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We tackle the challenging task of generating complete 3D facial animations for two interacting, co-located participants from a mixed audio stream. While existing methods often produce disembodied "talking heads" akin to a video conference…
We address the problem of action-conditioned generation of human motion sequences. Existing work falls into two categories: forecast models conditioned on observed past motions, or generative models conditioned on action labels and duration…
While previous audio-driven talking head generation (THG) methods generate head poses from driving audio, the generated poses or lips cannot match the audio well or are not editable. In this study, we propose \textbf{PoseTalk}, a THG system…
This paper focuses on enhancing human-agent communication by integrating spatial context into virtual agents' non-verbal behaviors, specifically gestures. Recent advances in co-speech gesture generation have primarily utilized data-driven…
Recent advancements in diffusion models have significantly improved the realism and generalizability of character-driven animation, enabling the synthesis of high-quality motion from just a single RGB image and a set of driving poses.…
In filmmaking, directors typically allow actors to perform freely based on the script before providing specific guidance on how to present key actions. AI-generated content faces similar requirements, where users not only need automatic…
Pedestrian motion, due to its causal nature, is strongly influenced by domain gaps arising from discrepancies between training and testing data distributions. Focusing on 3D human pose estimation, this work presents a controllable human…
Vivid talking face generation holds immense potential applications across diverse multimedia domains, such as film and game production. While existing methods accurately synchronize lip movements with input audio, they typically ignore…
We review human evaluation practices in automatic, speech-driven 3D gesture generation and find a lack of standardisation and frequent use of flawed experimental setups. This leads to a situation where it is impossible to know how different…
Generating realistic full-body motion interacting with objects is critical for applications in robotics, virtual reality, and human-computer interaction. While existing methods can generate full-body motion within 3D scenes, they often lack…
Diffusion models have experienced a surge of interest as highly expressive yet efficiently trainable probabilistic models. We show that these models are an excellent fit for synthesising human motion that co-occurs with audio, e.g., dancing…
Automatic gesture generation from speech generally relies on implicit modelling of the nondeterministic speech-gesture relationship and can result in averaged motion lacking defined form. Here, we propose a database-driven approach of…
Conversational scenarios are very common in real-world settings, yet existing co-speech motion synthesis approaches often fall short in these contexts, where one person's audio and gestures will influence the other's responses.…
The goal of this work is to simultaneously generate natural talking faces and speech outputs from text. We achieve this by integrating Talking Face Generation (TFG) and Text-to-Speech (TTS) systems into a unified framework. We address the…
In this work, we present Semantic Gesticulator, a novel framework designed to synthesize realistic gestures accompanying speech with strong semantic correspondence. Semantically meaningful gestures are crucial for effective non-verbal…
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…
During speech, people spontaneously gesticulate, which plays a key role in conveying information. Similarly, realistic co-speech gestures are crucial to enable natural and smooth interactions with social agents. Current end-to-end co-speech…
Gestures are non-verbal but important behaviors accompanying people's speech. While previous methods are able to generate speech rhythm-synchronized gestures, the semantic context of the speech is generally lacking in the gesticulations.…
Talking head generation is to generate video based on a given source identity and target motion. However, current methods face several challenges that limit the quality and controllability of the generated videos. First, the generated face…
Interacting with the world is a multi-sensory experience: achieving effective general-purpose interaction requires making use of all available modalities -- including vision, touch, and audio -- to fill in gaps from partial observation. For…