Over the past few years, the automatic generation of facial animation for virtual characters has garnered interest among the animation research and industry communities. Recent research contributions leverage machine-learning approaches to enable impressive capabilities at generating plausible facial animation from audio and/or video signals. However, these approaches do not address the problem of animation edition, meaning the need for correcting an unsatisfactory baseline animation or modifying the animation content itself. In facial animation pipelines, the process of editing an existing animation is just as important and time-consuming as producing a baseline. In this work, we propose a new learning-based approach to easily edit a facial animation from a set of intuitive control parameters. To cope with high-frequency components in facial movements and preserve a temporal coherency in the animation, we use a resolution-preserving fully convolutional neural network that maps control parameters to blendshapes coefficients sequences. We stack an additional resolution-preserving animation autoencoder after the regressor to ensure that the system outputs natural-looking animation. The proposed system is robust and can handle coarse, exaggerated edits from non-specialist users. It also retains the high-frequency motion of the facial animation.
With the increasing demand for real-time animated 3D content in the entertainment industry and beyond, performance-based animation has garnered interest among both academic and industrial communities. While recent solutions for motion-capture animation have achieved impressive results, handmade post-processing is often needed, as the generated animations often contain artifacts. Existing real-time motion capture solutions have opted for standard signal processing methods to strengthen temporal coherence of the resulting animations and remove inaccuracies. While these methods produce smooth res…
Inspired by kernel methods that have been used extensively in achieving efficient facial animation retargeting, this paper presents a solution to retargeting facial animation in virtual character's face model based on the kernel projection of latent structure (KPLS) regression between semantically similar facial expressions. Specifically, a given number of corresponding semantically similar facial expressions are projected into the latent space. By using the Nonlinear Iterative Partial Least Square method, decomposition of the latent variables is achieved. Finally, the KPLS is achieved by solv…
University of Chinese Academy of Sciences(中国科学院大学)
Nearly all existing Facial Action Coding System-based datasets that include facial action unit (AU) intensity information annotate the intensity values hierarchically using A--E levels. However, facial expressions change continuously and shift smoothly from one state to another. Therefore, it is more effective to regress the intensity value of local facial AUs to represent whole facial expression changes, particularly in the fields of expression transfer and facial animation. We introduce an extension of FEAFA in combination with the relabeled DISFA database, which is available at https://www.…
For the last decades, the concern of producing convincing facial animation has garnered great interest, that has only been accelerating with the recent explosion of 3D content in both entertainment and professional activities. The use of motion capture and retargeting has arguably become the dominant solution to address this demand. Yet, despite high level of quality and automation performance-based animation pipelines still require manual cleaning and editing to refine raw results, which is a time- and skill-demanding process. In this paper, we look to leverage machine learning to make facial…
3DiFACE: Diffusion-based Speech-driven 3D Facial Animation and Editing
Max Planck Institute for Intelligent Systems(马克斯·普朗克智能系统研究所);Microsoft Mixed Reality & AI Lab(微软混合现实与人工智能实验室);Technical University of Darmstadt(达姆施塔特工业大学)
Nanchang Hangkong University(南昌航空大学);Dalian University of Technology(大连理工大学);Cardiff University(卡迪夫大学)
Most of the existing audio-driven 3D facial animation methods suffered from the lack of detailed facial expression and head pose, resulting in unsatisfactory experience of human-robot interaction. In this paper, a novel pose-controllable 3D facial animation synthesis method is proposed by utilizing hierarchical audio-vertex attention. To synthesize real and detailed expression, a hierarchical decomposition strategy is proposed to encode the audio signal into both a global latent feature and a local vertex-wise control feature. Then the local and global audio features combined with vertex spati…
University of Chinese Academy of Sciences(中国科学院大学);Capital Normal University(首都师范大学)
Facial expression analysis based on machine learning requires large number of well-annotated data to reflect different changes in facial motion. Publicly available datasets truly help to accelerate research in this area by providing a benchmark resource, but all of these datasets, to the best of our knowledge, are limited to rough annotations for action units, including only their absence, presence, or a five-level intensity according to the Facial Action Coding System. To meet the need for videos labeled in great detail, we present a well-annotated dataset named FEAFA for Facial Expression An…
Realistic speech-driven 3D facial animation is a challenging problem due to the complex relationship between speech and face. In this paper, we propose a deep architecture, called Geometry-guided Dense Perspective Network (GDPnet), to achieve speaker-independent realistic 3D facial animation. The encoder is designed with dense connections to strengthen feature propagation and encourage the re-use of audio features, and the decoder is integrated with an attention mechanism to adaptively recalibrate point-wise feature responses by explicitly modeling interdependencies between different neuron un…
Morphable models are essential for the statistical modeling of 3D faces. Previous works on morphable models mostly focus on large-scale facial geometry but ignore facial details. This paper augments morphable models in representing facial details by learning a Structure-aware Editable Morphable Model (SEMM). SEMM introduces a detail structure representation based on the distance field of wrinkle lines, jointly modeled with detail displacements to establish better correspondences and enable intuitive manipulation of wrinkle structure. Besides, SEMM introduces two transformation modules to trans…
LSF-Animation: Label-Free Speech-Driven Facial Animation via Implicit Feature Representation
University of Chinese Academy of Sciences(中国科学院大学);Zhongguancun Academy(中关村学院);National University of Singapore(新加坡国立大学);Chongqing University(重庆大学);University of Science and Technology of China(中国科学技术大学)
The University of Hong Kong(香港大学);The Hong Kong University of Science and Technology(香港科技大学);Adobe Research(Adobe研究院);Texas A&M University(德克萨斯A&M大学)
Speech-driven 3D facial animation with accurate lip synchronization has been widely studied. However, synthesizing realistic motions for the entire face during speech has rarely been explored. In this work, we present a joint audio-text model to capture the contextual information for expressive speech-driven 3D facial animation. The existing datasets are collected to cover as many different phonemes as possible instead of sentences, thus limiting the capability of the audio-based model to learn more diverse contexts. To address this, we propose to leverage the contextual text embeddings extrac…
Enhancing Speech-Driven 3D Facial Animation with Audio-Visual Guidance from Lip Reading Expert
Grad. School of Artificial Intelligence(人工智能研究生院);POSTECH(浦项科技大学);ENSC, Bordeaux INP, France(法国波尔多国立高等工程学院);KRAFTON, Korea(韩国KRAFTON公司);Inst. for Convergence Research and Education in Advanced Technology, Yonsei University, Korea(延世大学先进技术融合研究与教育学院)
3DiFACE: Synthesizing and Editing Holistic 3D Facial Animation
Max Planck Institute for Intelligent Systems(马克斯·普朗克智能系统研究所);Max Planck ETH Center for Intelligent Systems(马克斯·普朗克-苏黎世联邦理工学院智能系统中心);Technical University of Darmstadt(德累斯顿技术大学);ETH Zürich(苏黎世联邦理工学院);Microsoft Mixed Reality & AI Lab, UK(英国微软混合现实与人工智能实验室)
本文提出 3DiFACE,利用全卷积扩散、说话风格个性化与稀疏引导运动扩散,从单一音频生成并可关键帧编辑多样且真实的整体 3D 面部动画。
Design tools in the 3D industry, while powerful, are still tedious and labor-intensive when it comes to bringing a creative idea for a visual effect to life. In this position paper, we discussed how an infamous generative synthetic media, deepfakes, could be of use and embedded into common sophisticated 3D workflows to reduce user workloads in areas such as 3D model editing, material design, and character animation. As a case discussion, we also prototyped a tool to address the retargeting problem in character animation. Although deepfakes themselves have received a negative public image, the …
The importance of modeling speech articulation for high-quality audiovisual (AV) speech synthesis is widely acknowledged. Nevertheless, while state-of-the-art, data-driven approaches to facial animation can make use of sophisticated motion capture techniques, the animation of the intraoral articulators (viz. the tongue, jaw, and velum) typically makes use of simple rules or viseme morphing, in stark contrast to the otherwise high quality of facial modeling. Using appropriate speech production data could significantly improve the quality of articulatory animation for AV synthesis.
The Blavatnik School of Computer Science, Tel Aviv University(特拉维夫大学布拉瓦特尼克计算机科学学院)
The ability of Generative Adversarial Networks to encode rich semantics within their latent space has been widely adopted for facial image editing. However, replicating their success with videos has proven challenging. Sets of high-quality facial videos are lacking, and working with videos introduces a fundamental barrier to overcome - temporal coherency. We propose that this barrier is largely artificial. The source video is already temporally coherent, and deviations from this state arise in part due to careless treatment of individual components in the editing pipeline. We leverage the natu…
The University of Hong Kong(香港大学);Adobe Research(奥多比研究院);Texas A&M University(得克萨斯农工大学);The Hong Kong University of Science and Technology(香港科技大学)
Speech-driven 3D facial animation is challenging due to the complex geometry of human faces and the limited availability of 3D audio-visual data. Prior works typically focus on learning phoneme-level features of short audio windows with limited context, occasionally resulting in inaccurate lip movements. To tackle this limitation, we propose a Transformer-based autoregressive model, FaceFormer, which encodes the long-term audio context and autoregressively predicts a sequence of animated 3D face meshes. To cope with the data scarcity issue, we integrate the self-supervised pre-trained speech r…
We present a novel audio-driven facial animation approach that can generate realistic lip-synchronized 3D facial animations from the input audio. Our approach learns viseme dynamics from speech videos, produces animator-friendly viseme curves, and supports multilingual speech inputs. The core of our approach is a novel parametric viseme fitting algorithm that utilizes phoneme priors to extract viseme parameters from speech videos. With the guidance of phonemes, the extracted viseme curves can better correlate with phonemes, thus more controllable and friendly to animators. To support multiling…
DynamicAvatars: Accurate Dynamic Facial Avatars Reconstruction and Precise Editing with Diffusion Models
School of Software Engineering, Xi’an Jiaotong University(西安交通大学软件学院);National Engineering Research Center for Visual Information and Applications, Xi’an Jiaotong University(西安交通大学视觉信息与应用国家工程研究中心);Institute of Artificial Intelligence and Robotics, Xi’an Jiaotong University(西安交通大学人工智能与机器人研究所);National Key Laboratory of Human-Machine Hybrid Augmented Intelligence, Xi’an Jiaotong University(人机混合增强智能全国重点实验室)
University of Massachusetts Amherst(马萨诸塞大学阿默斯特分校);Huya Inc(虎牙公司);Adobe Research(奥多比研究院)
We present a method that generates expressive talking heads from a single facial image with audio as the only input. In contrast to previous approaches that attempt to learn direct mappings from audio to raw pixels or points for creating talking faces, our method first disentangles the content and speaker information in the input audio signal. The audio content robustly controls the motion of lips and nearby facial regions, while the speaker information determines the specifics of facial expressions and the rest of the talking head dynamics. Another key component of our method is the predictio…
North China Electric Power University(华北电力大学);Liaoning Shihua University(辽宁石油化工大学);New Jersey Institute of Technology(新泽西理工学院);Shandong University of Science and Technology(山东科技大学)
Facial attribute editing has mainly two objectives: 1) translating image from a source domain to a target one, and 2) only changing the facial regions related to a target attribute and preserving the attribute-excluding details. In this work, we propose a Multi-attention U-Net-based Generative Adversarial Network (MU-GAN). First, we replace a classic convolutional encoder-decoder with a symmetric U-Net-like structure in a generator, and then apply an additive attention mechanism to build attention-based U-Net connections for adaptively transferring encoder representations to complement a decod…