179 research outputs found
Animation of a hierarchical image based facial model and perceptual analysis of visual speech
In this Thesis a hierarchical image-based 2D talking head model is presented, together with robust automatic and semi-automatic animation techniques, and a novel perceptual method for evaluating visual-speech based on the McGurk effect. The novelty of the hierarchical facial model stems from the fact that sub-facial areas are modelled individually. To produce a facial animation, animations for a set of chosen facial areas are first produced, either by key-framing sub-facial parameter values, or using a continuous input speech signal, and then combined into a full facial output. Modelling hierarchically has several attractive qualities. It isolates variation in sub-facial regions from the rest of the face, and therefore provides a high degree of control over different facial parts along with meaningful image based animation parameters. The automatic synthesis of animations may be achieved using speech not originally included in the training set. The model is also able to automatically animate pauses, hesitations and non-verbal (or non-speech related) sounds and actions. To automatically produce visual-speech, two novel analysis and synthesis methods are proposed. The first method utilises a Speech-Appearance Model (SAM), and the second uses a Hidden Markov Coarticulation Model (HMCM) - based on a Hidden Markov Model (HMM). To evaluate synthesised animations (irrespective of whether they are rendered semi automatically, or using speech), a new perceptual analysis approach based on the McGurk effect is proposed. This measure provides both an unbiased and quantitative method for evaluating talking head visual speech quality and overall perceptual realism. A combination of this new approach, along with other objective and perceptual evaluation techniques, are employed for a thorough evaluation of hierarchical model animations.EThOS - Electronic Theses Online ServiceGBUnited Kingdo
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
Animation of a hierarchical image based facial model and perceptual analysis of visual speech
In this Thesis a hierarchical image-based 2D talking head model is presented, together with robust automatic and semi-automatic animation techniques, and a novel perceptual method for evaluating visual-speech based on the McGurk effect. The novelty of the hierarchical facial model stems from the fact that sub-facial areas are modelled individually. To produce a facial animation, animations for a set of chosen facial areas are first produced, either by key-framing sub-facial parameter values, or using a continuous input speech signal, and then combined into a full facial output. Modelling hierarchically has several attractive qualities. It isolates variation in sub-facial regions from the rest of the face, and therefore provides a high degree of control over different facial parts along with meaningful image based animation parameters. The automatic synthesis of animations may be achieved using speech not originally included in the training set. The model is also able to automatically animate pauses, hesitations and non-verbal (or non-speech related) sounds and actions. To automatically produce visual-speech, two novel analysis and synthesis methods are proposed. The first method utilises a Speech-Appearance Model (SAM), and the second uses a Hidden Markov Coarticulation Model (HMCM) - based on a Hidden Markov Model (HMM). To evaluate synthesised animations (irrespective of whether they are rendered semi automatically, or using speech), a new perceptual analysis approach based on the McGurk effect is proposed. This measure provides both an unbiased and quantitative method for evaluating talking head visual speech quality and overall perceptual realism. A combination of this new approach, along with other objective and perceptual evaluation techniques, are employed for a thorough evaluation of hierarchical model animations
Audio-Visual Speaker Conversion using Prosody Features
International audienceThe article presents a joint audio-video approach towards speaker identity conversion, based on statistical methods originally introduced for voice conversion. Using the experimental data from the 3D BIWI Audiovisual corpus of Affective Communication, mapping functions are built between each two speakers in order to convert speaker-specific features: speech signal and 3D facial expressions. The results obtained by combining audio and visual features are compared to corresponding results from earlier approaches, while outlining the improvements brought by introducing dynamic features and exploiting prosodic features.L'article présente une approche audio-visuelle pour la conversion de locuteur, basée sur des méthodes statistiques initialement proposées pour la conversion de voix. En utilisant le corpus audiovisuel BIWI 3D, des modèles de conversion entre locuteurs sont calculés séparément pour la voix et les expressions faciales. Les résultats obtenus en combinant les deux modalités sont comparés subjectivement avec d'autres méthodes et démontrent l'importance de la dynamique et de la prosodie
Audio-Visual Speaker Conversion using Prosody Features
International audienceThe article presents a joint audio-video approach towards speaker identity conversion, based on statistical methods originally introduced for voice conversion. Using the experimental data from the 3D BIWI Audiovisual corpus of Affective Communication, mapping functions are built between each two speakers in order to convert speaker-specific features: speech signal and 3D facial expressions. The results obtained by combining audio and visual features are compared to corresponding results from earlier approaches, while outlining the improvements brought by introducing dynamic features and exploiting prosodic features.L'article présente une approche audio-visuelle pour la conversion de locuteur, basée sur des méthodes statistiques initialement proposées pour la conversion de voix. En utilisant le corpus audiovisuel BIWI 3D, des modèles de conversion entre locuteurs sont calculés séparément pour la voix et les expressions faciales. Les résultats obtenus en combinant les deux modalités sont comparés subjectivement avec d'autres méthodes et démontrent l'importance de la dynamique et de la prosodie
Reactive Statistical Mapping: Towards the Sketching of Performative Control with Data
Part 1: Fundamental IssuesInternational audienceThis paper presents the results of our participation to the ninth eNTERFACE workshop on multimodal user interfaces. Our target for this workshop was to bring some technologies currently used in speech recognition and synthesis to a new level, i.e. being the core of a new HMM-based mapping system. The idea of statistical mapping has been investigated, more precisely how to use Gaussian Mixture Models and Hidden Markov Models for realtime and reactive generation of new trajectories from inputted labels and for realtime regression in a continuous-to-continuous use case. As a result, we have developed several proofs of concept, including an incremental speech synthesiser, a software for exploring stylistic spaces for gait and facial motion in realtime, a reactive audiovisual laughter and a prototype demonstrating the realtime reconstruction of lower body gait motion strictly from upper body motion, with conservation of the stylistic properties. This project has been the opportunity to formalise HMM-based mapping, integrate various of these innovations into the Mage library and explore the development of a realtime gesture recognition tool
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