23,332 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
HeadOn: Real-time Reenactment of Human Portrait Videos
We propose HeadOn, the first real-time source-to-target reenactment approach
for complete human portrait videos that enables transfer of torso and head
motion, face expression, and eye gaze. Given a short RGB-D video of the target
actor, we automatically construct a personalized geometry proxy that embeds a
parametric head, eye, and kinematic torso model. A novel real-time reenactment
algorithm employs this proxy to photo-realistically map the captured motion
from the source actor to the target actor. On top of the coarse geometric
proxy, we propose a video-based rendering technique that composites the
modified target portrait video via view- and pose-dependent texturing, and
creates photo-realistic imagery of the target actor under novel torso and head
poses, facial expressions, and gaze directions. To this end, we propose a
robust tracking of the face and torso of the source actor. We extensively
evaluate our approach and show significant improvements in enabling much
greater flexibility in creating realistic reenacted output videos.Comment: Video: https://www.youtube.com/watch?v=7Dg49wv2c_g Presented at
Siggraph'1
A Comprehensive Performance Evaluation of Deformable Face Tracking "In-the-Wild"
Recently, technologies such as face detection, facial landmark localisation
and face recognition and verification have matured enough to provide effective
and efficient solutions for imagery captured under arbitrary conditions
(referred to as "in-the-wild"). This is partially attributed to the fact that
comprehensive "in-the-wild" benchmarks have been developed for face detection,
landmark localisation and recognition/verification. A very important technology
that has not been thoroughly evaluated yet is deformable face tracking
"in-the-wild". Until now, the performance has mainly been assessed
qualitatively by visually assessing the result of a deformable face tracking
technology on short videos. In this paper, we perform the first, to the best of
our knowledge, thorough evaluation of state-of-the-art deformable face tracking
pipelines using the recently introduced 300VW benchmark. We evaluate many
different architectures focusing mainly on the task of on-line deformable face
tracking. In particular, we compare the following general strategies: (a)
generic face detection plus generic facial landmark localisation, (b) generic
model free tracking plus generic facial landmark localisation, as well as (c)
hybrid approaches using state-of-the-art face detection, model free tracking
and facial landmark localisation technologies. Our evaluation reveals future
avenues for further research on the topic.Comment: E. Antonakos and P. Snape contributed equally and have joint second
authorshi
Speech2Lip: High-fidelity Speech to Lip Generation by Learning from a Short Video
Synthesizing realistic videos according to a given speech is still an open
challenge. Previous works have been plagued by issues such as inaccurate lip
shape generation and poor image quality. The key reason is that only motions
and appearances on limited facial areas (e.g., lip area) are mainly driven by
the input speech. Therefore, directly learning a mapping function from speech
to the entire head image is prone to ambiguity, particularly when using a short
video for training. We thus propose a decomposition-synthesis-composition
framework named Speech to Lip (Speech2Lip) that disentangles speech-sensitive
and speech-insensitive motion/appearance to facilitate effective learning from
limited training data, resulting in the generation of natural-looking videos.
First, given a fixed head pose (i.e., canonical space), we present a
speech-driven implicit model for lip image generation which concentrates on
learning speech-sensitive motion and appearance. Next, to model the major
speech-insensitive motion (i.e., head movement), we introduce a geometry-aware
mutual explicit mapping (GAMEM) module that establishes geometric mappings
between different head poses. This allows us to paste generated lip images at
the canonical space onto head images with arbitrary poses and synthesize
talking videos with natural head movements. In addition, a Blend-Net and a
contrastive sync loss are introduced to enhance the overall synthesis
performance. Quantitative and qualitative results on three benchmarks
demonstrate that our model can be trained by a video of just a few minutes in
length and achieve state-of-the-art performance in both visual quality and
speech-visual synchronization. Code: https://github.com/CVMI-Lab/Speech2Lip
Deep Person Generation: A Survey from the Perspective of Face, Pose and Cloth Synthesis
Deep person generation has attracted extensive research attention due to its
wide applications in virtual agents, video conferencing, online shopping and
art/movie production. With the advancement of deep learning, visual appearances
(face, pose, cloth) of a person image can be easily generated or manipulated on
demand. In this survey, we first summarize the scope of person generation, and
then systematically review recent progress and technical trends in deep person
generation, covering three major tasks: talking-head generation (face),
pose-guided person generation (pose) and garment-oriented person generation
(cloth). More than two hundred papers are covered for a thorough overview, and
the milestone works are highlighted to witness the major technical
breakthrough. Based on these fundamental tasks, a number of applications are
investigated, e.g., virtual fitting, digital human, generative data
augmentation. We hope this survey could shed some light on the future prospects
of deep person generation, and provide a helpful foundation for full
applications towards digital human
That's What I Said: Fully-Controllable Talking Face Generation
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
The TRECVID 2007 BBC rushes summarization evaluation pilot
This paper provides an overview of a pilot evaluation of
video summaries using rushes from several BBC dramatic series. It was carried out under the auspices of TRECVID.
Twenty-two research teams submitted video summaries of
up to 4% duration, of 42 individual rushes video files aimed
at compressing out redundant and insignificant material.
The output of two baseline systems built on straightforward
content reduction techniques was contributed by Carnegie
Mellon University as a control. Procedures for developing
ground truth lists of important segments from each video
were developed at Dublin City University and applied to
the BBC video. At NIST each summary was judged by
three humans with respect to how much of the ground truth
was included, how easy the summary was to understand,
and how much repeated material the summary contained.
Additional objective measures included: how long it took
the system to create the summary, how long it took the assessor to judge it against the ground truth, and what the
summary's duration was. Assessor agreement on finding desired segments averaged 78% and results indicate that while it is difficult to exceed the performance of baselines, a few systems did
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