56,539 research outputs found

    EmotionGesture: Audio-Driven Diverse Emotional Co-Speech 3D Gesture Generation

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    Generating vivid and diverse 3D co-speech gestures is crucial for various applications in animating virtual avatars. While most existing methods can generate gestures from audio directly, they usually overlook that emotion is one of the key factors of authentic co-speech gesture generation. In this work, we propose EmotionGesture, a novel framework for synthesizing vivid and diverse emotional co-speech 3D gestures from audio. Considering emotion is often entangled with the rhythmic beat in speech audio, we first develop an Emotion-Beat Mining module (EBM) to extract the emotion and audio beat features as well as model their correlation via a transcript-based visual-rhythm alignment. Then, we propose an initial pose based Spatial-Temporal Prompter (STP) to generate future gestures from the given initial poses. STP effectively models the spatial-temporal correlations between the initial poses and the future gestures, thus producing the spatial-temporal coherent pose prompt. Once we obtain pose prompts, emotion, and audio beat features, we will generate 3D co-speech gestures through a transformer architecture. However, considering the poses of existing datasets often contain jittering effects, this would lead to generating unstable gestures. To address this issue, we propose an effective objective function, dubbed Motion-Smooth Loss. Specifically, we model motion offset to compensate for jittering ground-truth by forcing gestures to be smooth. Last, we present an emotion-conditioned VAE to sample emotion features, enabling us to generate diverse emotional results. Extensive experiments demonstrate that our framework outperforms the state-of-the-art, achieving vivid and diverse emotional co-speech 3D gestures.Comment: Under revie

    Should beat gestures be learned or designed? A benchmarking user study

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    In this paper, we present a user study on gener-ated beat gestures for humanoid agents. It has been shownthat Human-Robot Interaction can be improved by includingcommunicative non-verbal behavior, such as arm gestures. Beatgestures are one of the four types of arm gestures, and are knownto be used for emphasizing parts of speech. In our user study,we compare beat gestures learned from training data with hand-crafted beat gestures. The first kind of gestures are generatedby a machine learning model trained on speech audio andhuman upper body poses. We compared this approach with threehand-coded beat gestures methods: designed beat gestures, timedbeat gestures, and noisy gestures. Forty-one subjects participatedin our user study, and a ranking was derived from pairedcomparisons using the Bradley Terry Luce model. We found thatfor beat gestures, the gestures from the machine learning modelare preferred, followed by algorithmically generated gestures.This emphasizes the promise of machine learning for generating communicative actions.QC 20190815</p

    Generating Holistic 3D Human Motion from Speech

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    This work addresses the problem of generating 3D holistic body motions from human speech. Given a speech recording, we synthesize sequences of 3D body poses, hand gestures, and facial expressions that are realistic and diverse. To achieve this, we first build a high-quality dataset of 3D holistic body meshes with synchronous speech. We then define a novel speech-to-motion generation framework in which the face, body, and hands are modeled separately. The separated modeling stems from the fact that face articulation strongly correlates with human speech, while body poses and hand gestures are less correlated. Specifically, we employ an autoencoder for face motions, and a compositional vector-quantized variational autoencoder (VQ-VAE) for the body and hand motions. The compositional VQ-VAE is key to generating diverse results. Additionally, we propose a cross-conditional autoregressive model that generates body poses and hand gestures, leading to coherent and realistic motions. Extensive experiments and user studies demonstrate that our proposed approach achieves state-of-the-art performance both qualitatively and quantitatively. Our novel dataset and code will be released for research purposes at https://talkshow.is.tue.mpg.de.Comment: Project Webpage: https://talkshow.is.tue.mpg.de; CVPR202

    AQ-GT: a Temporally Aligned and Quantized GRU-Transformer for Co-Speech Gesture Synthesis

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    The generation of realistic and contextually relevant co-speech gestures is a challenging yet increasingly important task in the creation of multimodal artificial agents. Prior methods focused on learning a direct correspondence between co-speech gesture representations and produced motions, which created seemingly natural but often unconvincing gestures during human assessment. We present an approach to pre-train partial gesture sequences using a generative adversarial network with a quantization pipeline. The resulting codebook vectors serve as both input and output in our framework, forming the basis for the generation and reconstruction of gestures. By learning the mapping of a latent space representation as opposed to directly mapping it to a vector representation, this framework facilitates the generation of highly realistic and expressive gestures that closely replicate human movement and behavior, while simultaneously avoiding artifacts in the generation process. We evaluate our approach by comparing it with established methods for generating co-speech gestures as well as with existing datasets of human behavior. We also perform an ablation study to assess our findings. The results show that our approach outperforms the current state of the art by a clear margin and is partially indistinguishable from human gesturing. We make our data pipeline and the generation framework publicly available

    C2G2: Controllable Co-speech Gesture Generation with Latent Diffusion Model

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    Co-speech gesture generation is crucial for automatic digital avatar animation. However, existing methods suffer from issues such as unstable training and temporal inconsistency, particularly in generating high-fidelity and comprehensive gestures. Additionally, these methods lack effective control over speaker identity and temporal editing of the generated gestures. Focusing on capturing temporal latent information and applying practical controlling, we propose a Controllable Co-speech Gesture Generation framework, named C2G2. Specifically, we propose a two-stage temporal dependency enhancement strategy motivated by latent diffusion models. We further introduce two key features to C2G2, namely a speaker-specific decoder to generate speaker-related real-length skeletons and a repainting strategy for flexible gesture generation/editing. Extensive experiments on benchmark gesture datasets verify the effectiveness of our proposed C2G2 compared with several state-of-the-art baselines. The link of the project demo page can be found at https://c2g2-gesture.github.io/c2_gestureComment: 12 pages, 6 figures, 7 table

    Analyzing Input and Output Representations for Speech-Driven Gesture Generation

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    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
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