new

Get trending papers in your email inbox!

Subscribe

byAK and the research community

Mar 12

StyleTalk: One-shot Talking Head Generation with Controllable Speaking Styles

Different people speak with diverse personalized speaking styles. Although existing one-shot talking head methods have made significant progress in lip sync, natural facial expressions, and stable head motions, they still cannot generate diverse speaking styles in the final talking head videos. To tackle this problem, we propose a one-shot style-controllable talking face generation framework. In a nutshell, we aim to attain a speaking style from an arbitrary reference speaking video and then drive the one-shot portrait to speak with the reference speaking style and another piece of audio. Specifically, we first develop a style encoder to extract dynamic facial motion patterns of a style reference video and then encode them into a style code. Afterward, we introduce a style-controllable decoder to synthesize stylized facial animations from the speech content and style code. In order to integrate the reference speaking style into generated videos, we design a style-aware adaptive transformer, which enables the encoded style code to adjust the weights of the feed-forward layers accordingly. Thanks to the style-aware adaptation mechanism, the reference speaking style can be better embedded into synthesized videos during decoding. Extensive experiments demonstrate that our method is capable of generating talking head videos with diverse speaking styles from only one portrait image and an audio clip while achieving authentic visual effects. Project Page: https://github.com/FuxiVirtualHuman/styletalk.

AniTalker: Animate Vivid and Diverse Talking Faces through Identity-Decoupled Facial Motion Encoding

The paper introduces AniTalker, an innovative framework designed to generate lifelike talking faces from a single portrait. Unlike existing models that primarily focus on verbal cues such as lip synchronization and fail to capture the complex dynamics of facial expressions and nonverbal cues, AniTalker employs a universal motion representation. This innovative representation effectively captures a wide range of facial dynamics, including subtle expressions and head movements. AniTalker enhances motion depiction through two self-supervised learning strategies: the first involves reconstructing target video frames from source frames within the same identity to learn subtle motion representations, and the second develops an identity encoder using metric learning while actively minimizing mutual information between the identity and motion encoders. This approach ensures that the motion representation is dynamic and devoid of identity-specific details, significantly reducing the need for labeled data. Additionally, the integration of a diffusion model with a variance adapter allows for the generation of diverse and controllable facial animations. This method not only demonstrates AniTalker's capability to create detailed and realistic facial movements but also underscores its potential in crafting dynamic avatars for real-world applications. Synthetic results can be viewed at https://github.com/X-LANCE/AniTalker.

FineCLIPER: Multi-modal Fine-grained CLIP for Dynamic Facial Expression Recognition with AdaptERs

Dynamic Facial Expression Recognition (DFER) is crucial for understanding human behavior. However, current methods exhibit limited performance mainly due to the scarcity of high-quality data, the insufficient utilization of facial dynamics, and the ambiguity of expression semantics, etc. To this end, we propose a novel framework, named Multi-modal Fine-grained CLIP for Dynamic Facial Expression Recognition with AdaptERs (FineCLIPER), incorporating the following novel designs: 1) To better distinguish between similar facial expressions, we extend the class labels to textual descriptions from both positive and negative aspects, and obtain supervision by calculating the cross-modal similarity based on the CLIP model; 2) Our FineCLIPER adopts a hierarchical manner to effectively mine useful cues from DFE videos. Specifically, besides directly embedding video frames as input (low semantic level), we propose to extract the face segmentation masks and landmarks based on each frame (middle semantic level) and utilize the Multi-modal Large Language Model (MLLM) to further generate detailed descriptions of facial changes across frames with designed prompts (high semantic level). Additionally, we also adopt Parameter-Efficient Fine-Tuning (PEFT) to enable efficient adaptation of large pre-trained models (i.e., CLIP) for this task. Our FineCLIPER achieves SOTA performance on the DFEW, FERV39k, and MAFW datasets in both supervised and zero-shot settings with few tunable parameters. Project Page: https://haroldchen19.github.io/FineCLIPER-Page/

Learning to Stabilize Faces

Nowadays, it is possible to scan faces and automatically register them with high quality. However, the resulting face meshes often need further processing: we need to stabilize them to remove unwanted head movement. Stabilization is important for tasks like game development or movie making which require facial expressions to be cleanly separated from rigid head motion. Since manual stabilization is labor-intensive, there have been attempts to automate it. However, previous methods remain impractical: they either still require some manual input, produce imprecise alignments, rely on dubious heuristics and slow optimization, or assume a temporally ordered input. Instead, we present a new learning-based approach that is simple and fully automatic. We treat stabilization as a regression problem: given two face meshes, our network directly predicts the rigid transform between them that brings their skulls into alignment. We generate synthetic training data using a 3D Morphable Model (3DMM), exploiting the fact that 3DMM parameters separate skull motion from facial skin motion. Through extensive experiments we show that our approach outperforms the state-of-the-art both quantitatively and qualitatively on the tasks of stabilizing discrete sets of facial expressions as well as dynamic facial performances. Furthermore, we provide an ablation study detailing the design choices and best practices to help others adopt our approach for their own uses. Supplementary videos can be found on the project webpage syntec-research.github.io/FaceStab.

NeRSemble: Multi-view Radiance Field Reconstruction of Human Heads

We focus on reconstructing high-fidelity radiance fields of human heads, capturing their animations over time, and synthesizing re-renderings from novel viewpoints at arbitrary time steps. To this end, we propose a new multi-view capture setup composed of 16 calibrated machine vision cameras that record time-synchronized images at 7.1 MP resolution and 73 frames per second. With our setup, we collect a new dataset of over 4700 high-resolution, high-framerate sequences of more than 220 human heads, from which we introduce a new human head reconstruction benchmark. The recorded sequences cover a wide range of facial dynamics, including head motions, natural expressions, emotions, and spoken language. In order to reconstruct high-fidelity human heads, we propose Dynamic Neural Radiance Fields using Hash Ensembles (NeRSemble). We represent scene dynamics by combining a deformation field and an ensemble of 3D multi-resolution hash encodings. The deformation field allows for precise modeling of simple scene movements, while the ensemble of hash encodings helps to represent complex dynamics. As a result, we obtain radiance field representations of human heads that capture motion over time and facilitate re-rendering of arbitrary novel viewpoints. In a series of experiments, we explore the design choices of our method and demonstrate that our approach outperforms state-of-the-art dynamic radiance field approaches by a significant margin.

JoyVASA: Portrait and Animal Image Animation with Diffusion-Based Audio-Driven Facial Dynamics and Head Motion Generation

Audio-driven portrait animation has made significant advances with diffusion-based models, improving video quality and lipsync accuracy. However, the increasing complexity of these models has led to inefficiencies in training and inference, as well as constraints on video length and inter-frame continuity. In this paper, we propose JoyVASA, a diffusion-based method for generating facial dynamics and head motion in audio-driven facial animation. Specifically, in the first stage, we introduce a decoupled facial representation framework that separates dynamic facial expressions from static 3D facial representations. This decoupling allows the system to generate longer videos by combining any static 3D facial representation with dynamic motion sequences. Then, in the second stage, a diffusion transformer is trained to generate motion sequences directly from audio cues, independent of character identity. Finally, a generator trained in the first stage uses the 3D facial representation and the generated motion sequences as inputs to render high-quality animations. With the decoupled facial representation and the identity-independent motion generation process, JoyVASA extends beyond human portraits to animate animal faces seamlessly. The model is trained on a hybrid dataset of private Chinese and public English data, enabling multilingual support. Experimental results validate the effectiveness of our approach. Future work will focus on improving real-time performance and refining expression control, further expanding the applications in portrait animation. The code is available at: https://github.com/jdh-algo/JoyVASA.

Hallo: Hierarchical Audio-Driven Visual Synthesis for Portrait Image Animation

The field of portrait image animation, driven by speech audio input, has experienced significant advancements in the generation of realistic and dynamic portraits. This research delves into the complexities of synchronizing facial movements and creating visually appealing, temporally consistent animations within the framework of diffusion-based methodologies. Moving away from traditional paradigms that rely on parametric models for intermediate facial representations, our innovative approach embraces the end-to-end diffusion paradigm and introduces a hierarchical audio-driven visual synthesis module to enhance the precision of alignment between audio inputs and visual outputs, encompassing lip, expression, and pose motion. Our proposed network architecture seamlessly integrates diffusion-based generative models, a UNet-based denoiser, temporal alignment techniques, and a reference network. The proposed hierarchical audio-driven visual synthesis offers adaptive control over expression and pose diversity, enabling more effective personalization tailored to different identities. Through a comprehensive evaluation that incorporates both qualitative and quantitative analyses, our approach demonstrates obvious enhancements in image and video quality, lip synchronization precision, and motion diversity. Further visualization and access to the source code can be found at: https://fudan-generative-vision.github.io/hallo.

KMTalk: Speech-Driven 3D Facial Animation with Key Motion Embedding

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 challenging. Direct regression of the entire sequence often leads to over-smoothed results due to the ill-posed nature of the problem. To this end, we propose a progressive learning mechanism that generates 3D facial animations by introducing key motion capture to decrease cross-modal mapping uncertainty and learning complexity. Concretely, our method integrates linguistic and data-driven priors through two modules: the linguistic-based key motion acquisition and the cross-modal motion completion. The former identifies key motions and learns the associated 3D facial expressions, ensuring accurate lip-speech synchronization. The latter extends key motions into a full sequence of 3D talking faces guided by audio features, improving temporal coherence and audio-visual consistency. Extensive experimental comparisons against existing state-of-the-art methods demonstrate the superiority of our approach in generating more vivid and consistent talking face animations. Consistent enhancements in results through the integration of our proposed learning scheme with existing methods underscore the efficacy of our approach. Our code and weights will be at the project website: https://github.com/ffxzh/KMTalk.

X-Portrait: Expressive Portrait Animation with Hierarchical Motion Attention

We propose X-Portrait, an innovative conditional diffusion model tailored for generating expressive and temporally coherent portrait animation. Specifically, given a single portrait as appearance reference, we aim to animate it with motion derived from a driving video, capturing both highly dynamic and subtle facial expressions along with wide-range head movements. As its core, we leverage the generative prior of a pre-trained diffusion model as the rendering backbone, while achieve fine-grained head pose and expression control with novel controlling signals within the framework of ControlNet. In contrast to conventional coarse explicit controls such as facial landmarks, our motion control module is learned to interpret the dynamics directly from the original driving RGB inputs. The motion accuracy is further enhanced with a patch-based local control module that effectively enhance the motion attention to small-scale nuances like eyeball positions. Notably, to mitigate the identity leakage from the driving signals, we train our motion control modules with scaling-augmented cross-identity images, ensuring maximized disentanglement from the appearance reference modules. Experimental results demonstrate the universal effectiveness of X-Portrait across a diverse range of facial portraits and expressive driving sequences, and showcase its proficiency in generating captivating portrait animations with consistently maintained identity characteristics.

DAWN: Dynamic Frame Avatar with Non-autoregressive Diffusion Framework for Talking Head Video Generation

Talking head generation intends to produce vivid and realistic talking head videos from a single portrait and speech audio clip. Although significant progress has been made in diffusion-based talking head generation, almost all methods rely on autoregressive strategies, which suffer from limited context utilization beyond the current generation step, error accumulation, and slower generation speed. To address these challenges, we present DAWN (Dynamic frame Avatar With Non-autoregressive diffusion), a framework that enables all-at-once generation of dynamic-length video sequences. Specifically, it consists of two main components: (1) audio-driven holistic facial dynamics generation in the latent motion space, and (2) audio-driven head pose and blink generation. Extensive experiments demonstrate that our method generates authentic and vivid videos with precise lip motions, and natural pose/blink movements. Additionally, with a high generation speed, DAWN possesses strong extrapolation capabilities, ensuring the stable production of high-quality long videos. These results highlight the considerable promise and potential impact of DAWN in the field of talking head video generation. Furthermore, we hope that DAWN sparks further exploration of non-autoregressive approaches in diffusion models. Our code will be publicly at https://github.com/Hanbo-Cheng/DAWN-pytorch.

TalkingGaussian: Structure-Persistent 3D Talking Head Synthesis via Gaussian Splatting

Radiance fields have demonstrated impressive performance in synthesizing lifelike 3D talking heads. However, due to the difficulty in fitting steep appearance changes, the prevailing paradigm that presents facial motions by directly modifying point appearance may lead to distortions in dynamic regions. To tackle this challenge, we introduce TalkingGaussian, a deformation-based radiance fields framework for high-fidelity talking head synthesis. Leveraging the point-based Gaussian Splatting, facial motions can be represented in our method by applying smooth and continuous deformations to persistent Gaussian primitives, without requiring to learn the difficult appearance change like previous methods. Due to this simplification, precise facial motions can be synthesized while keeping a highly intact facial feature. Under such a deformation paradigm, we further identify a face-mouth motion inconsistency that would affect the learning of detailed speaking motions. To address this conflict, we decompose the model into two branches separately for the face and inside mouth areas, therefore simplifying the learning tasks to help reconstruct more accurate motion and structure of the mouth region. Extensive experiments demonstrate that our method renders high-quality lip-synchronized talking head videos, with better facial fidelity and higher efficiency compared with previous methods.

EDTalk: Efficient Disentanglement for Emotional Talking Head Synthesis

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 space for facial features, ensuring that they a) operate independently without mutual interference and b) can be preserved to share with different modal input, both aspects often neglected in existing methods. To address this gap, this paper proposes a novel Efficient Disentanglement framework for Talking head generation (EDTalk). Our framework enables individual manipulation of mouth shape, head pose, and emotional expression, conditioned on video or audio inputs. Specifically, we employ three lightweight modules to decompose the facial dynamics into three distinct latent spaces representing mouth, pose, and expression, respectively. Each space is characterized by a set of learnable bases whose linear combinations define specific motions. To ensure independence and accelerate training, we enforce orthogonality among bases and devise an efficient training strategy to allocate motion responsibilities to each space without relying on external knowledge. The learned bases are then stored in corresponding banks, enabling shared visual priors with audio input. Furthermore, considering the properties of each space, we propose an Audio-to-Motion module for audio-driven talking head synthesis. Experiments are conducted to demonstrate the effectiveness of EDTalk. We recommend watching the project website: https://tanshuai0219.github.io/EDTalk/

FaceTalk: Audio-Driven Motion Diffusion for Neural Parametric Head Models

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, and finer-scale eye movements, we propose to couple speech signal with the latent space of neural parametric head models to create high-fidelity, temporally coherent motion sequences. We propose a new latent diffusion model for this task, operating in the expression space of neural parametric head models, to synthesize audio-driven realistic head sequences. In the absence of a dataset with corresponding NPHM expressions to audio, we optimize for these correspondences to produce a dataset of temporally-optimized NPHM expressions fit to audio-video recordings of people talking. To the best of our knowledge, this is the first work to propose a generative approach for realistic and high-quality motion synthesis of volumetric human heads, representing a significant advancement in the field of audio-driven 3D animation. Notably, our approach stands out in its ability to generate plausible motion sequences that can produce high-fidelity head animation coupled with the NPHM shape space. Our experimental results substantiate the effectiveness of FaceTalk, consistently achieving superior and visually natural motion, encompassing diverse facial expressions and styles, outperforming existing methods by 75% in perceptual user study evaluation.

FSRT: Facial Scene Representation Transformer for Face Reenactment from Factorized Appearance, Head-pose, and Facial Expression Features

The task of face reenactment is to transfer the head motion and facial expressions from a driving video to the appearance of a source image, which may be of a different person (cross-reenactment). Most existing methods are CNN-based and estimate optical flow from the source image to the current driving frame, which is then inpainted and refined to produce the output animation. We propose a transformer-based encoder for computing a set-latent representation of the source image(s). We then predict the output color of a query pixel using a transformer-based decoder, which is conditioned with keypoints and a facial expression vector extracted from the driving frame. Latent representations of the source person are learned in a self-supervised manner that factorize their appearance, head pose, and facial expressions. Thus, they are perfectly suited for cross-reenactment. In contrast to most related work, our method naturally extends to multiple source images and can thus adapt to person-specific facial dynamics. We also propose data augmentation and regularization schemes that are necessary to prevent overfitting and support generalizability of the learned representations. We evaluated our approach in a randomized user study. The results indicate superior performance compared to the state-of-the-art in terms of motion transfer quality and temporal consistency.

One-shot Talking Face Generation from Single-speaker Audio-Visual Correlation Learning

Audio-driven one-shot talking face generation methods are usually trained on video resources of various persons. However, their created videos often suffer unnatural mouth shapes and asynchronous lips because those methods struggle to learn a consistent speech style from different speakers. We observe that it would be much easier to learn a consistent speech style from a specific speaker, which leads to authentic mouth movements. Hence, we propose a novel one-shot talking face generation framework by exploring consistent correlations between audio and visual motions from a specific speaker and then transferring audio-driven motion fields to a reference image. Specifically, we develop an Audio-Visual Correlation Transformer (AVCT) that aims to infer talking motions represented by keypoint based dense motion fields from an input audio. In particular, considering audio may come from different identities in deployment, we incorporate phonemes to represent audio signals. In this manner, our AVCT can inherently generalize to audio spoken by other identities. Moreover, as face keypoints are used to represent speakers, AVCT is agnostic against appearances of the training speaker, and thus allows us to manipulate face images of different identities readily. Considering different face shapes lead to different motions, a motion field transfer module is exploited to reduce the audio-driven dense motion field gap between the training identity and the one-shot reference. Once we obtained the dense motion field of the reference image, we employ an image renderer to generate its talking face videos from an audio clip. Thanks to our learned consistent speaking style, our method generates authentic mouth shapes and vivid movements. Extensive experiments demonstrate that our synthesized videos outperform the state-of-the-art in terms of visual quality and lip-sync.

GeneFace++: Generalized and Stable Real-Time Audio-Driven 3D Talking Face Generation

Generating talking person portraits with arbitrary speech audio is a crucial problem in the field of digital human and metaverse. A modern talking face generation method is expected to achieve the goals of generalized audio-lip synchronization, good video quality, and high system efficiency. Recently, neural radiance field (NeRF) has become a popular rendering technique in this field since it could achieve high-fidelity and 3D-consistent talking face generation with a few-minute-long training video. However, there still exist several challenges for NeRF-based methods: 1) as for the lip synchronization, it is hard to generate a long facial motion sequence of high temporal consistency and audio-lip accuracy; 2) as for the video quality, due to the limited data used to train the renderer, it is vulnerable to out-of-domain input condition and produce bad rendering results occasionally; 3) as for the system efficiency, the slow training and inference speed of the vanilla NeRF severely obstruct its usage in real-world applications. In this paper, we propose GeneFace++ to handle these challenges by 1) utilizing the pitch contour as an auxiliary feature and introducing a temporal loss in the facial motion prediction process; 2) proposing a landmark locally linear embedding method to regulate the outliers in the predicted motion sequence to avoid robustness issues; 3) designing a computationally efficient NeRF-based motion-to-video renderer to achieves fast training and real-time inference. With these settings, GeneFace++ becomes the first NeRF-based method that achieves stable and real-time talking face generation with generalized audio-lip synchronization. Extensive experiments show that our method outperforms state-of-the-art baselines in terms of subjective and objective evaluation. Video samples are available at https://genefaceplusplus.github.io .

Hugging Rain Man: A Novel Facial Action Units Dataset for Analyzing Atypical Facial Expressions in Children with Autism Spectrum Disorder

Children with Autism Spectrum Disorder (ASD) often exhibit atypical facial expressions. However, the specific objective facial features that underlie this subjective perception remain unclear. In this paper, we introduce a novel dataset, Hugging Rain Man (HRM), which includes facial action units (AUs) manually annotated by FACS experts for both children with ASD and typical development (TD). The dataset comprises a rich collection of posed and spontaneous facial expressions, totaling approximately 130,000 frames, along with 22 AUs, 10 Action Descriptors (ADs), and atypicality ratings. A statistical analysis of static images from the HRM reveals significant differences between the ASD and TD groups across multiple AUs and ADs when displaying the same emotional expressions, confirming that participants with ASD tend to demonstrate more irregular and diverse expression patterns. Subsequently, a temporal regression method was presented to analyze atypicality of dynamic sequences, thereby bridging the gap between subjective perception and objective facial characteristics. Furthermore, baseline results for AU detection are provided for future research reference. This work not only contributes to our understanding of the unique facial expression characteristics associated with ASD but also provides potential tools for ASD early screening. Portions of the dataset, features, and pretrained models are accessible at: https://github.com/Jonas-DL/Hugging-Rain-Man.

RealTalk: Real-time and Realistic Audio-driven Face Generation with 3D Facial Prior-guided Identity Alignment Network

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 practical applications. The challenges are two-fold: 1) Preserving unique individual traits for achieving high-precision lip synchronization. 2) Generating high-quality facial renderings in real-time performance. In this paper, we propose a novel generalized audio-driven framework RealTalk, which consists of an audio-to-expression transformer and a high-fidelity expression-to-face renderer. In the first component, we consider both identity and intra-personal variation features related to speaking lip movements. By incorporating cross-modal attention on the enriched facial priors, we can effectively align lip movements with audio, thus attaining greater precision in expression prediction. In the second component, we design a lightweight facial identity alignment (FIA) module which includes a lip-shape control structure and a face texture reference structure. This novel design allows us to generate fine details in real-time, without depending on sophisticated and inefficient feature alignment modules. Our experimental results, both quantitative and qualitative, on public datasets demonstrate the clear advantages of our method in terms of lip-speech synchronization and generation quality. Furthermore, our method is efficient and requires fewer computational resources, making it well-suited to meet the needs of practical applications.

EmoFace: Audio-driven Emotional 3D Face Animation

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 proved unsuitable for driving MetaHuman models. In response to this deficiency, we introduce EmoFace, a novel audio-driven methodology for creating facial animations with vivid emotional dynamics. Our approach can generate facial expressions with multiple emotions, and has the ability to generate random yet natural blinks and eye movements, while maintaining accurate lip synchronization. We propose independent speech encoders and emotion encoders to learn the relationship between audio, emotion and corresponding facial controller rigs, and finally map into the sequence of controller values. Additionally, we introduce two post-processing techniques dedicated to enhancing the authenticity of the animation, particularly in blinks and eye movements. Furthermore, recognizing the scarcity of emotional audio-visual data suitable for MetaHuman model manipulation, we contribute an emotional audio-visual dataset and derive control parameters for each frames. Our proposed methodology can be applied in producing dialogues animations of non-playable characters (NPCs) in video games, and driving avatars in virtual reality environments. Our further quantitative and qualitative experiments, as well as an user study comparing with existing researches show that our approach demonstrates superior results in driving 3D facial models. The code and sample data are available at https://github.com/SJTU-Lucy/EmoFace.

SurMo: Surface-based 4D Motion Modeling for Dynamic Human Rendering

Dynamic human rendering from video sequences has achieved remarkable progress by formulating the rendering as a mapping from static poses to human images. However, existing methods focus on the human appearance reconstruction of every single frame while the temporal motion relations are not fully explored. In this paper, we propose a new 4D motion modeling paradigm, SurMo, that jointly models the temporal dynamics and human appearances in a unified framework with three key designs: 1) Surface-based motion encoding that models 4D human motions with an efficient compact surface-based triplane. It encodes both spatial and temporal motion relations on the dense surface manifold of a statistical body template, which inherits body topology priors for generalizable novel view synthesis with sparse training observations. 2) Physical motion decoding that is designed to encourage physical motion learning by decoding the motion triplane features at timestep t to predict both spatial derivatives and temporal derivatives at the next timestep t+1 in the training stage. 3) 4D appearance decoding that renders the motion triplanes into images by an efficient volumetric surface-conditioned renderer that focuses on the rendering of body surfaces with motion learning conditioning. Extensive experiments validate the state-of-the-art performance of our new paradigm and illustrate the expressiveness of surface-based motion triplanes for rendering high-fidelity view-consistent humans with fast motions and even motion-dependent shadows. Our project page is at: https://taohuumd.github.io/projects/SurMo/

Text-driven Human Motion Generation with Motion Masked Diffusion Model

Text-driven human motion generation is a multimodal task that synthesizes human motion sequences conditioned on natural language. It requires the model to satisfy textual descriptions under varying conditional inputs, while generating plausible and realistic human actions with high diversity. Existing diffusion model-based approaches have outstanding performance in the diversity and multimodality of generation. However, compared to autoregressive methods that train motion encoders before inference, diffusion methods lack in fitting the distribution of human motion features which leads to an unsatisfactory FID score. One insight is that the diffusion model lack the ability to learn the motion relations among spatio-temporal semantics through contextual reasoning. To solve this issue, in this paper, we proposed Motion Masked Diffusion Model (MMDM), a novel human motion masked mechanism for diffusion model to explicitly enhance its ability to learn the spatio-temporal relationships from contextual joints among motion sequences. Besides, considering the complexity of human motion data with dynamic temporal characteristics and spatial structure, we designed two mask modeling strategies: time frames mask and body parts mask. During training, MMDM masks certain tokens in the motion embedding space. Then, the diffusion decoder is designed to learn the whole motion sequence from masked embedding in each sampling step, this allows the model to recover a complete sequence from incomplete representations. Experiments on HumanML3D and KIT-ML dataset demonstrate that our mask strategy is effective by balancing motion quality and text-motion consistency.

Follow-Your-Emoji: Fine-Controllable and Expressive Freestyle Portrait Animation

We present Follow-Your-Emoji, a diffusion-based framework for portrait animation, which animates a reference portrait with target landmark sequences. The main challenge of portrait animation is to preserve the identity of the reference portrait and transfer the target expression to this portrait while maintaining temporal consistency and fidelity. To address these challenges, Follow-Your-Emoji equipped the powerful Stable Diffusion model with two well-designed technologies. Specifically, we first adopt a new explicit motion signal, namely expression-aware landmark, to guide the animation process. We discover this landmark can not only ensure the accurate motion alignment between the reference portrait and target motion during inference but also increase the ability to portray exaggerated expressions (i.e., large pupil movements) and avoid identity leakage. Then, we propose a facial fine-grained loss to improve the model's ability of subtle expression perception and reference portrait appearance reconstruction by using both expression and facial masks. Accordingly, our method demonstrates significant performance in controlling the expression of freestyle portraits, including real humans, cartoons, sculptures, and even animals. By leveraging a simple and effective progressive generation strategy, we extend our model to stable long-term animation, thus increasing its potential application value. To address the lack of a benchmark for this field, we introduce EmojiBench, a comprehensive benchmark comprising diverse portrait images, driving videos, and landmarks. We show extensive evaluations on EmojiBench to verify the superiority of Follow-Your-Emoji.

DAE-Talker: High Fidelity Speech-Driven Talking Face Generation with Diffusion Autoencoder

While recent research has made significant progress in speech-driven talking face generation, the quality of the generated video still lags behind that of real recordings. One reason for this is the use of handcrafted intermediate representations like facial landmarks and 3DMM coefficients, which are designed based on human knowledge and are insufficient to precisely describe facial movements. Additionally, these methods require an external pretrained model for extracting these representations, whose performance sets an upper bound on talking face generation. To address these limitations, we propose a novel method called DAE-Talker that leverages data-driven latent representations obtained from a diffusion autoencoder (DAE). DAE contains an image encoder that encodes an image into a latent vector and a DDIM image decoder that reconstructs the image from it. We train our DAE on talking face video frames and then extract their latent representations as the training target for a Conformer-based speech2latent model. This allows DAE-Talker to synthesize full video frames and produce natural head movements that align with the content of speech, rather than relying on a predetermined head pose from a template video. We also introduce pose modelling in speech2latent for pose controllability. Additionally, we propose a novel method for generating continuous video frames with the DDIM image decoder trained on individual frames, eliminating the need for modelling the joint distribution of consecutive frames directly. Our experiments show that DAE-Talker outperforms existing popular methods in lip-sync, video fidelity, and pose naturalness. We also conduct ablation studies to analyze the effectiveness of the proposed techniques and demonstrate the pose controllability of DAE-Talker.

UniAnimate: Taming Unified Video Diffusion Models for Consistent Human Image Animation

Recent diffusion-based human image animation techniques have demonstrated impressive success in synthesizing videos that faithfully follow a given reference identity and a sequence of desired movement poses. Despite this, there are still two limitations: i) an extra reference model is required to align the identity image with the main video branch, which significantly increases the optimization burden and model parameters; ii) the generated video is usually short in time (e.g., 24 frames), hampering practical applications. To address these shortcomings, we present a UniAnimate framework to enable efficient and long-term human video generation. First, to reduce the optimization difficulty and ensure temporal coherence, we map the reference image along with the posture guidance and noise video into a common feature space by incorporating a unified video diffusion model. Second, we propose a unified noise input that supports random noised input as well as first frame conditioned input, which enhances the ability to generate long-term video. Finally, to further efficiently handle long sequences, we explore an alternative temporal modeling architecture based on state space model to replace the original computation-consuming temporal Transformer. Extensive experimental results indicate that UniAnimate achieves superior synthesis results over existing state-of-the-art counterparts in both quantitative and qualitative evaluations. Notably, UniAnimate can even generate highly consistent one-minute videos by iteratively employing the first frame conditioning strategy. Code and models will be publicly available. Project page: https://unianimate.github.io/.

Identity-Preserving Talking Face Generation with Landmark and Appearance Priors

Generating talking face videos from audio attracts lots of research interest. A few person-specific methods can generate vivid videos but require the target speaker's videos for training or fine-tuning. Existing person-generic methods have difficulty in generating realistic and lip-synced videos while preserving identity information. To tackle this problem, we propose a two-stage framework consisting of audio-to-landmark generation and landmark-to-video rendering procedures. First, we devise a novel Transformer-based landmark generator to infer lip and jaw landmarks from the audio. Prior landmark characteristics of the speaker's face are employed to make the generated landmarks coincide with the facial outline of the speaker. Then, a video rendering model is built to translate the generated landmarks into face images. During this stage, prior appearance information is extracted from the lower-half occluded target face and static reference images, which helps generate realistic and identity-preserving visual content. For effectively exploring the prior information of static reference images, we align static reference images with the target face's pose and expression based on motion fields. Moreover, auditory features are reused to guarantee that the generated face images are well synchronized with the audio. Extensive experiments demonstrate that our method can produce more realistic, lip-synced, and identity-preserving videos than existing person-generic talking face generation methods.

MotionCrafter: One-Shot Motion Customization of Diffusion Models

The essence of a video lies in its dynamic motions, including character actions, object movements, and camera movements. While text-to-video generative diffusion models have recently advanced in creating diverse contents, controlling specific motions through text prompts remains a significant challenge. A primary issue is the coupling of appearance and motion, often leading to overfitting on appearance. To tackle this challenge, we introduce MotionCrafter, a novel one-shot instance-guided motion customization method. MotionCrafter employs a parallel spatial-temporal architecture that injects the reference motion into the temporal component of the base model, while the spatial module is independently adjusted for character or style control. To enhance the disentanglement of motion and appearance, we propose an innovative dual-branch motion disentanglement approach, comprising a motion disentanglement loss and an appearance prior enhancement strategy. During training, a frozen base model provides appearance normalization, effectively separating appearance from motion and thereby preserving diversity. Comprehensive quantitative and qualitative experiments, along with user preference tests, demonstrate that MotionCrafter can successfully integrate dynamic motions while preserving the coherence and quality of the base model with a wide range of appearance generation capabilities. Project page: https://zyxelsa.github.io/homepage-motioncrafter. Codes are available at https://github.com/zyxElsa/MotionCrafter.

Depth-Aware Generative Adversarial Network for Talking Head Video Generation

Talking head video generation aims to produce a synthetic human face video that contains the identity and pose information respectively from a given source image and a driving video.Existing works for this task heavily rely on 2D representations (e.g. appearance and motion) learned from the input images. However, dense 3D facial geometry (e.g. pixel-wise depth) is extremely important for this task as it is particularly beneficial for us to essentially generate accurate 3D face structures and distinguish noisy information from the possibly cluttered background. Nevertheless, dense 3D geometry annotations are prohibitively costly for videos and are typically not available for this video generation task. In this paper, we first introduce a self-supervised geometry learning method to automatically recover the dense 3D geometry (i.e.depth) from the face videos without the requirement of any expensive 3D annotation data. Based on the learned dense depth maps, we further propose to leverage them to estimate sparse facial keypoints that capture the critical movement of the human head. In a more dense way, the depth is also utilized to learn 3D-aware cross-modal (i.e. appearance and depth) attention to guide the generation of motion fields for warping source image representations. All these contributions compose a novel depth-aware generative adversarial network (DaGAN) for talking head generation. Extensive experiments conducted demonstrate that our proposed method can generate highly realistic faces, and achieve significant results on the unseen human faces.

HACK: Learning a Parametric Head and Neck Model for High-fidelity Animation

Significant advancements have been made in developing parametric models for digital humans, with various approaches concentrating on parts such as the human body, hand, or face. Nevertheless, connectors such as the neck have been overlooked in these models, with rich anatomical priors often unutilized. In this paper, we introduce HACK (Head-And-neCK), a novel parametric model for constructing the head and cervical region of digital humans. Our model seeks to disentangle the full spectrum of neck and larynx motions, facial expressions, and appearance variations, providing personalized and anatomically consistent controls, particularly for the neck regions. To build our HACK model, we acquire a comprehensive multi-modal dataset of the head and neck under various facial expressions. We employ a 3D ultrasound imaging scheme to extract the inner biomechanical structures, namely the precise 3D rotation information of the seven vertebrae of the cervical spine. We then adopt a multi-view photometric approach to capture the geometry and physically-based textures of diverse subjects, who exhibit a diverse range of static expressions as well as sequential head-and-neck movements. Using the multi-modal dataset, we train the parametric HACK model by separating the 3D head and neck depiction into various shape, pose, expression, and larynx blendshapes from the neutral expression and the rest skeletal pose. We adopt an anatomically-consistent skeletal design for the cervical region, and the expression is linked to facial action units for artist-friendly controls. HACK addresses the head and neck as a unified entity, offering more accurate and expressive controls, with a new level of realism, particularly for the neck regions. This approach has significant benefits for numerous applications and enables inter-correlation analysis between head and neck for fine-grained motion synthesis and transfer.

Expressive Talking Head Video Encoding in StyleGAN2 Latent-Space

While the recent advances in research on video reenactment have yielded promising results, the approaches fall short in capturing the fine, detailed, and expressive facial features (e.g., lip-pressing, mouth puckering, mouth gaping, and wrinkles) which are crucial in generating realistic animated face videos. To this end, we propose an end-to-end expressive face video encoding approach that facilitates data-efficient high-quality video re-synthesis by optimizing low-dimensional edits of a single Identity-latent. The approach builds on StyleGAN2 image inversion and multi-stage non-linear latent-space editing to generate videos that are nearly comparable to input videos. While existing StyleGAN latent-based editing techniques focus on simply generating plausible edits of static images, we automate the latent-space editing to capture the fine expressive facial deformations in a sequence of frames using an encoding that resides in the Style-latent-space (StyleSpace) of StyleGAN2. The encoding thus obtained could be super-imposed on a single Identity-latent to facilitate re-enactment of face videos at 1024^2. The proposed framework economically captures face identity, head-pose, and complex expressive facial motions at fine levels, and thereby bypasses training, person modeling, dependence on landmarks/ keypoints, and low-resolution synthesis which tend to hamper most re-enactment approaches. The approach is designed with maximum data efficiency, where a single W+ latent and 35 parameters per frame enable high-fidelity video rendering. This pipeline can also be used for puppeteering (i.e., motion transfer).

Make Your Actor Talk: Generalizable and High-Fidelity Lip Sync with Motion and Appearance Disentanglement

We aim to edit the lip movements in talking video according to the given speech while preserving the personal identity and visual details. The task can be decomposed into two sub-problems: (1) speech-driven lip motion generation and (2) visual appearance synthesis. Current solutions handle the two sub-problems within a single generative model, resulting in a challenging trade-off between lip-sync quality and visual details preservation. Instead, we propose to disentangle the motion and appearance, and then generate them one by one with a speech-to-motion diffusion model and a motion-conditioned appearance generation model. However, there still remain challenges in each stage, such as motion-aware identity preservation in (1) and visual details preservation in (2). Therefore, to preserve personal identity, we adopt landmarks to represent the motion, and further employ a landmark-based identity loss. To capture motion-agnostic visual details, we use separate encoders to encode the lip, non-lip appearance and motion, and then integrate them with a learned fusion module. We train MyTalk on a large-scale and diverse dataset. Experiments show that our method generalizes well to the unknown, even out-of-domain person, in terms of both lip sync and visual detail preservation. We encourage the readers to watch the videos on our project page (https://Ingrid789.github.io/MyTalk/).

VividPose: Advancing Stable Video Diffusion for Realistic Human Image Animation

Human image animation involves generating a video from a static image by following a specified pose sequence. Current approaches typically adopt a multi-stage pipeline that separately learns appearance and motion, which often leads to appearance degradation and temporal inconsistencies. To address these issues, we propose VividPose, an innovative end-to-end pipeline based on Stable Video Diffusion (SVD) that ensures superior temporal stability. To enhance the retention of human identity, we propose an identity-aware appearance controller that integrates additional facial information without compromising other appearance details such as clothing texture and background. This approach ensures that the generated videos maintain high fidelity to the identity of human subject, preserving key facial features across various poses. To accommodate diverse human body shapes and hand movements, we introduce a geometry-aware pose controller that utilizes both dense rendering maps from SMPL-X and sparse skeleton maps. This enables accurate alignment of pose and shape in the generated videos, providing a robust framework capable of handling a wide range of body shapes and dynamic hand movements. Extensive qualitative and quantitative experiments on the UBCFashion and TikTok benchmarks demonstrate that our method achieves state-of-the-art performance. Furthermore, VividPose exhibits superior generalization capabilities on our proposed in-the-wild dataset. Codes and models will be available.

FD2Talk: Towards Generalized Talking Head Generation with Facial Decoupled Diffusion Model

Talking head generation is a significant research topic that still faces numerous challenges. Previous works often adopt generative adversarial networks or regression models, which are plagued by generation quality and average facial shape problem. Although diffusion models show impressive generative ability, their exploration in talking head generation remains unsatisfactory. This is because they either solely use the diffusion model to obtain an intermediate representation and then employ another pre-trained renderer, or they overlook the feature decoupling of complex facial details, such as expressions, head poses and appearance textures. Therefore, we propose a Facial Decoupled Diffusion model for Talking head generation called FD2Talk, which fully leverages the advantages of diffusion models and decouples the complex facial details through multi-stages. Specifically, we separate facial details into motion and appearance. In the initial phase, we design the Diffusion Transformer to accurately predict motion coefficients from raw audio. These motions are highly decoupled from appearance, making them easier for the network to learn compared to high-dimensional RGB images. Subsequently, in the second phase, we encode the reference image to capture appearance textures. The predicted facial and head motions and encoded appearance then serve as the conditions for the Diffusion UNet, guiding the frame generation. Benefiting from decoupling facial details and fully leveraging diffusion models, extensive experiments substantiate that our approach excels in enhancing image quality and generating more accurate and diverse results compared to previous state-of-the-art methods.

DaGAN++: Depth-Aware Generative Adversarial Network for Talking Head Video Generation

Predominant techniques on talking head generation largely depend on 2D information, including facial appearances and motions from input face images. Nevertheless, dense 3D facial geometry, such as pixel-wise depth, plays a critical role in constructing accurate 3D facial structures and suppressing complex background noises for generation. However, dense 3D annotations for facial videos is prohibitively costly to obtain. In this work, firstly, we present a novel self-supervised method for learning dense 3D facial geometry (ie, depth) from face videos, without requiring camera parameters and 3D geometry annotations in training. We further propose a strategy to learn pixel-level uncertainties to perceive more reliable rigid-motion pixels for geometry learning. Secondly, we design an effective geometry-guided facial keypoint estimation module, providing accurate keypoints for generating motion fields. Lastly, we develop a 3D-aware cross-modal (ie, appearance and depth) attention mechanism, which can be applied to each generation layer, to capture facial geometries in a coarse-to-fine manner. Extensive experiments are conducted on three challenging benchmarks (ie, VoxCeleb1, VoxCeleb2, and HDTF). The results demonstrate that our proposed framework can generate highly realistic-looking reenacted talking videos, with new state-of-the-art performances established on these benchmarks. The codes and trained models are publicly available on the GitHub project page at https://github.com/harlanhong/CVPR2022-DaGAN

Single Motion Diffusion

Synthesizing realistic animations of humans, animals, and even imaginary creatures, has long been a goal for artists and computer graphics professionals. Compared to the imaging domain, which is rich with large available datasets, the number of data instances for the motion domain is limited, particularly for the animation of animals and exotic creatures (e.g., dragons), which have unique skeletons and motion patterns. In this work, we present a Single Motion Diffusion Model, dubbed SinMDM, a model designed to learn the internal motifs of a single motion sequence with arbitrary topology and synthesize motions of arbitrary length that are faithful to them. We harness the power of diffusion models and present a denoising network explicitly designed for the task of learning from a single input motion. SinMDM is designed to be a lightweight architecture, which avoids overfitting by using a shallow network with local attention layers that narrow the receptive field and encourage motion diversity. SinMDM can be applied in various contexts, including spatial and temporal in-betweening, motion expansion, style transfer, and crowd animation. Our results show that SinMDM outperforms existing methods both in quality and time-space efficiency. Moreover, while current approaches require additional training for different applications, our work facilitates these applications at inference time. Our code and trained models are available at https://sinmdm.github.io/SinMDM-page.

MagicDance: Realistic Human Dance Video Generation with Motions & Facial Expressions Transfer

In this work, we propose MagicDance, a diffusion-based model for 2D human motion and facial expression transfer on challenging human dance videos. Specifically, we aim to generate human dance videos of any target identity driven by novel pose sequences while keeping the identity unchanged. To this end, we propose a two-stage training strategy to disentangle human motions and appearance (e.g., facial expressions, skin tone and dressing), consisting of the pretraining of an appearance-control block and fine-tuning of an appearance-pose-joint-control block over human dance poses of the same dataset. Our novel design enables robust appearance control with temporally consistent upper body, facial attributes, and even background. The model also generalizes well on unseen human identities and complex motion sequences without the need for any fine-tuning with additional data with diverse human attributes by leveraging the prior knowledge of image diffusion models. Moreover, the proposed model is easy to use and can be considered as a plug-in module/extension to Stable Diffusion. We also demonstrate the model's ability for zero-shot 2D animation generation, enabling not only the appearance transfer from one identity to another but also allowing for cartoon-like stylization given only pose inputs. Extensive experiments demonstrate our superior performance on the TikTok dataset.

Visual Speech-Aware Perceptual 3D Facial Expression Reconstruction from Videos

The recent state of the art on monocular 3D face reconstruction from image data has made some impressive advancements, thanks to the advent of Deep Learning. However, it has mostly focused on input coming from a single RGB image, overlooking the following important factors: a) Nowadays, the vast majority of facial image data of interest do not originate from single images but rather from videos, which contain rich dynamic information. b) Furthermore, these videos typically capture individuals in some form of verbal communication (public talks, teleconferences, audiovisual human-computer interactions, interviews, monologues/dialogues in movies, etc). When existing 3D face reconstruction methods are applied in such videos, the artifacts in the reconstruction of the shape and motion of the mouth area are often severe, since they do not match well with the speech audio. To overcome the aforementioned limitations, we present the first method for visual speech-aware perceptual reconstruction of 3D mouth expressions. We do this by proposing a "lipread" loss, which guides the fitting process so that the elicited perception from the 3D reconstructed talking head resembles that of the original video footage. We demonstrate that, interestingly, the lipread loss is better suited for 3D reconstruction of mouth movements compared to traditional landmark losses, and even direct 3D supervision. Furthermore, the devised method does not rely on any text transcriptions or corresponding audio, rendering it ideal for training in unlabeled datasets. We verify the efficiency of our method through exhaustive objective evaluations on three large-scale datasets, as well as subjective evaluation with two web-based user studies.

ConsistentAvatar: Learning to Diffuse Fully Consistent Talking Head Avatar with Temporal Guidance

Diffusion models have shown impressive potential on talking head generation. While plausible appearance and talking effect are achieved, these methods still suffer from temporal, 3D or expression inconsistency due to the error accumulation and inherent limitation of single-image generation ability. In this paper, we propose ConsistentAvatar, a novel framework for fully consistent and high-fidelity talking avatar generation. Instead of directly employing multi-modal conditions to the diffusion process, our method learns to first model the temporal representation for stability between adjacent frames. Specifically, we propose a Temporally-Sensitive Detail (TSD) map containing high-frequency feature and contours that vary significantly along the time axis. Using a temporal consistent diffusion module, we learn to align TSD of the initial result to that of the video frame ground truth. The final avatar is generated by a fully consistent diffusion module, conditioned on the aligned TSD, rough head normal, and emotion prompt embedding. We find that the aligned TSD, which represents the temporal patterns, constrains the diffusion process to generate temporally stable talking head. Further, its reliable guidance complements the inaccuracy of other conditions, suppressing the accumulated error while improving the consistency on various aspects. Extensive experiments demonstrate that ConsistentAvatar outperforms the state-of-the-art methods on the generated appearance, 3D, expression and temporal consistency. Project page: https://njust-yang.github.io/ConsistentAvatar.github.io/

GSmoothFace: Generalized Smooth Talking Face Generation via Fine Grained 3D Face Guidance

Although existing speech-driven talking face generation methods achieve significant progress, they are far from real-world application due to the avatar-specific training demand and unstable lip movements. To address the above issues, we propose the GSmoothFace, a novel two-stage generalized talking face generation model guided by a fine-grained 3d face model, which can synthesize smooth lip dynamics while preserving the speaker's identity. Our proposed GSmoothFace model mainly consists of the Audio to Expression Prediction (A2EP) module and the Target Adaptive Face Translation (TAFT) module. Specifically, we first develop the A2EP module to predict expression parameters synchronized with the driven speech. It uses a transformer to capture the long-term audio context and learns the parameters from the fine-grained 3D facial vertices, resulting in accurate and smooth lip-synchronization performance. Afterward, the well-designed TAFT module, empowered by Morphology Augmented Face Blending (MAFB), takes the predicted expression parameters and target video as inputs to modify the facial region of the target video without distorting the background content. The TAFT effectively exploits the identity appearance and background context in the target video, which makes it possible to generalize to different speakers without retraining. Both quantitative and qualitative experiments confirm the superiority of our method in terms of realism, lip synchronization, and visual quality. See the project page for code, data, and request pre-trained models: https://zhanghm1995.github.io/GSmoothFace.

SyncTalk: The Devil is in the Synchronization for Talking Head Synthesis

Achieving high synchronization in the synthesis of realistic, speech-driven talking head videos presents a significant challenge. Traditional Generative Adversarial Networks (GAN) struggle to maintain consistent facial identity, while Neural Radiance Fields (NeRF) methods, although they can address this issue, often produce mismatched lip movements, inadequate facial expressions, and unstable head poses. A lifelike talking head requires synchronized coordination of subject identity, lip movements, facial expressions, and head poses. The absence of these synchronizations is a fundamental flaw, leading to unrealistic and artificial outcomes. To address the critical issue of synchronization, identified as the "devil" in creating realistic talking heads, we introduce SyncTalk. This NeRF-based method effectively maintains subject identity, enhancing synchronization and realism in talking head synthesis. SyncTalk employs a Face-Sync Controller to align lip movements with speech and innovatively uses a 3D facial blendshape model to capture accurate facial expressions. Our Head-Sync Stabilizer optimizes head poses, achieving more natural head movements. The Portrait-Sync Generator restores hair details and blends the generated head with the torso for a seamless visual experience. Extensive experiments and user studies demonstrate that SyncTalk outperforms state-of-the-art methods in synchronization and realism. We recommend watching the supplementary video: https://ziqiaopeng.github.io/synctalk

AVI-Talking: Learning Audio-Visual Instructions for Expressive 3D Talking Face Generation

While considerable progress has been made in achieving accurate lip synchronization for 3D speech-driven talking face generation, the task of incorporating expressive facial detail synthesis aligned with the speaker's speaking status remains challenging. Our goal is to directly leverage the inherent style information conveyed by human speech for generating an expressive talking face that aligns with the speaking status. In this paper, we propose AVI-Talking, an Audio-Visual Instruction system for expressive Talking face generation. This system harnesses the robust contextual reasoning and hallucination capability offered by Large Language Models (LLMs) to instruct the realistic synthesis of 3D talking faces. Instead of directly learning facial movements from human speech, our two-stage strategy involves the LLMs first comprehending audio information and generating instructions implying expressive facial details seamlessly corresponding to the speech. Subsequently, a diffusion-based generative network executes these instructions. This two-stage process, coupled with the incorporation of LLMs, enhances model interpretability and provides users with flexibility to comprehend instructions and specify desired operations or modifications. Extensive experiments showcase the effectiveness of our approach in producing vivid talking faces with expressive facial movements and consistent emotional status.

Training-Free Motion-Guided Video Generation with Enhanced Temporal Consistency Using Motion Consistency Loss

In this paper, we address the challenge of generating temporally consistent videos with motion guidance. While many existing methods depend on additional control modules or inference-time fine-tuning, recent studies suggest that effective motion guidance is achievable without altering the model architecture or requiring extra training. Such approaches offer promising compatibility with various video generation foundation models. However, existing training-free methods often struggle to maintain consistent temporal coherence across frames or to follow guided motion accurately. In this work, we propose a simple yet effective solution that combines an initial-noise-based approach with a novel motion consistency loss, the latter being our key innovation. Specifically, we capture the inter-frame feature correlation patterns of intermediate features from a video diffusion model to represent the motion pattern of the reference video. We then design a motion consistency loss to maintain similar feature correlation patterns in the generated video, using the gradient of this loss in the latent space to guide the generation process for precise motion control. This approach improves temporal consistency across various motion control tasks while preserving the benefits of a training-free setup. Extensive experiments show that our method sets a new standard for efficient, temporally coherent video generation.

Animate-X: Universal Character Image Animation with Enhanced Motion Representation

Character image animation, which generates high-quality videos from a reference image and target pose sequence, has seen significant progress in recent years. However, most existing methods only apply to human figures, which usually do not generalize well on anthropomorphic characters commonly used in industries like gaming and entertainment. Our in-depth analysis suggests to attribute this limitation to their insufficient modeling of motion, which is unable to comprehend the movement pattern of the driving video, thus imposing a pose sequence rigidly onto the target character. To this end, this paper proposes Animate-X, a universal animation framework based on LDM for various character types (collectively named X), including anthropomorphic characters. To enhance motion representation, we introduce the Pose Indicator, which captures comprehensive motion pattern from the driving video through both implicit and explicit manner. The former leverages CLIP visual features of a driving video to extract its gist of motion, like the overall movement pattern and temporal relations among motions, while the latter strengthens the generalization of LDM by simulating possible inputs in advance that may arise during inference. Moreover, we introduce a new Animated Anthropomorphic Benchmark (A^2Bench) to evaluate the performance of Animate-X on universal and widely applicable animation images. Extensive experiments demonstrate the superiority and effectiveness of Animate-X compared to state-of-the-art methods.

Deep Ensemble Learning with Frame Skipping for Face Anti-Spoofing

Face presentation attacks (PA), also known as spoofing attacks, pose a substantial threat to biometric systems that rely on facial recognition systems, such as access control systems, mobile payments, and identity verification systems. To mitigate the spoofing risk, several video-based methods have been presented in the literature that analyze facial motion in successive video frames. However, estimating the motion between adjacent frames is a challenging task and requires high computational cost. In this paper, we rephrase the face anti-spoofing task as a motion prediction problem and introduce a deep ensemble learning model with a frame skipping mechanism. In particular, the proposed frame skipping adopts a uniform sampling approach by dividing the original video into video clips of fixed size. By doing so, every nth frame of the clip is selected to ensure that the temporal patterns can easily be perceived during the training of three different recurrent neural networks (RNNs). Motivated by the performance of individual RNNs, a meta-model is developed to improve the overall detection performance by combining the prediction of individual RNNs. Extensive experiments were performed on four datasets, and state-of-the-art performance is reported on MSU-MFSD (3.12%), Replay-Attack (11.19%), and OULU-NPU (12.23%) databases by using half total error rates (HTERs) in the most challenging cross-dataset testing scenario.

VLOGGER: Multimodal Diffusion for Embodied Avatar Synthesis

We propose VLOGGER, a method for audio-driven human video generation from a single input image of a person, which builds on the success of recent generative diffusion models. Our method consists of 1) a stochastic human-to-3d-motion diffusion model, and 2) a novel diffusion-based architecture that augments text-to-image models with both spatial and temporal controls. This supports the generation of high quality video of variable length, easily controllable through high-level representations of human faces and bodies. In contrast to previous work, our method does not require training for each person, does not rely on face detection and cropping, generates the complete image (not just the face or the lips), and considers a broad spectrum of scenarios (e.g. visible torso or diverse subject identities) that are critical to correctly synthesize humans who communicate. We also curate MENTOR, a new and diverse dataset with 3d pose and expression annotations, one order of magnitude larger than previous ones (800,000 identities) and with dynamic gestures, on which we train and ablate our main technical contributions. VLOGGER outperforms state-of-the-art methods in three public benchmarks, considering image quality, identity preservation and temporal consistency while also generating upper-body gestures. We analyze the performance of VLOGGER with respect to multiple diversity metrics, showing that our architectural choices and the use of MENTOR benefit training a fair and unbiased model at scale. Finally we show applications in video editing and personalization.

Reenact Anything: Semantic Video Motion Transfer Using Motion-Textual Inversion

Recent years have seen a tremendous improvement in the quality of video generation and editing approaches. While several techniques focus on editing appearance, few address motion. Current approaches using text, trajectories, or bounding boxes are limited to simple motions, so we specify motions with a single motion reference video instead. We further propose to use a pre-trained image-to-video model rather than a text-to-video model. This approach allows us to preserve the exact appearance and position of a target object or scene and helps disentangle appearance from motion. Our method, called motion-textual inversion, leverages our observation that image-to-video models extract appearance mainly from the (latent) image input, while the text/image embedding injected via cross-attention predominantly controls motion. We thus represent motion using text/image embedding tokens. By operating on an inflated motion-text embedding containing multiple text/image embedding tokens per frame, we achieve a high temporal motion granularity. Once optimized on the motion reference video, this embedding can be applied to various target images to generate videos with semantically similar motions. Our approach does not require spatial alignment between the motion reference video and target image, generalizes across various domains, and can be applied to various tasks such as full-body and face reenactment, as well as controlling the motion of inanimate objects and the camera. We empirically demonstrate the effectiveness of our method in the semantic video motion transfer task, significantly outperforming existing methods in this context.

IMUSIC: IMU-based Facial Expression Capture

For facial motion capture and analysis, the dominated solutions are generally based on visual cues, which cannot protect privacy and are vulnerable to occlusions. Inertial measurement units (IMUs) serve as potential rescues yet are mainly adopted for full-body motion capture. In this paper, we propose IMUSIC to fill the gap, a novel path for facial expression capture using purely IMU signals, significantly distant from previous visual solutions.The key design in our IMUSIC is a trilogy. We first design micro-IMUs to suit facial capture, companion with an anatomy-driven IMU placement scheme. Then, we contribute a novel IMU-ARKit dataset, which provides rich paired IMU/visual signals for diverse facial expressions and performances. Such unique multi-modality brings huge potential for future directions like IMU-based facial behavior analysis. Moreover, utilizing IMU-ARKit, we introduce a strong baseline approach to accurately predict facial blendshape parameters from purely IMU signals. Specifically, we tailor a Transformer diffusion model with a two-stage training strategy for this novel tracking task. The IMUSIC framework empowers us to perform accurate facial capture in scenarios where visual methods falter and simultaneously safeguard user privacy. We conduct extensive experiments about both the IMU configuration and technical components to validate the effectiveness of our IMUSIC approach. Notably, IMUSIC enables various potential and novel applications, i.e., privacy-protecting facial capture, hybrid capture against occlusions, or detecting minute facial movements that are often invisible through visual cues. We will release our dataset and implementations to enrich more possibilities of facial capture and analysis in our community.

Controllable Dynamic Appearance for Neural 3D Portraits

Recent advances in Neural Radiance Fields (NeRFs) have made it possible to reconstruct and reanimate dynamic portrait scenes with control over head-pose, facial expressions and viewing direction. However, training such models assumes photometric consistency over the deformed region e.g. the face must be evenly lit as it deforms with changing head-pose and facial expression. Such photometric consistency across frames of a video is hard to maintain, even in studio environments, thus making the created reanimatable neural portraits prone to artifacts during reanimation. In this work, we propose CoDyNeRF, a system that enables the creation of fully controllable 3D portraits in real-world capture conditions. CoDyNeRF learns to approximate illumination dependent effects via a dynamic appearance model in the canonical space that is conditioned on predicted surface normals and the facial expressions and head-pose deformations. The surface normals prediction is guided using 3DMM normals that act as a coarse prior for the normals of the human head, where direct prediction of normals is hard due to rigid and non-rigid deformations induced by head-pose and facial expression changes. Using only a smartphone-captured short video of a subject for training, we demonstrate the effectiveness of our method on free view synthesis of a portrait scene with explicit head pose and expression controls, and realistic lighting effects. The project page can be found here: http://shahrukhathar.github.io/2023/08/22/CoDyNeRF.html

Dynamic Appearance Modeling of Clothed 3D Human Avatars using a Single Camera

The appearance of a human in clothing is driven not only by the pose but also by its temporal context, i.e., motion. However, such context has been largely neglected by existing monocular human modeling methods whose neural networks often struggle to learn a video of a person with large dynamics due to the motion ambiguity, i.e., there exist numerous geometric configurations of clothes that are dependent on the context of motion even for the same pose. In this paper, we introduce a method for high-quality modeling of clothed 3D human avatars using a video of a person with dynamic movements. The main challenge comes from the lack of 3D ground truth data of geometry and its temporal correspondences. We address this challenge by introducing a novel compositional human modeling framework that takes advantage of both explicit and implicit human modeling. For explicit modeling, a neural network learns to generate point-wise shape residuals and appearance features of a 3D body model by comparing its 2D rendering results and the original images. This explicit model allows for the reconstruction of discriminative 3D motion features from UV space by encoding their temporal correspondences. For implicit modeling, an implicit network combines the appearance and 3D motion features to decode high-fidelity clothed 3D human avatars with motion-dependent geometry and texture. The experiments show that our method can generate a large variation of secondary motion in a physically plausible way.

Sonic: Shifting Focus to Global Audio Perception in Portrait Animation

The study of talking face generation mainly explores the intricacies of synchronizing facial movements and crafting visually appealing, temporally-coherent animations. However, due to the limited exploration of global audio perception, current approaches predominantly employ auxiliary visual and spatial knowledge to stabilize the movements, which often results in the deterioration of the naturalness and temporal inconsistencies.Considering the essence of audio-driven animation, the audio signal serves as the ideal and unique priors to adjust facial expressions and lip movements, without resorting to interference of any visual signals. Based on this motivation, we propose a novel paradigm, dubbed as Sonic, to {s}hift f{o}cus on the exploration of global audio per{c}ept{i}o{n}.To effectively leverage global audio knowledge, we disentangle it into intra- and inter-clip audio perception and collaborate with both aspects to enhance overall perception.For the intra-clip audio perception, 1). Context-enhanced audio learning, in which long-range intra-clip temporal audio knowledge is extracted to provide facial expression and lip motion priors implicitly expressed as the tone and speed of speech. 2). Motion-decoupled controller, in which the motion of the head and expression movement are disentangled and independently controlled by intra-audio clips. Most importantly, for inter-clip audio perception, as a bridge to connect the intra-clips to achieve the global perception, Time-aware position shift fusion, in which the global inter-clip audio information is considered and fused for long-audio inference via through consecutively time-aware shifted windows. Extensive experiments demonstrate that the novel audio-driven paradigm outperform existing SOTA methodologies in terms of video quality, temporally consistency, lip synchronization precision, and motion diversity.

DPE: Disentanglement of Pose and Expression for General Video Portrait Editing

One-shot video-driven talking face generation aims at producing a synthetic talking video by transferring the facial motion from a video to an arbitrary portrait image. Head pose and facial expression are always entangled in facial motion and transferred simultaneously. However, the entanglement sets up a barrier for these methods to be used in video portrait editing directly, where it may require to modify the expression only while maintaining the pose unchanged. One challenge of decoupling pose and expression is the lack of paired data, such as the same pose but different expressions. Only a few methods attempt to tackle this challenge with the feat of 3D Morphable Models (3DMMs) for explicit disentanglement. But 3DMMs are not accurate enough to capture facial details due to the limited number of Blenshapes, which has side effects on motion transfer. In this paper, we introduce a novel self-supervised disentanglement framework to decouple pose and expression without 3DMMs and paired data, which consists of a motion editing module, a pose generator, and an expression generator. The editing module projects faces into a latent space where pose motion and expression motion can be disentangled, and the pose or expression transfer can be performed in the latent space conveniently via addition. The two generators render the modified latent codes to images, respectively. Moreover, to guarantee the disentanglement, we propose a bidirectional cyclic training strategy with well-designed constraints. Evaluations demonstrate our method can control pose or expression independently and be used for general video editing.

DreamFace: Progressive Generation of Animatable 3D Faces under Text Guidance

Emerging Metaverse applications demand accessible, accurate, and easy-to-use tools for 3D digital human creations in order to depict different cultures and societies as if in the physical world. Recent large-scale vision-language advances pave the way to for novices to conveniently customize 3D content. However, the generated CG-friendly assets still cannot represent the desired facial traits for human characteristics. In this paper, we present DreamFace, a progressive scheme to generate personalized 3D faces under text guidance. It enables layman users to naturally customize 3D facial assets that are compatible with CG pipelines, with desired shapes, textures, and fine-grained animation capabilities. From a text input to describe the facial traits, we first introduce a coarse-to-fine scheme to generate the neutral facial geometry with a unified topology. We employ a selection strategy in the CLIP embedding space, and subsequently optimize both the details displacements and normals using Score Distillation Sampling from generic Latent Diffusion Model. Then, for neutral appearance generation, we introduce a dual-path mechanism, which combines the generic LDM with a novel texture LDM to ensure both the diversity and textural specification in the UV space. We also employ a two-stage optimization to perform SDS in both the latent and image spaces to significantly provides compact priors for fine-grained synthesis. Our generated neutral assets naturally support blendshapes-based facial animations. We further improve the animation ability with personalized deformation characteristics by learning the universal expression prior using the cross-identity hypernetwork. Notably, DreamFace can generate of realistic 3D facial assets with physically-based rendering quality and rich animation ability from video footage, even for fashion icons or exotic characters in cartoons and fiction movies.

Champ: Controllable and Consistent Human Image Animation with 3D Parametric Guidance

In this study, we introduce a methodology for human image animation by leveraging a 3D human parametric model within a latent diffusion framework to enhance shape alignment and motion guidance in curernt human generative techniques. The methodology utilizes the SMPL(Skinned Multi-Person Linear) model as the 3D human parametric model to establish a unified representation of body shape and pose. This facilitates the accurate capture of intricate human geometry and motion characteristics from source videos. Specifically, we incorporate rendered depth images, normal maps, and semantic maps obtained from SMPL sequences, alongside skeleton-based motion guidance, to enrich the conditions to the latent diffusion model with comprehensive 3D shape and detailed pose attributes. A multi-layer motion fusion module, integrating self-attention mechanisms, is employed to fuse the shape and motion latent representations in the spatial domain. By representing the 3D human parametric model as the motion guidance, we can perform parametric shape alignment of the human body between the reference image and the source video motion. Experimental evaluations conducted on benchmark datasets demonstrate the methodology's superior ability to generate high-quality human animations that accurately capture both pose and shape variations. Furthermore, our approach also exhibits superior generalization capabilities on the proposed wild dataset. Project page: https://fudan-generative-vision.github.io/champ.

MotionDirector: Motion Customization of Text-to-Video Diffusion Models

Large-scale pre-trained diffusion models have exhibited remarkable capabilities in diverse video generations. Given a set of video clips of the same motion concept, the task of Motion Customization is to adapt existing text-to-video diffusion models to generate videos with this motion. For example, generating a video with a car moving in a prescribed manner under specific camera movements to make a movie, or a video illustrating how a bear would lift weights to inspire creators. Adaptation methods have been developed for customizing appearance like subject or style, yet unexplored for motion. It is straightforward to extend mainstream adaption methods for motion customization, including full model tuning, parameter-efficient tuning of additional layers, and Low-Rank Adaptions (LoRAs). However, the motion concept learned by these methods is often coupled with the limited appearances in the training videos, making it difficult to generalize the customized motion to other appearances. To overcome this challenge, we propose MotionDirector, with a dual-path LoRAs architecture to decouple the learning of appearance and motion. Further, we design a novel appearance-debiased temporal loss to mitigate the influence of appearance on the temporal training objective. Experimental results show the proposed method can generate videos of diverse appearances for the customized motions. Our method also supports various downstream applications, such as the mixing of different videos with their appearance and motion respectively, and animating a single image with customized motions. Our code and model weights will be released.

Speech2Lip: High-fidelity Speech to Lip Generation by Learning from a Short Video

Synthesizing realistic videos according to a given speech is still an open challenge. Previous works have been plagued by issues such as inaccurate lip shape generation and poor image quality. The key reason is that only motions and appearances on limited facial areas (e.g., lip area) are mainly driven by the input speech. Therefore, directly learning a mapping function from speech to the entire head image is prone to ambiguity, particularly when using a short video for training. We thus propose a decomposition-synthesis-composition framework named Speech to Lip (Speech2Lip) that disentangles speech-sensitive and speech-insensitive motion/appearance to facilitate effective learning from limited training data, resulting in the generation of natural-looking videos. First, given a fixed head pose (i.e., canonical space), we present a speech-driven implicit model for lip image generation which concentrates on learning speech-sensitive motion and appearance. Next, to model the major speech-insensitive motion (i.e., head movement), we introduce a geometry-aware mutual explicit mapping (GAMEM) module that establishes geometric mappings between different head poses. This allows us to paste generated lip images at the canonical space onto head images with arbitrary poses and synthesize talking videos with natural head movements. In addition, a Blend-Net and a contrastive sync loss are introduced to enhance the overall synthesis performance. Quantitative and qualitative results on three benchmarks demonstrate that our model can be trained by a video of just a few minutes in length and achieve state-of-the-art performance in both visual quality and speech-visual synchronization. Code: https://github.com/CVMI-Lab/Speech2Lip.

Neural Representations of Dynamic Visual Stimuli

Humans experience the world through constantly changing visual stimuli, where scenes can shift and move, change in appearance, and vary in distance. The dynamic nature of visual perception is a fundamental aspect of our daily lives, yet the large majority of research on object and scene processing, particularly using fMRI, has focused on static stimuli. While studies of static image perception are attractive due to their computational simplicity, they impose a strong non-naturalistic constraint on our investigation of human vision. In contrast, dynamic visual stimuli offer a more ecologically-valid approach but present new challenges due to the interplay between spatial and temporal information, making it difficult to disentangle the representations of stable image features and motion. To overcome this limitation -- given dynamic inputs, we explicitly decouple the modeling of static image representations and motion representations in the human brain. Three results demonstrate the feasibility of this approach. First, we show that visual motion information as optical flow can be predicted (or decoded) from brain activity as measured by fMRI. Second, we show that this predicted motion can be used to realistically animate static images using a motion-conditioned video diffusion model (where the motion is driven by fMRI brain activity). Third, we show prediction in the reverse direction: existing video encoders can be fine-tuned to predict fMRI brain activity from video imagery, and can do so more effectively than image encoders. This foundational work offers a novel, extensible framework for interpreting how the human brain processes dynamic visual information.

VividFace: A Diffusion-Based Hybrid Framework for High-Fidelity Video Face Swapping

Video face swapping is becoming increasingly popular across various applications, yet existing methods primarily focus on static images and struggle with video face swapping because of temporal consistency and complex scenarios. In this paper, we present the first diffusion-based framework specifically designed for video face swapping. Our approach introduces a novel image-video hybrid training framework that leverages both abundant static image data and temporal video sequences, addressing the inherent limitations of video-only training. The framework incorporates a specially designed diffusion model coupled with a VidFaceVAE that effectively processes both types of data to better maintain temporal coherence of the generated videos. To further disentangle identity and pose features, we construct the Attribute-Identity Disentanglement Triplet (AIDT) Dataset, where each triplet has three face images, with two images sharing the same pose and two sharing the same identity. Enhanced with a comprehensive occlusion augmentation, this dataset also improves robustness against occlusions. Additionally, we integrate 3D reconstruction techniques as input conditioning to our network for handling large pose variations. Extensive experiments demonstrate that our framework achieves superior performance in identity preservation, temporal consistency, and visual quality compared to existing methods, while requiring fewer inference steps. Our approach effectively mitigates key challenges in video face swapping, including temporal flickering, identity preservation, and robustness to occlusions and pose variations.

Multi-Track Timeline Control for Text-Driven 3D Human Motion Generation

Recent advances in generative modeling have led to promising progress on synthesizing 3D human motion from text, with methods that can generate character animations from short prompts and specified durations. However, using a single text prompt as input lacks the fine-grained control needed by animators, such as composing multiple actions and defining precise durations for parts of the motion. To address this, we introduce the new problem of timeline control for text-driven motion synthesis, which provides an intuitive, yet fine-grained, input interface for users. Instead of a single prompt, users can specify a multi-track timeline of multiple prompts organized in temporal intervals that may overlap. This enables specifying the exact timings of each action and composing multiple actions in sequence or at overlapping intervals. To generate composite animations from a multi-track timeline, we propose a new test-time denoising method. This method can be integrated with any pre-trained motion diffusion model to synthesize realistic motions that accurately reflect the timeline. At every step of denoising, our method processes each timeline interval (text prompt) individually, subsequently aggregating the predictions with consideration for the specific body parts engaged in each action. Experimental comparisons and ablations validate that our method produces realistic motions that respect the semantics and timing of given text prompts. Our code and models are publicly available at https://mathis.petrovich.fr/stmc.

Deformable 3D Gaussian Splatting for Animatable Human Avatars

Recent advances in neural radiance fields enable novel view synthesis of photo-realistic images in dynamic settings, which can be applied to scenarios with human animation. Commonly used implicit backbones to establish accurate models, however, require many input views and additional annotations such as human masks, UV maps and depth maps. In this work, we propose ParDy-Human (Parameterized Dynamic Human Avatar), a fully explicit approach to construct a digital avatar from as little as a single monocular sequence. ParDy-Human introduces parameter-driven dynamics into 3D Gaussian Splatting where 3D Gaussians are deformed by a human pose model to animate the avatar. Our method is composed of two parts: A first module that deforms canonical 3D Gaussians according to SMPL vertices and a consecutive module that further takes their designed joint encodings and predicts per Gaussian deformations to deal with dynamics beyond SMPL vertex deformations. Images are then synthesized by a rasterizer. ParDy-Human constitutes an explicit model for realistic dynamic human avatars which requires significantly fewer training views and images. Our avatars learning is free of additional annotations such as masks and can be trained with variable backgrounds while inferring full-resolution images efficiently even on consumer hardware. We provide experimental evidence to show that ParDy-Human outperforms state-of-the-art methods on ZJU-MoCap and THUman4.0 datasets both quantitatively and visually.

NPGA: Neural Parametric Gaussian Avatars

The creation of high-fidelity, digital versions of human heads is an important stepping stone in the process of further integrating virtual components into our everyday lives. Constructing such avatars is a challenging research problem, due to a high demand for photo-realism and real-time rendering performance. In this work, we propose Neural Parametric Gaussian Avatars (NPGA), a data-driven approach to create high-fidelity, controllable avatars from multi-view video recordings. We build our method around 3D Gaussian Splatting for its highly efficient rendering and to inherit the topological flexibility of point clouds. In contrast to previous work, we condition our avatars' dynamics on the rich expression space of neural parametric head models (NPHM), instead of mesh-based 3DMMs. To this end, we distill the backward deformation field of our underlying NPHM into forward deformations which are compatible with rasterization-based rendering. All remaining fine-scale, expression-dependent details are learned from the multi-view videos. To increase the representational capacity of our avatars, we augment the canonical Gaussian point cloud using per-primitive latent features which govern its dynamic behavior. To regularize this increased dynamic expressivity, we propose Laplacian terms on the latent features and predicted dynamics. We evaluate our method on the public NeRSemble dataset, demonstrating that NPGA significantly outperforms the previous state-of-the-art avatars on the self-reenactment task by 2.6 PSNR. Furthermore, we demonstrate accurate animation capabilities from real-world monocular videos.