Related papers: FaceEditTalker: Controllable Talking Head Generati…
Attribute control in generative tasks aims to modify personal attributes, such as age and gender while preserving the identity information in the source sample. Although significant progress has been made in controlling facial attributes in…
Video generation has achieved remarkable progress, with generated videos increasingly resembling real ones. However, the rapid advance in generation has outpaced the development of adequate evaluation metrics. Currently, the assessment of…
Speech-driven 3D facial animation has improved a lot recently while most related works only utilize acoustic modality and neglect the influence of visual and textual cues, leading to unsatisfactory results in terms of precision and…
We present a novel approach for synthesizing 3D facial motions from audio sequences using key motion embeddings. Despite recent advancements in data-driven techniques, accurately mapping between audio signals and 3D facial meshes remains…
We present VQTalker, a Vector Quantization-based framework for multilingual talking head generation that addresses the challenges of lip synchronization and natural motion across diverse languages. Our approach is grounded in the phonetic…
Editing talking-head video to change the speech content or to remove filler words is challenging. We propose a novel method to edit talking-head video based on its transcript to produce a realistic output video in which the dialogue of the…
Speech-driven 3D facial animation is challenging due to the diversity in speaking styles and the limited availability of 3D audio-visual data. Speech predominantly dictates the coarse motion trends of the lip region, while specific styles…
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 emotional 3D face animation aims to generate emotionally expressive talking heads with synchronized lip movements. However, previous research has often overlooked the influence of diverse emotions on facial expressions or…
Researchers have shown a growing interest in Audio-driven Talking Head Generation. The primary challenge in talking head generation is achieving audio-visual coherence between the lips and the audio, known as lip synchronization. This paper…
Different people have different facial expressions while speaking emotionally. A realistic facial animation system should consider such identity-specific speaking styles and facial idiosyncrasies to achieve high-degree of naturalness and…
In recent years, audio-driven 3D facial animation has gained significant attention, particularly in applications such as virtual reality, gaming, and video conferencing. However, accurately modeling the intricate and subtle dynamics of…
Synthesizing personalized talking faces that uphold and highlight a speaker's unique style while maintaining lip-sync accuracy remains a significant challenge. A primary limitation of existing approaches is the intrinsic confounding of…
Significant progress has been made in audio-driven human animation, while most existing methods focus mainly on facial movements, limiting their ability to create full-body animations with natural synchronization and fluidity. They also…
Face attribute editing aims to generate faces with one or multiple desired face attributes manipulated while other details are preserved. Unlike prior works such as GAN inversion, which has an expensive reverse mapping process, we propose a…
Talking face editing and face generation have often been studied as distinct problems. In this work, we propose viewing both not as separate tasks but as subtasks of a unifying formulation, speech-conditional facial motion infilling. We…
Audio-driven talking head generation faces a fundamental trade-off between personalization and generalization, limiting its practical application. Implicit models often achieve generalization at the cost of structural incoherence, resulting…
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…
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…
Talking head synthesis is vital for virtual avatars and human-computer interaction. However, most existing methods are typically limited to accepting control from a single primary modality, restricting their practical utility. To this end,…