4,666 research outputs found
Capture, Learning, and Synthesis of 3D Speaking Styles
Audio-driven 3D facial animation has been widely explored, but achieving
realistic, human-like performance is still unsolved. This is due to the lack of
available 3D datasets, models, and standard evaluation metrics. To address
this, we introduce a unique 4D face dataset with about 29 minutes of 4D scans
captured at 60 fps and synchronized audio from 12 speakers. We then train a
neural network on our dataset that factors identity from facial motion. The
learned model, VOCA (Voice Operated Character Animation) takes any speech
signal as input - even speech in languages other than English - and
realistically animates a wide range of adult faces. Conditioning on subject
labels during training allows the model to learn a variety of realistic
speaking styles. VOCA also provides animator controls to alter speaking style,
identity-dependent facial shape, and pose (i.e. head, jaw, and eyeball
rotations) during animation. To our knowledge, VOCA is the only realistic 3D
facial animation model that is readily applicable to unseen subjects without
retargeting. This makes VOCA suitable for tasks like in-game video, virtual
reality avatars, or any scenario in which the speaker, speech, or language is
not known in advance. We make the dataset and model available for research
purposes at http://voca.is.tue.mpg.de.Comment: To appear in CVPR 201
Life-Sized Audiovisual Spatial Social Scenes with Multiple Characters: MARC & SMART-IÂČ
International audienceWith the increasing use of virtual characters in virtual and mixed reality settings, the coordination of realism in audiovisual rendering and expressive virtual characters becomes a key issue. In this paper we introduce a new system combining two systems for tackling the issue of realism and high quality in audiovisual rendering and life-sized expressive characters. The goal of the resulting SMART-MARC platform is to investigate the impact of realism on multiple levels: spatial audiovisual rendering of a scene, appearance and expressive behaviors of virtual characters. Potential interactive applications include mediated communication in virtual worlds, therapy, game, arts and elearning. Future experimental studies will focus on 3D audio/visual coherence, social perception and ecologically valid interaction scenes
DualTalker: A Cross-Modal Dual Learning Approach for Speech-Driven 3D Facial Animation
In recent years, audio-driven 3D facial animation has gained significant
attention, particularly in applications such as virtual reality, gaming, and
video conferencing. However, accurately modeling the intricate and subtle
dynamics of facial expressions remains a challenge. Most existing studies
approach the facial animation task as a single regression problem, which often
fail to capture the intrinsic inter-modal relationship between speech signals
and 3D facial animation and overlook their inherent consistency. Moreover, due
to the limited availability of 3D-audio-visual datasets, approaches learning
with small-size samples have poor generalizability that decreases the
performance. To address these issues, in this study, we propose a cross-modal
dual-learning framework, termed DualTalker, aiming at improving data usage
efficiency as well as relating cross-modal dependencies. The framework is
trained jointly with the primary task (audio-driven facial animation) and its
dual task (lip reading) and shares common audio/motion encoder components. Our
joint training framework facilitates more efficient data usage by leveraging
information from both tasks and explicitly capitalizing on the complementary
relationship between facial motion and audio to improve performance.
Furthermore, we introduce an auxiliary cross-modal consistency loss to mitigate
the potential over-smoothing underlying the cross-modal complementary
representations, enhancing the mapping of subtle facial expression dynamics.
Through extensive experiments and a perceptual user study conducted on the VOCA
and BIWI datasets, we demonstrate that our approach outperforms current
state-of-the-art methods both qualitatively and quantitatively. We have made
our code and video demonstrations available at
https://github.com/sabrina-su/iadf.git
Stars in their eyes: What eye-tracking reveal about multimedia perceptual quality
Perceptual multimedia quality is of paramount
importance to the continued take-up and proliferation of multimedia applications: users will not use and pay for applications if they are perceived to be of low quality. Whilst traditionally distributed multimedia quality has been characterised by Quality of Service (QoS) parameters, these neglect the user perspective of the issue of quality. In order to redress this shortcoming, we characterise the user multimedia perspective using the Quality of Perception (QoP) metric, which encompasses not only a userâs satisfaction with the quality of a multimedia presentation, but also his/her ability to analyse,
synthesise and assimilate informational content of multimedia. In recognition of the fact that monitoring eye movements offers insights into visual perception, as well as the associated
attention mechanisms and cognitive processes, this paper reports on the results of a study investigating the impact of differing multimedia presentation frame rates on user QoP and eye path data. Our results show that provision of higher frame rates, usually assumed to provide better multimedia presentation quality, do not significantly impact upon the median coordinate value of eye path data. Moreover, higher frame rates do not significantly increase level of participant information assimilation, although they do significantly improve overall user enjoyment and quality perception of the multimedia content being shown
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