182 research outputs found
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
A Survey on Deep Multi-modal Learning for Body Language Recognition and Generation
Body language (BL) refers to the non-verbal communication expressed through
physical movements, gestures, facial expressions, and postures. It is a form of
communication that conveys information, emotions, attitudes, and intentions
without the use of spoken or written words. It plays a crucial role in
interpersonal interactions and can complement or even override verbal
communication. Deep multi-modal learning techniques have shown promise in
understanding and analyzing these diverse aspects of BL. The survey emphasizes
their applications to BL generation and recognition. Several common BLs are
considered i.e., Sign Language (SL), Cued Speech (CS), Co-speech (CoS), and
Talking Head (TH), and we have conducted an analysis and established the
connections among these four BL for the first time. Their generation and
recognition often involve multi-modal approaches. Benchmark datasets for BL
research are well collected and organized, along with the evaluation of SOTA
methods on these datasets. The survey highlights challenges such as limited
labeled data, multi-modal learning, and the need for domain adaptation to
generalize models to unseen speakers or languages. Future research directions
are presented, including exploring self-supervised learning techniques,
integrating contextual information from other modalities, and exploiting
large-scale pre-trained multi-modal models. In summary, this survey paper
provides a comprehensive understanding of deep multi-modal learning for various
BL generations and recognitions for the first time. By analyzing advancements,
challenges, and future directions, it serves as a valuable resource for
researchers and practitioners in advancing this field. n addition, we maintain
a continuously updated paper list for deep multi-modal learning for BL
recognition and generation: https://github.com/wentaoL86/awesome-body-language
Realistic Lip Syncing for Virtual Character Using Common Viseme Set
Speech is one of the most important interaction methods between the humans. Therefore, most of avatar researches focus on this area with significant attention. Creating animated speech requires a facial model capable of representing the myriad shapes the human face expressions during speech. Moreover, a method to produce the correct shape at the correct time is also in order. One of the main challenges is to create precise lip movements of the avatar and synchronize it with a recorded audio. This paper proposes a new lip synchronization algorithm for realistic applications, which can be employed to generate synchronized facial movements among the audio generated from natural speech or through a text-to-speech engine. This method requires an animator to construct animations using a canonical set of visemes for all pair wise combination of a reduced phoneme set. These animations are then stitched together smoothly to construct the final animation
Improving Phoneme to Viseme Mapping for Indonesian Language
The lip synchronization technology of animation can run automatically through the phoneme-to-viseme map. Since the complexity of facial muscles causes the shape of the mouth to vary greatly, phoneme-to-viseme mapping always has challenging problems. One of them is the allophone vowel problem. The resemblance makes many researchers clustering them into one class. This paper discusses the certainty of allophone vowels as a variable of the phoneme-to-viseme map. Vowel allophones pre-processing as a proposed method is carried out through formant frequency feature extraction methods and then compared by t-test to find out the significance of the difference. The results of pre-processing are then used to reference the initial data when building phoneme-to-viseme maps. This research was conducted on maps and allophones of the Indonesian language. Maps that have been built are then compared with other maps using the HMM method in the value of word correctness and accuracy. The results show that viseme mapping preceded by allophonic pre-processing makes map performance more accurate when compared to other maps
Hidden Markov Models for Visual Speech Synthesis in Limited Data
This work presents a new approach for estimating control points (facial locations that control movement) to allow the artificial generation of video with apparent mouth movement (visual speech) time-synced with recorded audio. First, Hidden Markov Models (HMMs) are estimated for each visual speech category (viseme) present in stored video data, where a category is defined as the mouth movement corresponding to a given sound and where the visemes are further categorized as trisemes (a viseme in the context of previous and following visemes). Next, a decision tree is used to cluster and relate states in the HMMs that are similar in a contextual and statistical sense. The tree is also used to estimate HMMs that generate sequences of visual speech control points for trisemes not occurring in the stored data. An experiment is described that evaluates the effect of several algorithm variables, and a statistical analysis is presented that establishes appropriate levels for each variable by minimizing the error between the desired and estimated control points. The analysis indicates that the error is lowest when the process is conducted with three-state left-to right no skip HMMs trained using short-duration dynamic features, a high log-likelihood threshold, and a low outlier threshold. Also, comparisons of mouth shapes generated from the artificial control points and the true control points (estimated from video not used to train the HMMs) indicate that the process provides accurate estimates for most trisemes tested in this work. The research presented here thus establishes a useful method for synthesizing realistic audio-synchronized video facial features
An Implementation of Multimodal Fusion System for Intelligent Digital Human Generation
With the rapid development of artificial intelligence (AI), digital humans
have attracted more and more attention and are expected to achieve a wide range
of applications in several industries. Then, most of the existing digital
humans still rely on manual modeling by designers, which is a cumbersome
process and has a long development cycle. Therefore, facing the rise of digital
humans, there is an urgent need for a digital human generation system combined
with AI to improve development efficiency. In this paper, an implementation
scheme of an intelligent digital human generation system with multimodal fusion
is proposed. Specifically, text, speech and image are taken as inputs, and
interactive speech is synthesized using large language model (LLM), voiceprint
extraction, and text-to-speech conversion techniques. Then the input image is
age-transformed and a suitable image is selected as the driving image. Then,
the modification and generation of digital human video content is realized by
digital human driving, novel view synthesis, and intelligent dressing
techniques. Finally, we enhance the user experience through style transfer,
super-resolution, and quality evaluation. Experimental results show that the
system can effectively realize digital human generation. The related code is
released at https://github.com/zyj-2000/CUMT_2D_PhotoSpeaker
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