14,648 research outputs found

    Text-based Editing of Talking-head Video

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    Editing talking-head video to change the speech content or to remove filler words is challenging. We propose a novel method to edit talking-head video based on its transcript to produce a realistic output video in which the dialogue of the speaker has been modified, while maintaining a seamless audio-visual flow (i.e. no jump cuts). Our method automatically annotates an input talking-head video with phonemes, visemes, 3D face pose and geometry, reflectance, expression and scene illumination per frame. To edit a video, the user has to only edit the transcript, and an optimization strategy then chooses segments of the input corpus as base material. The annotated parameters corresponding to the selected segments are seamlessly stitched together and used to produce an intermediate video representation in which the lower half of the face is rendered with a parametric face model. Finally, a recurrent video generation network transforms this representation to a photorealistic video that matches the edited transcript. We demonstrate a large variety of edits, such as the addition, removal, and alteration of words, as well as convincing language translation and full sentence synthesis

    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

    Capture, Learning, and Synthesis of 3D Speaking Styles

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    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
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