation. It is a challenging task due to the diversity of gestures and the difficulty of matching the…
Animating virtual avatars to make co-speech gestures facilitates various applications in human-machine interaction. The existing methods mainly rely on generative adversarial networks (GANs), which typically suffer from notorious mode…
With read-aloud speech synthesis achieving high naturalness scores, there is a growing research interest in synthesising spontaneous speech. However, human spontaneous face-to-face conversation has both spoken and non-verbal aspects (here,…
Text-conditioned motion synthesis has made remarkable progress with the emergence of diffusion models. However, the majority of these motion diffusion models are primarily designed for a single character and overlook multi-human…
This paper focuses on the task of speech-driven 3D facial animation, which aims to generate realistic and synchronized facial motions driven by speech inputs. Recent methods have employed audio-conditioned diffusion models for 3D facial…
Text-to-motion generation has gained increasing attention, but most existing methods are limited to generating short-term motions that correspond to a single sentence describing a single action. However, when a text stream describes a…
People naturally conduct spontaneous body motions to enhance their speeches while giving talks. Body motion generation from speech is inherently difficult due to the non-deterministic mapping from speech to body motions. Most existing works…
The dyadic reaction generation task involves synthesizing responsive facial reactions that align closely with the behaviors of a conversational partner, enhancing the naturalness and effectiveness of human-like interaction simulations. This…
Multi-person interactive motion generation, a critical yet under-explored domain in computer character animation, poses significant challenges such as intricate modeling of inter-human interactions beyond individual motions and generating…
This work aims to generate natural and diverse group motions of multiple humans from textual descriptions. While single-person text-to-motion generation is extensively studied, it remains challenging to synthesize motions for more than one…
Recent advances in diffusion models have endowed talking head synthesis with subtle expressions and vivid head movements, but have also led to slow inference speed and insufficient control over generated results. To address these issues, we…
Recently, 2D speaking avatars have increasingly participated in everyday scenarios due to the fast development of facial animation techniques. However, most existing works neglect the explicit control of human bodies. In this paper, we…
Generating high-quality whole-body human object interaction motion sequences is becoming increasingly important in various fields such as animation, VR/AR, and robotics. The main challenge of this task lies in determining the level of…
Co-speech gesture generation is crucial for automatic digital avatar animation. However, existing methods suffer from issues such as unstable training and temporal inconsistency, particularly in generating high-fidelity and comprehensive…
This paper addresses the task of generating two-character online interactions. Previously, two main settings existed for two-character interaction generation: (1) generating one's motions based on the counterpart's complete motion sequence,…
Talking head synthesis is a promising approach for the video production industry. Recently, a lot of effort has been devoted in this research area to improve the generation quality or enhance the model generalization. However, there are few…