Related papers: EGSTalker: Real-Time Audio-Driven Talking Head Gen…
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.…
Person-generic audio-driven face generation is a challenging task in computer vision. Previous methods have achieved remarkable progress in audio-visual synchronization, but there is still a significant gap between current results and…
PESTalk is a novel method for generating 3D facial animations with personalized emotional styles directly from speech. It overcomes key limitations of existing approaches by introducing a Dual-Stream Emotion Extractor (DSEE) that captures…
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…
Gaussian splatting has emerged as a powerful 3D representation that harnesses the advantages of both explicit (mesh) and implicit (NeRF) 3D representations. In this paper, we seek to leverage Gaussian splatting to generate realistic…
In this paper, we propose a novel audio-driven talking head method capable of simultaneously generating highly expressive facial expressions and hand gestures. Unlike existing methods that focus on generating full-body or half-body poses,…
Despite exhibiting impressive performance in synthesizing lifelike personalized 3D talking heads, prevailing methods based on radiance fields suffer from high demands for training data and time for each new identity. This paper introduces…
4D content generation has achieved remarkable progress recently. However, existing methods suffer from long optimization times, a lack of motion controllability, and a low quality of details. In this paper, we introduce DreamGaussian4D…
Creating digital avatars from textual prompts has long been a desirable yet challenging task. Despite the promising results achieved with 2D diffusion priors, current methods struggle to create high-quality and consistent animated avatars…
Recent advancements in 3D Gaussian Splatting (3DGS) have unlocked significant potential for modeling 3D head avatars, providing greater flexibility than mesh-based methods and more efficient rendering compared to NeRF-based approaches.…
Conventional GAN-based models for talking head generation often suffer from limited quality and unstable training. Recent approaches based on diffusion models aimed to address these limitations and improve fidelity. However, they still face…
Conversational Speech Synthesis (CSS) aims to express a target utterance with the proper speaking style in a user-agent conversation setting. Existing CSS methods employ effective multi-modal context modeling techniques to achieve empathy…
Rendering dynamic scenes from monocular videos is a crucial yet challenging task. The recent deformable Gaussian Splatting has emerged as a robust solution to represent real-world dynamic scenes. However, it often leads to heavily redundant…
Recent methods for audio-driven talking head synthesis often optimize neural radiance fields (NeRF) on a monocular talking portrait video, leveraging its capability to render high-fidelity and 3D-consistent novel-view frames. However, they…
In this work, we introduce Monocular and Generalizable Gaussian Talking Head Animation (MGGTalk), which requires monocular datasets and generalizes to unseen identities without personalized re-training. Compared with previous 3D Gaussian…
We introduce an approach that creates animatable human avatars from monocular videos using 3D Gaussian Splatting (3DGS). Existing methods based on neural radiance fields (NeRFs) achieve high-quality novel-view/novel-pose image synthesis but…
We propose a two-stage framework for audio-driven talking head generation with fine-grained expression control via facial Action Units (AUs). Unlike prior methods relying on emotion labels or implicit AU conditioning, our model explicitly…
Real-world talking faces often accompany with natural head movement. However, most existing talking face video generation methods only consider facial animation with fixed head pose. In this paper, we address this problem by proposing a…
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…
Significant progress has been made for speech-driven 3D face animation, but most works focus on learning the motion of mesh/geometry, ignoring the impact of dynamic texture. In this work, we reveal that dynamic texture plays a key role in…