483 research outputs found

    Improving Facial Analysis and Performance Driven Animation through Disentangling Identity and Expression

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    We present techniques for improving performance driven facial animation, emotion recognition, and facial key-point or landmark prediction using learned identity invariant representations. Established approaches to these problems can work well if sufficient examples and labels for a particular identity are available and factors of variation are highly controlled. However, labeled examples of facial expressions, emotions and key-points for new individuals are difficult and costly to obtain. In this paper we improve the ability of techniques to generalize to new and unseen individuals by explicitly modeling previously seen variations related to identity and expression. We use a weakly-supervised approach in which identity labels are used to learn the different factors of variation linked to identity separately from factors related to expression. We show how probabilistic modeling of these sources of variation allows one to learn identity-invariant representations for expressions which can then be used to identity-normalize various procedures for facial expression analysis and animation control. We also show how to extend the widely used techniques of active appearance models and constrained local models through replacing the underlying point distribution models which are typically constructed using principal component analysis with identity-expression factorized representations. We present a wide variety of experiments in which we consistently improve performance on emotion recognition, markerless performance-driven facial animation and facial key-point tracking.Comment: to appear in Image and Vision Computing Journal (IMAVIS

    ICface: Interpretable and Controllable Face Reenactment Using GANs

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    This paper presents a generic face animator that is able to control the pose and expressions of a given face image. The animation is driven by human interpretable control signals consisting of head pose angles and the Action Unit (AU) values. The control information can be obtained from multiple sources including external driving videos and manual controls. Due to the interpretable nature of the driving signal, one can easily mix the information between multiple sources (e.g. pose from one image and expression from another) and apply selective post-production editing. The proposed face animator is implemented as a two-stage neural network model that is learned in a self-supervised manner using a large video collection. The proposed Interpretable and Controllable face reenactment network (ICface) is compared to the state-of-the-art neural network-based face animation techniques in multiple tasks. The results indicate that ICface produces better visual quality while being more versatile than most of the comparison methods. The introduced model could provide a lightweight and easy to use tool for a multitude of advanced image and video editing tasks.Comment: Accepted in WACV-202

    That's What I Said: Fully-Controllable Talking Face Generation

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    The goal of this paper is to synthesise talking faces with controllable facial motions. To achieve this goal, we propose two key ideas. The first is to establish a canonical space where every face has the same motion patterns but different identities. The second is to navigate a multimodal motion space that only represents motion-related features while eliminating identity information. To disentangle identity and motion, we introduce an orthogonality constraint between the two different latent spaces. From this, our method can generate natural-looking talking faces with fully controllable facial attributes and accurate lip synchronisation. Extensive experiments demonstrate that our method achieves state-of-the-art results in terms of both visual quality and lip-sync score. To the best of our knowledge, we are the first to develop a talking face generation framework that can accurately manifest full target facial motions including lip, head pose, and eye movements in the generated video without any additional supervision beyond RGB video with audio

    FML: Face Model Learning from Videos

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    Monocular image-based 3D reconstruction of faces is a long-standing problem in computer vision. Since image data is a 2D projection of a 3D face, the resulting depth ambiguity makes the problem ill-posed. Most existing methods rely on data-driven priors that are built from limited 3D face scans. In contrast, we propose multi-frame video-based self-supervised training of a deep network that (i) learns a face identity model both in shape and appearance while (ii) jointly learning to reconstruct 3D faces. Our face model is learned using only corpora of in-the-wild video clips collected from the Internet. This virtually endless source of training data enables learning of a highly general 3D face model. In order to achieve this, we propose a novel multi-frame consistency loss that ensures consistent shape and appearance across multiple frames of a subject's face, thus minimizing depth ambiguity. At test time we can use an arbitrary number of frames, so that we can perform both monocular as well as multi-frame reconstruction.Comment: CVPR 2019 (Oral). Video: https://www.youtube.com/watch?v=SG2BwxCw0lQ, Project Page: https://gvv.mpi-inf.mpg.de/projects/FML19

    4D Facial Expression Diffusion Model

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    Facial expression generation is one of the most challenging and long-sought aspects of character animation, with many interesting applications. The challenging task, traditionally having relied heavily on digital craftspersons, remains yet to be explored. In this paper, we introduce a generative framework for generating 3D facial expression sequences (i.e. 4D faces) that can be conditioned on different inputs to animate an arbitrary 3D face mesh. It is composed of two tasks: (1) Learning the generative model that is trained over a set of 3D landmark sequences, and (2) Generating 3D mesh sequences of an input facial mesh driven by the generated landmark sequences. The generative model is based on a Denoising Diffusion Probabilistic Model (DDPM), which has achieved remarkable success in generative tasks of other domains. While it can be trained unconditionally, its reverse process can still be conditioned by various condition signals. This allows us to efficiently develop several downstream tasks involving various conditional generation, by using expression labels, text, partial sequences, or simply a facial geometry. To obtain the full mesh deformation, we then develop a landmark-guided encoder-decoder to apply the geometrical deformation embedded in landmarks on a given facial mesh. Experiments show that our model has learned to generate realistic, quality expressions solely from the dataset of relatively small size, improving over the state-of-the-art methods. Videos and qualitative comparisons with other methods can be found at https://github.com/ZOUKaifeng/4DFM. Code and models will be made available upon acceptance

    OSM-Net: One-to-Many One-shot Talking Head Generation with Spontaneous Head Motions

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    One-shot talking head generation has no explicit head movement reference, thus it is difficult to generate talking heads with head motions. Some existing works only edit the mouth area and generate still talking heads, leading to unreal talking head performance. Other works construct one-to-one mapping between audio signal and head motion sequences, introducing ambiguity correspondences into the mapping since people can behave differently in head motions when speaking the same content. This unreasonable mapping form fails to model the diversity and produces either nearly static or even exaggerated head motions, which are unnatural and strange. Therefore, the one-shot talking head generation task is actually a one-to-many ill-posed problem and people present diverse head motions when speaking. Based on the above observation, we propose OSM-Net, a \textit{one-to-many} one-shot talking head generation network with natural head motions. OSM-Net constructs a motion space that contains rich and various clip-level head motion features. Each basis of the space represents a feature of meaningful head motion in a clip rather than just a frame, thus providing more coherent and natural motion changes in talking heads. The driving audio is mapped into the motion space, around which various motion features can be sampled within a reasonable range to achieve the one-to-many mapping. Besides, the landmark constraint and time window feature input improve the accurate expression feature extraction and video generation. Extensive experiments show that OSM-Net generates more natural realistic head motions under reasonable one-to-many mapping paradigm compared with other methods.Comment: Paper Under Revie

    AVFace: Towards Detailed Audio-Visual 4D Face Reconstruction

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    In this work, we present a multimodal solution to the problem of 4D face reconstruction from monocular videos. 3D face reconstruction from 2D images is an under-constrained problem due to the ambiguity of depth. State-of-the-art methods try to solve this problem by leveraging visual information from a single image or video, whereas 3D mesh animation approaches rely more on audio. However, in most cases (e.g. AR/VR applications), videos include both visual and speech information. We propose AVFace that incorporates both modalities and accurately reconstructs the 4D facial and lip motion of any speaker, without requiring any 3D ground truth for training. A coarse stage estimates the per-frame parameters of a 3D morphable model, followed by a lip refinement, and then a fine stage recovers facial geometric details. Due to the temporal audio and video information captured by transformer-based modules, our method is robust in cases when either modality is insufficient (e.g. face occlusions). Extensive qualitative and quantitative evaluation demonstrates the superiority of our method over the current state-of-the-art

    SyncTalkFace: Talking Face Generation with Precise Lip-Syncing via Audio-Lip Memory

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    The challenge of talking face generation from speech lies in aligning two different modal information, audio and video, such that the mouth region corresponds to input audio. Previous methods either exploit audio-visual representation learning or leverage intermediate structural information such as landmarks and 3D models. However, they struggle to synthesize fine details of the lips varying at the phoneme level as they do not sufficiently provide visual information of the lips at the video synthesis step. To overcome this limitation, our work proposes Audio-Lip Memory that brings in visual information of the mouth region corresponding to input audio and enforces fine-grained audio-visual coherence. It stores lip motion features from sequential ground truth images in the value memory and aligns them with corresponding audio features so that they can be retrieved using audio input at inference time. Therefore, using the retrieved lip motion features as visual hints, it can easily correlate audio with visual dynamics in the synthesis step. By analyzing the memory, we demonstrate that unique lip features are stored in each memory slot at the phoneme level, capturing subtle lip motion based on memory addressing. In addition, we introduce visual-visual synchronization loss which can enhance lip-syncing performance when used along with audio-visual synchronization loss in our model. Extensive experiments are performed to verify that our method generates high-quality video with mouth shapes that best align with the input audio, outperforming previous state-of-the-art methods.Comment: Accepted at AAAI 2022 (Oral
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