180 research outputs found
Analyzing Input and Output Representations for Speech-Driven Gesture Generation
This paper presents a novel framework for automatic speech-driven gesture
generation, applicable to human-agent interaction including both virtual agents
and robots. Specifically, we extend recent deep-learning-based, data-driven
methods for speech-driven gesture generation by incorporating representation
learning. Our model takes speech as input and produces gestures as output, in
the form of a sequence of 3D coordinates. Our approach consists of two steps.
First, we learn a lower-dimensional representation of human motion using a
denoising autoencoder neural network, consisting of a motion encoder MotionE
and a motion decoder MotionD. The learned representation preserves the most
important aspects of the human pose variation while removing less relevant
variation. Second, we train a novel encoder network SpeechE to map from speech
to a corresponding motion representation with reduced dimensionality. At test
time, the speech encoder and the motion decoder networks are combined: SpeechE
predicts motion representations based on a given speech signal and MotionD then
decodes these representations to produce motion sequences. We evaluate
different representation sizes in order to find the most effective
dimensionality for the representation. We also evaluate the effects of using
different speech features as input to the model. We find that mel-frequency
cepstral coefficients (MFCCs), alone or combined with prosodic features,
perform the best. The results of a subsequent user study confirm the benefits
of the representation learning.Comment: Accepted at IVA '19. Shorter version published at AAMAS '19. The code
is available at
https://github.com/GestureGeneration/Speech_driven_gesture_generation_with_autoencode
Face Frontalization Based on Robustly Fitting a Deformable Shape Model to 3D Landmarks
Face frontalization consists of synthesizing a frontally-viewed face from an
arbitrarily-viewed one. The main contribution of this paper is a robust face
alignment method that enables pixel-to-pixel warping. The method simultaneously
estimates the rigid transformation (scale, rotation, and translation) and the
non-rigid deformation between two 3D point sets: a set of 3D landmarks
extracted from an arbitrary-viewed face, and a set of 3D landmarks
parameterized by a frontally-viewed deformable face model. An important merit
of the proposed method is its ability to deal both with noise (small
perturbations) and with outliers (large errors). We propose to model inliers
and outliers with the generalized Student's t-probability distribution
function, a heavy-tailed distribution that is immune to non-Gaussian errors in
the data. We describe in detail the associated expectation-maximization (EM)
algorithm that alternates between the estimation of (i) the rigid parameters,
(ii) the deformation parameters, and (iii) the Student-t distribution
parameters. We also propose to use the zero-mean normalized cross-correlation,
between a frontalized face and the corresponding ground-truth frontally-viewed
face, to evaluate the performance of frontalization. To this end, we use a
dataset that contains pairs of profile-viewed and frontally-viewed faces. This
evaluation, based on direct image-to-image comparison, stands in contrast with
indirect evaluation, based on analyzing the effect of frontalization on face
recognition
Efficient Emotional Adaptation for Audio-Driven Talking-Head Generation
Audio-driven talking-head synthesis is a popular research topic for virtual
human-related applications. However, the inflexibility and inefficiency of
existing methods, which necessitate expensive end-to-end training to transfer
emotions from guidance videos to talking-head predictions, are significant
limitations. In this work, we propose the Emotional Adaptation for Audio-driven
Talking-head (EAT) method, which transforms emotion-agnostic talking-head
models into emotion-controllable ones in a cost-effective and efficient manner
through parameter-efficient adaptations. Our approach utilizes a pretrained
emotion-agnostic talking-head transformer and introduces three lightweight
adaptations (the Deep Emotional Prompts, Emotional Deformation Network, and
Emotional Adaptation Module) from different perspectives to enable precise and
realistic emotion controls. Our experiments demonstrate that our approach
achieves state-of-the-art performance on widely-used benchmarks, including LRW
and MEAD. Additionally, our parameter-efficient adaptations exhibit remarkable
generalization ability, even in scenarios where emotional training videos are
scarce or nonexistent. Project website: https://yuangan.github.io/eat/Comment: Accepted to ICCV 2023. Project page: https://yuangan.github.io/eat
Data-driven Communicative Behaviour Generation: A Survey
The development of data-driven behaviour generating systems has recently become the focus of considerable attention in the fields of human–agent interaction and human–robot interaction. Although rule-based approaches were dominant for years, these proved inflexible and expensive to develop. The difficulty of developing production rules, as well as the need for manual configuration to generate artificial behaviours, places a limit on how complex and diverse rule-based behaviours can be. In contrast, actual human–human interaction data collected using tracking and recording devices makes humanlike multimodal co-speech behaviour generation possible using machine learning and specifically, in recent years, deep learning. This survey provides an overview of the state of the art of deep learning-based co-speech behaviour generation models and offers an outlook for future research in this area.</jats:p
FaceDiffuser: Speech-Driven 3D Facial Animation Synthesis Using Diffusion
Speech-driven 3D facial animation synthesis has been a challenging task both
in industry and research. Recent methods mostly focus on deterministic deep
learning methods meaning that given a speech input, the output is always the
same. However, in reality, the non-verbal facial cues that reside throughout
the face are non-deterministic in nature. In addition, majority of the
approaches focus on 3D vertex based datasets and methods that are compatible
with existing facial animation pipelines with rigged characters is scarce. To
eliminate these issues, we present FaceDiffuser, a non-deterministic deep
learning model to generate speech-driven facial animations that is trained with
both 3D vertex and blendshape based datasets. Our method is based on the
diffusion technique and uses the pre-trained large speech representation model
HuBERT to encode the audio input. To the best of our knowledge, we are the
first to employ the diffusion method for the task of speech-driven 3D facial
animation synthesis. We have run extensive objective and subjective analyses
and show that our approach achieves better or comparable results in comparison
to the state-of-the-art methods. We also introduce a new in-house dataset that
is based on a blendshape based rigged character. We recommend watching the
accompanying supplementary video. The code and the dataset will be publicly
available.Comment: Pre-print of the paper accepted at ACM SIGGRAPH MIG 202
An Overview of Deep-Learning-Based Audio-Visual Speech Enhancement and Separation
Speech enhancement and speech separation are two related tasks, whose purpose
is to extract either one or more target speech signals, respectively, from a
mixture of sounds generated by several sources. Traditionally, these tasks have
been tackled using signal processing and machine learning techniques applied to
the available acoustic signals. Since the visual aspect of speech is
essentially unaffected by the acoustic environment, visual information from the
target speakers, such as lip movements and facial expressions, has also been
used for speech enhancement and speech separation systems. In order to
efficiently fuse acoustic and visual information, researchers have exploited
the flexibility of data-driven approaches, specifically deep learning,
achieving strong performance. The ceaseless proposal of a large number of
techniques to extract features and fuse multimodal information has highlighted
the need for an overview that comprehensively describes and discusses
audio-visual speech enhancement and separation based on deep learning. In this
paper, we provide a systematic survey of this research topic, focusing on the
main elements that characterise the systems in the literature: acoustic
features; visual features; deep learning methods; fusion techniques; training
targets and objective functions. In addition, we review deep-learning-based
methods for speech reconstruction from silent videos and audio-visual sound
source separation for non-speech signals, since these methods can be more or
less directly applied to audio-visual speech enhancement and separation.
Finally, we survey commonly employed audio-visual speech datasets, given their
central role in the development of data-driven approaches, and evaluation
methods, because they are generally used to compare different systems and
determine their performance
Animating portrait line drawings from a single face photo and a speech signal
Animating a single face photo is an important research topic which receives considerable attention in computer vision and graphics. Yet line drawings for face portraits, which is a longstanding and popular art form, have not been explored much in this area. Simply concatenating a realistic talking face video generation model with a photo-to-drawing style transfer module suffers from severe inter-frame discontinuity issues. To address this new challenge, we propose a novel framework to generate artistic talking portrait-line-drawing video, given a single face photo and a speech signal. After predicting facial landmark movements from the input speech signal, we propose a novel GAN model to simultaneously handle domain transfer (from photo to drawing) and facial geometry change (according to the predicted facial landmarks). To address the inter-frame discontinuity issues, we propose two novel temporal coherence losses: one based on warping and the other based on a temporal coherence discriminator. Experiments show that our model produces high quality artistic talking portrait-line-drawing videos and outperforms baseline methods. We also show our method can be easily extended to other artistic styles and generate good results. The source code is available at https://github.com/AnimatePortrait/AnimatePortrait
Face Frontalization Based on Robustly Fitting a Deformable Shape Model to 3D Landmarks
Submitted to IEEE Transactions on MultimediaFace frontalization consists of synthesizing a frontally-viewed face from an arbitrarily-viewed one. The main contribution of this paper is a robust face alignment method that enables pixel-to-pixel warping. The method simultaneously estimates the rigid transformation (scale, rotation, and translation) and the non-rigid deformation between two 3D point sets: a set of 3D landmarks extracted from an arbitrary-viewed face, and a set of 3D landmarks parameterized by a frontally-viewed deformable face model. An important merit of the proposed method is its ability to deal both with noise (small perturbations) and with outliers (large errors). We propose to model inliers and outliers with the generalized Student's t-probability distribution function-a heavy-tailed distribution that is immune to non-Gaussian errors in the data. We describe in detail the associated expectation-maximization (EM) algorithm that alternates between the estimation of (i) the rigid parameters, (ii) the deformation parameters, and (iii) the t-distribution parameters. We also propose to use the zero-mean normalized cross-correlation, between a frontalized face and the corresponding ground-truth frontally-viewed face, to evaluate the performance of frontalization. To this end, we use a dataset that contains pairs of profile-viewed and frontally-viewed faces. This evaluation, based on direct image-to-image comparison, stands in contrast with indirect evaluation, based on analyzing the effect of frontalization on face recognition.
A Review of Deep Learning Techniques for Speech Processing
The field of speech processing has undergone a transformative shift with the
advent of deep learning. The use of multiple processing layers has enabled the
creation of models capable of extracting intricate features from speech data.
This development has paved the way for unparalleled advancements in speech
recognition, text-to-speech synthesis, automatic speech recognition, and
emotion recognition, propelling the performance of these tasks to unprecedented
heights. The power of deep learning techniques has opened up new avenues for
research and innovation in the field of speech processing, with far-reaching
implications for a range of industries and applications. This review paper
provides a comprehensive overview of the key deep learning models and their
applications in speech-processing tasks. We begin by tracing the evolution of
speech processing research, from early approaches, such as MFCC and HMM, to
more recent advances in deep learning architectures, such as CNNs, RNNs,
transformers, conformers, and diffusion models. We categorize the approaches
and compare their strengths and weaknesses for solving speech-processing tasks.
Furthermore, we extensively cover various speech-processing tasks, datasets,
and benchmarks used in the literature and describe how different deep-learning
networks have been utilized to tackle these tasks. Additionally, we discuss the
challenges and future directions of deep learning in speech processing,
including the need for more parameter-efficient, interpretable models and the
potential of deep learning for multimodal speech processing. By examining the
field's evolution, comparing and contrasting different approaches, and
highlighting future directions and challenges, we hope to inspire further
research in this exciting and rapidly advancing field
An original framework for understanding human actions and body language by using deep neural networks
The evolution of both fields of Computer Vision (CV) and Artificial Neural Networks (ANNs) has allowed the development of efficient automatic systems for the analysis of people's behaviour.
By studying hand movements it is possible to recognize gestures, often used by people to communicate information in a non-verbal way.
These gestures can also be used to control or interact with devices without physically touching them. In particular, sign language and semaphoric hand gestures are the two foremost areas of interest due to their importance in Human-Human Communication (HHC) and Human-Computer Interaction (HCI), respectively.
While the processing of body movements play a key role in the action recognition and affective computing fields. The former is essential to understand how people act in an environment, while the latter tries to interpret people's emotions based on their poses and movements;
both are essential tasks in many computer vision applications, including event recognition, and video surveillance.
In this Ph.D. thesis, an original framework for understanding Actions and body language is presented. The framework is composed of three main modules: in the first one, a Long Short Term Memory Recurrent Neural Networks (LSTM-RNNs) based method for the Recognition of Sign Language and Semaphoric Hand Gestures is proposed; the second module presents a solution based on 2D skeleton and two-branch stacked LSTM-RNNs for action recognition in video sequences; finally, in the last module, a solution for basic non-acted emotion recognition by using 3D skeleton and Deep Neural Networks (DNNs) is provided.
The performances of RNN-LSTMs are explored in depth, due to their ability to model the long term contextual information of temporal sequences, making them suitable for analysing body movements.
All the modules were tested by using challenging datasets, well known in the state of the art, showing remarkable results compared to the current literature methods
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