Video-to-video synthesis is a challenging problem aiming at learning a translation function between a sequence of semantic maps and a photo-realistic video depicting the characteristics of a driving video. We propose a head-to-head system of our own implementation capable of fully transferring the human head 3D pose, facial expressions and eye gaze from a source to a target actor, while preserving the identity of the target actor. Our system produces high-fidelity, temporally-smooth and photo-realistic synthetic videos faithfully transferring the human time-varying head attributes from the source to the target actor. Our proposed implementation: 1) works in real time ($\sim 20$ fps), 2) runs on a commodity laptop with a webcam as the only input, 3) is interactive, allowing the participant to drive a target person, e.g. a celebrity, politician, etc, instantly by varying their expressions, head pose, and eye gaze, and visualising the synthesised video concurrently.
SelfieAvatar: Real-time Head Avatar reenactment from a Selfie Video
Department of Control Science and Engineering, University of Shanghai for Science and Technology(上海理工大学控制科学与工程系);School of Psychology and Neuroscience, University of Glasgow(格拉斯哥大学心理学与神经科学学院)
Animating a static face image with target facial expressions and movements is important in the area of image editing and movie production. This face reenactment process is challenging due to the complex geometry and movement of human faces. Previous work usually requires a large set of images from the same person to model the appearance. In this paper, we present a one-shot face reenactment model, FaR-GAN, that takes only one face image of any given source identity and a target expression as input, and then produces a face image of the same source identity but with the target expression. The p…
Tampere University(坦佩雷大学);Aalto University of Technology(阿尔托理工大学)
This paper presents a generic face animator that is able to control the pose and expressions of a given face image. The animation is driven by human interpretable control signals consisting of head pose angles and the Action Unit (AU) values. The control information can be obtained from multiple sources including external driving videos and manual controls. Due to the interpretable nature of the driving signal, one can easily mix the information between multiple sources (e.g. pose from one image and expression from another) and apply selective post-production editing. The proposed face animato…
Kingston University(金斯顿大学);Queen Mary University of London(伦敦玛丽女王大学)
This paper is on face/head reenactment where the goal is to transfer the facial pose (3D head orientation and expression) of a target face to a source face. Previous methods focus on learning embedding networks for identity and pose disentanglement which proves to be a rather hard task, degrading the quality of the generated images. We take a different approach, bypassing the training of such networks, by using (fine-tuned) pre-trained GANs which have been shown capable of producing high-quality facial images. Because GANs are characterized by weak controllability, the core of our approach is …
Navigating Large-Pose Challenge for High-Fidelity Face Reenactment with Video Diffusion Model
National Key Laboratory of Fundamental Science on Synthetic Vision, Sichuan University, Chengdu, 610065, China(合成视觉基础科学国家重点实验室,四川大学,成都,610065,中国);School of Cyber Science and Engineering, Sichuan University, Chengdu, 610065, China(网络科学与工程学院,四川大学,成都,610065,中国);College of Computer Science, Sichuan University, Chengdu, 610065, China(计算机科学学院,四川大学,成都,610065,中国)
Imperial College London(帝国理工学院);University of Exeter(埃克塞特大学)
Over the past years, a substantial amount of work has been done on the problem of facial reenactment, with the solutions coming mainly from the graphics community. Head reenactment is an even more challenging task, which aims at transferring not only the facial expression, but also the entire head pose from a source person to a target. Current approaches either train person-specific systems, or use facial landmarks to model human heads, a representation that might transfer unwanted identity attributes from the source to the target. We propose head2headFS, a novel easily adaptable pipeline for …
Imperial College London(帝国理工学院);Huawei Technologies(华为技术有限公司)
We present Dynamic Neural Portraits, a novel approach to the problem of full-head reenactment. Our method generates photo-realistic video portraits by explicitly controlling head pose, facial expressions and eye gaze. Our proposed architecture is different from existing methods that rely on GAN-based image-to-image translation networks for transforming renderings of 3D faces into photo-realistic images. Instead, we build our system upon a 2D coordinate-based MLP with controllable dynamics. Our intuition to adopt a 2D-based representation, as opposed to recent 3D NeRF-like systems, stems from t…
Technical University of Munich(慕尼黑工业大学);Max Planck Institute for Informatics(马克斯·普朗克信息学研究所);Saarland Informatics Campus(萨尔兰信息学园区)
We present Neural Voice Puppetry, a novel approach for audio-driven facial video synthesis. Given an audio sequence of a source person or digital assistant, we generate a photo-realistic output video of a target person that is in sync with the audio of the source input. This audio-driven facial reenactment is driven by a deep neural network that employs a latent 3D face model space. Through the underlying 3D representation, the model inherently learns temporal stability while we leverage neural rendering to generate photo-realistic output frames. Our approach generalizes across different peopl…
Imperial College London(帝国理工学院);University of Exeter(埃克塞特大学);Foundation for Research and Technology - Hellas (FORTH)(希腊研究与技术基金会)
Facial video re-targeting is a challenging problem aiming to modify the facial attributes of a target subject in a seamless manner by a driving monocular sequence. We leverage the 3D geometry of faces and Generative Adversarial Networks (GANs) to design a novel deep learning architecture for the task of facial and head reenactment. Our method is different to purely 3D model-based approaches, or recent image-based methods that use Deep Convolutional Neural Networks (DCNNs) to generate individual frames. We manage to capture the complex non-rigid facial motion from the driving monocular performa…
We present a novel Animation CelebHeads dataset (AnimeCeleb) to address an animation head reenactment. Different from previous animation head datasets, we utilize 3D animation models as the controllable image samplers, which can provide a large amount of head images with their corresponding detailed pose annotations. To facilitate a data creation process, we build a semi-automatic pipeline leveraging an open 3D computer graphics software with a developed annotation system. After training with the AnimeCeleb, recent head reenactment models produce high-quality animation head reenactment results…
FSRT: Facial Scene Representation Transformer for Face Reenactment from Factorized Appearance, Head-pose, and Facial Expression Features
Autonomous Intelligent Systems - Computer Science Institute VI and Center for Robotics, University of Bonn(波恩大学自主智能系统 - 计算机科学第六研究所与机器人中心);Lamarr Institute for Machine Learning and Artificial Intelligence(拉马尔机器学习和人工智能研究所)
Samsung AI Center(三星人工智能中心);Skolkovo Institute of Science and Technology(斯科尔科沃科学技术研究所)
We propose a neural head reenactment system, which is driven by a latent pose representation and is capable of predicting the foreground segmentation alongside the RGB image. The latent pose representation is learned as a part of the entire reenactment system, and the learning process is based solely on image reconstruction losses. We show that despite its simplicity, with a large and diverse enough training dataset, such learning successfully decomposes pose from identity. The resulting system can then reproduce mimics of the driving person and, furthermore, can perform cross-person reenactme…
FuriosaAI;Seoul National University(首尔国立大学);Neosapience;Ajou University(亚洲大学)
The goal of face reenactment is to transfer a target expression and head pose to a source face while preserving the source identity. With the popularity of face-related applications, there has been much research on this topic. However, the results of existing methods are still limited to low-resolution and lack photorealism. In this work, we present a one-shot and high-resolution face reenactment method called MegaFR. To be precise, we leverage StyleGAN by using 3DMM-based rendering images and overcome the lack of high-quality video datasets by designing a loss function that works without high…
GenHOI: Towards Object-Consistent Hand-Object Interaction with Temporally Balanced and Spatially Selective Object Injection
Department of Computer Vision Technology(VIS), Baidu Inc.(百度公司计算机视觉技术部);Shenzhen Campus of Sun Yat-Sen University(中山大学深圳校区);Northwestern Polytechnical University(西北工业大学)
Technical University of Munich(慕尼黑工业大学);Stanford University(斯坦福大学);Max-Planck-Institute for Informatics(马克斯·普朗克信息学研究所);University of Erlangen-Nuremberg(埃尔朗根-纽伦堡大学)
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 compo…
IIIT, Hyderabad(海得拉巴国际信息技术研究所);University of Bath(巴斯大学)
This work proposes a novel method to generate realistic talking head videos using audio and visual streams. We animate a source image by transferring head motion from a driving video using a dense motion field generated using learnable keypoints. We improve the quality of lip sync using audio as an additional input, helping the network to attend to the mouth region. We use additional priors using face segmentation and face mesh to improve the structure of the reconstructed faces. Finally, we improve the visual quality of the generations by incorporating a carefully designed identity-aware gene…
In recent advances of deep generative models, face reenactment -manipulating and controlling human face, including their head movement-has drawn much attention for its wide range of applicability. Despite its strong expressiveness, it is inevitable that the models fail to reconstruct or accurately generate unseen side of the face of a given single reference image. Most of existing methods alleviate this problem by learning appearances of human faces from large amount of data and generate realistic texture at inference time. Rather than completely relying on what generative models learn, we sho…
Kingston University London(伦敦金斯顿大学);Queen Mary University of London(伦敦玛丽女王大学)
In this paper we address the problem of neural face reenactment, where, given a pair of a source and a target facial image, we need to transfer the target's pose (defined as the head pose and its facial expressions) to the source image, by preserving at the same time the source's identity characteristics (e.g., facial shape, hair style, etc), even in the challenging case where the source and the target faces belong to different identities. In doing so, we address some of the limitations of the state-of-the-art works, namely, a) that they depend on paired training data (i.e., source and target …
Technical University Munich(慕尼黑工业大学);Stanford University(斯坦福大学);University of Erlangen-Nuremberg(埃尔朗根-纽伦堡大学);Max-Planck-Institute for Informatics(马克斯·普朗克信息学研究所)
We propose FaceVR, a novel image-based method that enables video teleconferencing in VR based on self-reenactment. State-of-the-art face tracking methods in the VR context are focused on the animation of rigged 3d avatars. While they achieve good tracking performance the results look cartoonish and not real. In contrast to these model-based approaches, FaceVR enables VR teleconferencing using an image-based technique that results in nearly photo-realistic outputs. The key component of FaceVR is a robust algorithm to perform real-time facial motion capture of an actor who is wearing a head-moun…
ByteDance Inc.(字节跳动公司);University of Wisconsin-Madison(威斯康星大学麦迪逊分校)
Synthesis and reconstruction of 3D human head has gained increasing interests in computer vision and computer graphics recently. Existing state-of-the-art 3D generative adversarial networks (GANs) for 3D human head synthesis are either limited to near-frontal views or hard to preserve 3D consistency in large view angles. We propose PanoHead, the first 3D-aware generative model that enables high-quality view-consistent image synthesis of full heads in $360^\circ$ with diverse appearance and detailed geometry using only in-the-wild unstructured images for training. At its core, we lift up the re…
ByteDance Inc(字节跳动公司);National University of Singapore(新加坡国立大学)
We present OmniAvatar, a novel geometry-guided 3D head synthesis model trained from in-the-wild unstructured images that is capable of synthesizing diverse identity-preserved 3D heads with compelling dynamic details under full disentangled control over camera poses, facial expressions, head shapes, articulated neck and jaw poses. To achieve such high level of disentangled control, we first explicitly define a novel semantic signed distance function (SDF) around a head geometry (FLAME) conditioned on the control parameters. This semantic SDF allows us to build a differentiable volumetric corres…
MPI for Informatics(马克斯·普朗克信息学研究所);Philipps-Universität Marburg(马尔堡菲利普大学);Technicolor(特艺集团)
We propose an image-based, facial reenactment system that replaces the face of an actor in an existing target video with the face of a user from a source video, while preserving the original target performance. Our system is fully automatic and does not require a database of source expressions. Instead, it is able to produce convincing reenactment results from a short source video captured with an off-the-shelf camera, such as a webcam, where the user performs arbitrary facial gestures. Our reenactment pipeline is conceived as part image retrieval and part face transfer: The image retrieval is…
SphereHead: Stable 3D Full-head Synthesis with Spherical Tri-plane Representation
School of Science and Engineering, The Chinese University of Hong Kong, Shenzhen(香港中文大学(深圳)理工学院);University of Wisconsin-Madison(威斯康星大学麦迪逊分校);The Future Network of Intelligence Institute, CUHK-Shenzhen(香港中文大学(深圳)未来智能网络研究院)
Samsung AI Center – Moscow(三星人工智能中心(莫斯科));Skolkovo Institute of Science and Technology(斯科尔科沃科学技术研究院);Yandex Armenia(亚美尼亚扬德克斯公司)
We present a system for realistic one-shot mesh-based human head avatars creation, ROME for short. Using a single photograph, our model estimates a person-specific head mesh and the associated neural texture, which encodes both local photometric and geometric details. The resulting avatars are rigged and can be rendered using a neural network, which is trained alongside the mesh and texture estimators on a dataset of in-the-wild videos. In the experiments, we observe that our system performs competitively both in terms of head geometry recovery and the quality of renders, especially for the cr…
IIIT-Hyderabad(印度海得拉巴国际信息技术学院);University of Bath(巴斯大学)
We leverage the modern advancements in talking head generation to propose an end-to-end system for talking head video compression. Our algorithm transmits pivot frames intermittently while the rest of the talking head video is generated by animating them. We use a state-of-the-art face reenactment network to detect key points in the non-pivot frames and transmit them to the receiver. A dense flow is then calculated to warp a pivot frame to reconstruct the non-pivot ones. Transmitting key points instead of full frames leads to significant compression. We propose a novel algorithm to adaptively …