55,088 research outputs found
Text-based Editing of Talking-head Video
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
RenderMe-360: A Large Digital Asset Library and Benchmarks Towards High-fidelity Head Avatars
Synthesizing high-fidelity head avatars is a central problem for computer
vision and graphics. While head avatar synthesis algorithms have advanced
rapidly, the best ones still face great obstacles in real-world scenarios. One
of the vital causes is inadequate datasets -- 1) current public datasets can
only support researchers to explore high-fidelity head avatars in one or two
task directions; 2) these datasets usually contain digital head assets with
limited data volume, and narrow distribution over different attributes. In this
paper, we present RenderMe-360, a comprehensive 4D human head dataset to drive
advance in head avatar research. It contains massive data assets, with 243+
million complete head frames, and over 800k video sequences from 500 different
identities captured by synchronized multi-view cameras at 30 FPS. It is a
large-scale digital library for head avatars with three key attributes: 1) High
Fidelity: all subjects are captured by 60 synchronized, high-resolution 2K
cameras in 360 degrees. 2) High Diversity: The collected subjects vary from
different ages, eras, ethnicities, and cultures, providing abundant materials
with distinctive styles in appearance and geometry. Moreover, each subject is
asked to perform various motions, such as expressions and head rotations, which
further extend the richness of assets. 3) Rich Annotations: we provide
annotations with different granularities: cameras' parameters, matting, scan,
2D/3D facial landmarks, FLAME fitting, and text description.
Based on the dataset, we build a comprehensive benchmark for head avatar
research, with 16 state-of-the-art methods performed on five main tasks: novel
view synthesis, novel expression synthesis, hair rendering, hair editing, and
talking head generation. Our experiments uncover the strengths and weaknesses
of current methods. RenderMe-360 opens the door for future exploration in head
avatars.Comment: Technical Report; Project Page: 36; Github Link:
https://github.com/RenderMe-360/RenderMe-36
iPod therefore I am: Using PC Videos to Aid the Teaching of the History of Political Philosophy
This article outlines our experiences at the University of Huddersfield of
(a) producing and using mini-lectures on the history of political philosophy
that were available to students as MP4 and progressive download PC video
files (and MP3 audio files), and (b) the student feedback on these files
which will help future development. This article largely avoids pedagogical
issues regarding the use of technology in teaching and focuses more on
student feedback and use of these technologies, along with practical issues
regarding the production and hosting of these teaching tools
You said that?
We present a method for generating a video of a talking face. The method
takes as inputs: (i) still images of the target face, and (ii) an audio speech
segment; and outputs a video of the target face lip synched with the audio. The
method runs in real time and is applicable to faces and audio not seen at
training time.
To achieve this we propose an encoder-decoder CNN model that uses a joint
embedding of the face and audio to generate synthesised talking face video
frames. The model is trained on tens of hours of unlabelled videos.
We also show results of re-dubbing videos using speech from a different
person.Comment: https://youtu.be/LeufDSb15Kc British Machine Vision Conference
(BMVC), 201
Creating shareable representations of practice
This paper reports work on the use of asynchronous multimedia conferencing (AMC) to support collaborative continuing professional development. In particular it explores how we may use multimedia communications technologies to enable key elements of realâworld working knowledge, that are tacit and embedded in working practices, to be rendered into shareable forms for professional learning. We believe multimedia communications technology can offer innovative ways of capturing rich examples of working practices and tacit knowledge, and for sharing and subjecting these artefacts to scrutiny, debate and refinement within a community of learners. More explicitly, we see participants in a geographically distributed community of practice being able to create, annotate, discuss and reflect upon videoclips of their working practices within the multimedia conferencing environment. This paper summarizes some studies that cast light on how representations of practice may be captured for use in an AMC environment
Captioning Multiple Speakers using Speech Recognition to Assist Disabled People
Meetings and seminars involving many people speaking can be some of the hardest situations for deaf people to be able to follow what is being said and also for people with physical, visual or cognitive disabilities to take notes or remember key points. People may also be absent during important interactions or they may arrive late or leave early. Real time captioning using phonetic keyboards can provide an accurate live as well as archived transcription of what has been said but is often not available because of the cost and shortage of highly skilled and trained stenographers. This paper describes the development of applications that use speech recognition to provide automatic real time text transcriptions in situations when there can be many people speaking. 1 Introductio
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