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arXiv 2602.09736cs.CV

迈向3D说话人脸生成中的细粒度面部控制

Toward Fine-Grained Facial Control in 3D Talking Head Generation

School of Cyber Science and Engineering, Southeast University(东南大学计算机科学与工程学院);Lee Kong Chian School of Medicine, Nanyang Technological University(南洋理工大学李科金医学院);School of Remote Sensing and Information Engineering, Wuhan University(武汉大学遥感与信息工程学院);Purple Mountain Laboratories, Nanjing(南京紫金山实验室);Engineering Research Center of Blockchain Application, Supervision And Management (Southeast University), Ministry of Education(教育部区块链应用、监督与管理工程研究中心(东南大学));Department of Computer and Information Science, University of Macau(澳门大学计算机与信息科学系);Department of Computer Science and Engineering, The Hong Kong University of Science and Technology(香港科技大学计算机科学与工程系)

Shaoyang Xie, Xiaofeng Cong, Baosheng Yu, Zhipeng Gui, Jie Gui, Yuan Yan Tang, James Tin-Yau Kwok

AI总结:

本文提出FG-3DGS框架,通过频率感知解耦策略实现细粒度面部控制,提升3D说话人脸生成的精度和唇同步效果。

摘要:

音频驱动的说话人脸生成是数字虚拟形象的核心组成部分,3D高斯点散布在实时渲染高质量说话人脸方面表现出强大的性能。然而,实现对细粒度面部运动的精确控制仍是一个重大挑战,特别是由于唇同步不准确和面部抖动,这两种现象都可能促成怪异谷效应。为了解决这些挑战,我们提出了细粒度3D高斯点散布(FG-3DGS),一种新的框架,能够实现时间一致且高质量的说话人脸生成。我们的方法引入了一种频率感知的解耦策略,以根据其运动特征显式建模面部区域。低频区域,如脸颊、鼻子和额头,使用标准MLP联合建模,而高频区域,包括眼睛和嘴巴,则使用专用网络进行捕捉,该网络由面部区域掩码引导。预测的运动动态,表示为高斯delta,应用于静态高斯以生成最终的人脸帧,这些帧通过使用帧特定的摄像机参数的光栅化器进行渲染。此外,一种高频细化的后渲染对齐机制,通过预训练模型从大规模音频视频对中学习,被纳入其中,以增强每帧生成并实现更准确的唇同步。在广泛使用的说话人脸生成数据集上进行的大量实验表明,我们的方法在生成高质量、唇同步的说话人脸视频方面优于最近的最先进方法。

英文摘要:

Audio-driven talking head generation is a core component of digital avatars, and 3D Gaussian Splatting has shown strong performance in real-time rendering of high-fidelity talking heads. However, achieving precise control over fine-grained facial movements remains a significant challenge, particularly due to lip-synchronization inaccuracies and facial jitter, both of which can contribute to the uncanny valley effect. To address these challenges, we propose Fine-Grained 3D Gaussian Splatting (FG-3DGS), a novel framework that enables temporally consistent and high-fidelity talking head generation. Our method introduces a frequency-aware disentanglement strategy to explicitly model facial regions based on their motion characteristics. Low-frequency regions, such as the cheeks, nose, and forehead, are jointly modeled using a standard MLP, while high-frequency regions, including the eyes and mouth, are captured separately using a dedicated network guided by facial area masks. The predicted motion dynamics, represented as Gaussian deltas, are applied to the static Gaussians to generate the final head frames, which are rendered via a rasterizer using frame-specific camera parameters. Additionally, a high-frequency-refined post-rendering alignment mechanism, learned from large-scale audio-video pairs by a pretrained model, is incorporated to enhance per-frame generation and achieve more accurate lip synchronization. Extensive experiments on widely used datasets for talking head generation demonstrate that our method outperforms recent state-of-the-art approaches in producing high-fidelity, lip-synced talking head videos.

机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。

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