Related papers: FaceShot: Bring Any Character into Life
Recent advances in 3D scene reconstruction and 4D human animation have broadened adoption, but integrating the two remains difficult. Key challenges include placing humans at plausible locations and scales without interpenetration, aligning…
Motions of virtual characters in movies or video games are typically generated by recording actors using motion capturing methods. Animations generated this way often need postprocessing, such as improving the periodicity of cyclic…
Face synthesis is an important problem in computer vision with many applications. In this work, we describe a new method, namely LandmarkGAN, to synthesize faces based on facial landmarks as input. Facial landmarks are a natural, intuitive,…
Recent character image animation methods based on diffusion models, such as Animate Anyone, have made significant progress in generating consistent and generalizable character animations. However, these approaches fail to produce reasonable…
This paper presents a novel approach for exploring diverse and expressive motions that are physically correct and interactive. The approach combining user participation in with the animation development process using crowdsourcing to remove…
We present a novel framework for generating high-quality, animatable 4D avatar from a single image. While recent advances have shown promising results in 4D avatar creation, existing methods either require extensive multiview data or…
Recent developments in generative diffusion models have turned many dreams into realities. For video object insertion, existing methods typically require additional information, such as a reference video or a 3D asset of the object, to…
Talking face synthesis has been widely studied in either appearance-based or warping-based methods. Previous works mostly utilize single face image as a source, and generate novel facial animations by merging other person's facial features.…
We present a novel learning-based framework for face reenactment. The proposed method, known as ReenactGAN, is capable of transferring facial movements and expressions from monocular video input of an arbitrary person to a target person.…
Creating realistic animations of human faces with computer graphic models is still a challenging task. It is often solved either with tedious manual work or motion capture based techniques that require specialised and costly hardware.…
In this paper, we present TalkingMachines -- an efficient framework that transforms pretrained video generation models into real-time, audio-driven character animators. TalkingMachines enables natural conversational experiences by…
Generating high-fidelity human video with specified identities has attracted significant attention in the content generation community. However, existing techniques struggle to strike a balance between training efficiency and identity…
Character customization system is an important component in Role-Playing Games (RPGs), where players are allowed to edit the facial appearance of their in-game characters with their own preferences rather than using default templates. This…
Animating portraits using speech has received growing attention in recent years, with various creative and practical use cases. An ideal generated video should have good lip sync with the audio, natural facial expressions and head motions,…
Despite the rapid advancements in video generation technology, creating high-quality videos that precisely align with user intentions remains a significant challenge. Existing methods often fail to achieve fine-grained control over video…
Text-driven video generation witnesses rapid progress. However, merely using text prompts is not enough to depict the desired subject appearance that accurately aligns with users' intents, especially for customized content creation. In this…
We introduce FaceTalk, a novel generative approach designed for synthesizing high-fidelity 3D motion sequences of talking human heads from input audio signal. To capture the expressive, detailed nature of human heads, including hair, ears,…
We propose X-NeMo, a novel zero-shot diffusion-based portrait animation pipeline that animates a static portrait using facial movements from a driving video of a different individual. Our work first identifies the root causes of the key…
The paper proposes a novel generative adversarial network for one-shot face reenactment, which can animate a single face image to a different pose-and-expression (provided by a driving image) while keeping its original appearance. The core…
Facial expression generation is one of the most challenging and long-sought aspects of character animation, with many interesting applications. The challenging task, traditionally having relied heavily on digital craftspersons, remains yet…