2 research outputs found
A Large-Scale 3D Face Mesh Video Dataset via Neural Re-parameterized Optimization
We propose NeuFace, a 3D face mesh pseudo annotation method on videos via
neural re-parameterized optimization. Despite the huge progress in 3D face
reconstruction methods, generating reliable 3D face labels for in-the-wild
dynamic videos remains challenging. Using NeuFace optimization, we annotate the
per-view/-frame accurate and consistent face meshes on large-scale face videos,
called the NeuFace-dataset. We investigate how neural re-parameterization helps
to reconstruct image-aligned facial details on 3D meshes via gradient analysis.
By exploiting the naturalness and diversity of 3D faces in our dataset, we
demonstrate the usefulness of our dataset for 3D face-related tasks: improving
the reconstruction accuracy of an existing 3D face reconstruction model and
learning 3D facial motion prior. Code and datasets will be available at
https://neuface-dataset.github.io.Comment: 9 pages, 7 figures, and 3 tables for the main paper. 8 pages, 6
figures and 3 tables for the appendi
LaughTalk: Expressive 3D Talking Head Generation with Laughter
Laughter is a unique expression, essential to affirmative social interactions
of humans. Although current 3D talking head generation methods produce
convincing verbal articulations, they often fail to capture the vitality and
subtleties of laughter and smiles despite their importance in social context.
In this paper, we introduce a novel task to generate 3D talking heads capable
of both articulate speech and authentic laughter. Our newly curated dataset
comprises 2D laughing videos paired with pseudo-annotated and human-validated
3D FLAME parameters and vertices. Given our proposed dataset, we present a
strong baseline with a two-stage training scheme: the model first learns to
talk and then acquires the ability to express laughter. Extensive experiments
demonstrate that our method performs favorably compared to existing approaches
in both talking head generation and expressing laughter signals. We further
explore potential applications on top of our proposed method for rigging
realistic avatars.Comment: Accepted to WACV202