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2,480篇论文匹配“Speech”
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Xian Liu, Yinghao Xu, Qianyi Wu, Hang Zhou, Wayne Wu, Bolei Zhou

Animating high-fidelity video portrait with speech audio is crucial for virtual reality and digital entertainment. While most previous studies rely on accurate explicit structural information, recent works explore the implicit scene representation of Neural Radiance Fields (NeRF) for realistic generation. In order to capture the inconsistent motions as well as the semantic difference between human head and torso, some work models them via two individual sets of NeRF, leading to unnatural results. In this work, we propose Semantic-aware Speaking Portrait NeRF (SSP-NeRF), which creates delicate audio-driven portraits using one unified set of NeRF. The proposed model can handle the detailed local facial semantics and the global head-torso relationship through two semantic-aware modules. Specifically, we first propose a Semantic-Aware Dynamic Ray Sampling module with an additional parsing branch that facilitates audio-driven volume rendering. Moreover, to enable portrait rendering in one unified neural radiance field, a Torso Deformation module is designed to stabilize the large-scale non-rigid torso motions. Extensive evaluations demonstrate that our proposed approach renders realistic video portraits. Demo video and more resources can be found in https://alvinliu0.github.io/projects/SSP-NeRF

Minsu Kim, Hyunjun Kim, Yong Man Ro

Lip reading aims to predict speech based on lip movements alone. As it focuses on visual information to model the speech, its performance is inherently sensitive to personal lip appearances and movements. This makes the lip reading models show degraded performance when they are applied to unseen speakers due to the mismatch between training and testing conditions. Speaker adaptation technique aims to reduce this mismatch between train and test speakers, thus guiding a trained model to focus on modeling the speech content without being intervened by the speaker variations. In contrast to the efforts made in audio-based speech recognition for decades, the speaker adaptation methods have not well been studied in lip reading. In this paper, to remedy the performance degradation of lip reading model on unseen speakers, we propose a speaker-adaptive lip reading method, namely user-dependent padding. The user-dependent padding is a speaker-specific input that can participate in the visual feature extraction stage of a pre-trained lip reading model. Therefore, the lip appearances and movements information of different speakers can be considered during the visual feature encoding, adaptively for individual speakers. Moreover, the proposed method does not need 1) any additional layers, 2) to modify the learned weights of the pre-trained model, and 3) the speaker label of train data used during pre-train. It can directly adapt to unseen speakers by learning the user-dependent padding only, in a supervised or unsupervised manner. Finally, to alleviate the speaker information insufficiency in public lip reading databases, we label the speaker of a well-known audio-visual database, LRW, and design an unseen-speaker lip reading scenario named LRW-ID. The effectiveness of the proposed method is verified on sentence- and word-level lip reading, and we show it can further improve the performance of a well-trained model with large speaker variations.

Joanna Hong, Minsu Kim, Yong Man Ro

The goal of this work is to reconstruct speech from a silent talking face video. Recent studies have shown impressive performance on synthesizing speech from silent talking face videos. However, they have not explicitly considered on varying identity characteristics of different speakers, which place a challenge in the video-to-speech synthesis, and this becomes more critical in unseen-speaker settings. Our approach is to separate the speech content and the visage-style from a given silent talking face video. By guiding the model to independently focus on modeling the two representations, we can obtain the speech of high intelligibility from the model even when the input video of an unseen subject is given. To this end, we introduce speech-visage selection that separates the speech content and the speaker identity from the visual features of the input video. The disentangled representations are jointly incorporated to synthesize speech through visage-style based synthesizer which generates speech by coating the visage-styles while maintaining the speech content. Thus, the proposed framework brings the advantage of synthesizing the speech containing the right content even with the silent talking face video of an unseen subject. We validate the effectiveness of the proposed framework on the GRID, TCD-TIMIT volunteer, and LRW datasets.

Medhini Narasimhan, Arsha Nagrani, Chen Sun, Michael Rubinstein, Trevor Darrell, Anna Rohrbach, Cordelia Schmid

YouTube users looking for instructions for a specific task may spend a long time browsing content trying to find the right video that matches their needs. Creating a visual summary (abridged version of a video) provides viewers with a quick overview and massively reduces search time. In this work, we focus on summarizing instructional videos, an under-explored area of video summarization. In comparison to generic videos, instructional videos can be parsed into semantically meaningful segments that correspond to important steps of the demonstrated task. Existing video summarization datasets rely on manual frame-level annotations, making them subjective and limited in size. To overcome this, we first automatically generate pseudo summaries for a corpus of instructional videos by exploiting two key assumptions: (i) relevant steps are likely to appear in multiple videos of the same task (Task Relevance), and (ii) they are more likely to be described by the demonstrator verbally (Cross-Modal Saliency). We propose an instructional video summarization network that combines a context-aware temporal video encoder and a segment scoring transformer. Using pseudo summaries as weak supervision, our network constructs a visual summary for an instructional video given only video and transcribed speech. To evaluate our model, we collect a high-quality test set, WikiHow Summaries, by scraping WikiHow articles that contain video demonstrations and visual depictions of steps allowing us to obtain the ground-truth summaries. We outperform several baselines and a state-of-the-art video summarization model on this new benchmark.

Taeho Kim, Yongin Kwon, Jemin Lee, Taeho Kim, Sangtae Ha

Mobile devices run deep learning models for various purposes, such as image classification and speech recognition. Due to the resource constraints of mobile devices, researchers have focused on either making a lightweight deep neural network (DNN) model using model pruning or generating an efficient code using compiler optimization. We found that the straightforward integration between model compression and compiler auto-tuning often does not produce the most efficient model for a target device. We propose CPrune, a compiler-informed model pruning for efficient target-aware DNN execution to support an application with a required target accuracy. CPrune makes a lightweight DNN model through informed pruning based on the structural information of programs built during the compiler tuning process. Our experimental results show that CPrune increases the DNN execution speed up to 2.73x compared to the state-of-the-art TVM auto-tune while satisfying the accuracy requirement.

Athanasios Papaioannou, Baris Gecer, Shiyang Cheng, Grigorios G. Chrysos, Jiankang Deng, Eftychia Fotiadou, Christos Kampouris, Dimitrios Kollias, Stylianos Moschoglou, Kritaphat Songsri-In 等

Recently, Deep Neural Networks (DNNs) have been shown to outperform traditional methods in many disciplines such as computer vision, speech recognition and natural language processing. A prerequisite for the successful application of DNNs is the big number of data. Even though various facial datasets exist for the case of 2D images, there is a remarkable absence of datasets when we have to deal with 3D faces. The available facial datasets are limited either in terms of expressions or in the number of subjects. This lack of large datasets hinders the exploitation of the great advances that DNNs can provide. In this paper, we overcome these limitations by introducing MimicMe, a novel large-scale database of dynamic high-resolution 3D faces. MimicMe contains recordings of 4,700 subjects with a great diversity on age, gender and ethnicity. The recordings are in the form of 4D videos of subjects displaying a multitude of facial behaviours, resulting to over 280,000 3D meshes in total. We have also manually annotated a big portion of these meshes with 3D facial landmarks and they have been categorized in the corresponding expressions. We have also built very powerful blendshapes for parametrising facial behaviour. MimicMe will be made publicly available upon publication and we envision that it will be extremely valuable to researchers working in many problems of face modelling and analysis, including 3D/4D face and facial expression recognition. We conduct several experiments and demonstrate the usefulness of the database for various applications.

Shenhan Qian, Zhi Tu, Yihao Zhi, Wen Liu, Shenghua Gao

Co-speech gesture generation is to synthesize a gesture sequence that not only looks real but also matches with the input speech audio. Our method generates the movements of a complete upper body, including arms, hands, and the head. Although recent data-driven methods achieve great success, challenges still exist, such as limited variety, poor fidelity, and lack of objective metrics. Motivated by the fact that the speech cannot fully determine the gesture, we design a method that learns a set of gesture template vectors to model the latent conditions, which relieve the ambiguity. For our method, the template vector determines the general appearance of a generated gesture sequence, while the speech audio drives subtle movements of the body, both indispensable for synthesizing a realistic gesture sequence. Due to the intractability of an objective metric for gesture-speech synchronization, we adopt the lip-sync error as a proxy metric to tune and evaluate the synchronization ability of our model. Extensive experiments show the superiority of our method in both objective and subjective evaluations on fidelity and synchronization.

Yipin Zhou, Ser-Nam Lim

Deepfakes ("deep learning" + "fake") are synthetically-generated videos from AI algorithms. While they could be entertaining, they could also be misused for falsifying speeches and spreading misinformation. The process to create deepfakes involves both visual and auditory manipulations. Exploration on detecting visual deepfakes has produced a number of detection methods as well as datasets, while audio deepfakes (e.g. synthetic speech from text-to-speech or voice conversion systems) and the relationship between the visual and auditory modalities have been relatively neglected. In this work, we propose a novel visual / auditory deepfake joint detection task and show that exploiting the intrinsic synchronization between the visual and auditory modalities could benefit deepfake detection. Experiments demonstrate that the proposed joint detection framework outperforms independently trained models, and at the same time, yields superior generalization capability on unseen types of deepfakes.

Juan Léon Alcázar, Fabian Caba, Ali K. Thabet, Bernard Ghanem

Active speaker detection requires a solid integration of multi-modal cues. While individual modalities can approximate a solution, accurate predictions can only be achieved by explicitly fusing the audio and visual features and modeling their temporal progression. Despite its inherent muti-modal nature, current methods still focus on modeling and fusing short-term audiovisual features for individual speakers, often at frame level. In this paper we present a novel approach to active speaker detection that directly addresses the multi-modal nature of the problem, and provides a straightforward strategy where independent visual features from potential speakers in the scene are assigned to a previously detected speech event. Our experiments show that, an small graph data structure built from local information, allows to approximate an instantaneous audio-visual assignment problem. Moreover, the temporal extension of this initial graph achieves a new state-of-the-art performance on the AVA-ActiveSpeaker dataset with a mAP of 88.8%.

Chenxu Zhang, Yifan Zhao, Yifei Huang, Ming Zeng, Saifeng Ni, Madhukar Budagavi, Xiaohu Guo

In this paper, we propose a talking face generation method that takes an audio signal as input and a short target video clip as reference, and synthesizes a photo-realistic video of the target face with natural lip motions, head poses, and eye blinks that are in-sync with the input audio signal. We note that the synthetic face attributes include not only explicit ones such as lip motions that have high correlations with speech, but also implicit ones such as head poses and eye blinks that have only weak correlation with the input audio. To model such complicated relationships among different face attributes with input audio, we propose a FACe Implicit Attribute Learning Generative Adversarial Network (FACIAL-GAN), which integrates the phonetics-aware, context-aware, and identity-aware information to synthesize the 3D face animation with realistic motions of lips, head poses, and eye blinks. Then, our Rendering-to-Video network takes the rendered face images and the attention map of eye blinks as input to generate the photo-realistic output video frames. Experimental results and user studies show our method can generate realistic talking face videos with not only synchronized lip motions, but also natural head movements and eye blinks, with better qualities than the results of state-of-the-art methods.

Minsu Kim, Joanna Hong, Se Jin Park, Yong Man Ro

In this paper, we introduce a novel audio-visual multi-modal bridging framework that can utilize both audio and visual information, even with uni-modal inputs. We exploit a memory network that stores source (i.e., visual) and target (i.e., audio) modal representations, where source modal representation is what we are given, and target modal representations are what we want to obtain from the memory network. We then construct an associative bridge between source and target memories that considers the interrelationship between the two memories. By learning the interrelationship through the associative bridge, the proposed bridging framework is able to obtain the target modal representations inside the memory network, even with the source modal input only, and it provides rich information for its downstream tasks. We apply the proposed framework to two tasks: lip reading and speech reconstruction from silent video. Through the proposed associative bridge and modality-specific memories, each task knowledge is enriched with the recalled audio context, achieving state-of-the-art performance. We also verify that the associative bridge properly relates the source and target memories.

Jing Li, Di Kang, Wenjie Pei, Xuefei Zhe, Ying Zhang, Zhenyu He, Linchao Bao

Generating conversational gestures from speech audio is challenging due to the inherent one-to-many mapping between audio and body motions. Conventional CNNs/RNNs assume one-to-one mapping, and thus tend to predict the average of all possible target motions, resulting in plain/boring motions during inference. In order to overcome this problem, we propose a novel conditional variational autoencoder (VAE) that explicitly models one-to-many audio-to-motion mapping by splitting the cross-modal latent code into shared code and motion-specific code. The shared code mainly models the strong correlation between audio and motion (such as the synchronized audio and motion beats), while the motion-specific code captures diverse motion information independent of the audio. However, splitting the latent code into two parts poses training difficulties for the VAE model. A mapping network facilitating random sampling along with other techniques including relaxed motion loss, bicycle constraint, and diversity loss are designed to better train the VAE. Experiments on both 3D and 2D motion datasets verify that our method generates more realistic and diverse motions than state-of-the-art methods, quantitatively and qualitatively. Finally, we demonstrate that our method can be readily used to generate motion sequences with user-specified motion clips on the timeline. Code and more results are at https://jingli513.github.io/audio2gestures.

Alexander Richard, Michael Zollhöfer, Yandong Wen, Fernando de la Torre, Yaser Sheikh

This paper presents a generic method for generating full facial 3D animation from speech. Existing approaches to audio-driven facial animation exhibit uncanny or static upper face animation, fail to produce accurate and plausible co-articulation or rely on person-specific models that limit their scalability. To improve upon existing models, we propose a generic audio-driven facial animation approach that achieves highly realistic motion synthesis results for the entire face. At the core of our approach is a categorical latent space for facial animation that disentangles audio-correlated and audio-uncorrelated information based on a novel cross-modality loss. Our approach ensures highly accurate lip motion, while also synthesizing plausible animation of the parts of the face that are uncorrelated to the audio signal, such as eye blinks and eye brow motion. We demonstrate that our approach outperforms several baselines and obtains state-of-the-art quality both qualitatively and quantitatively. A perceptual user study demonstrates that our approach is deemed more realistic than the current state-of-the-art in over 75% of cases. We recommend watching the supplemental video before reading the paper: https://github.com/facebookresearch/meshtalk

Dipanjan Das, Sandika Biswas, Sanjana Sinha, Brojeshwar Bhowmick

Speech-driven facial animation methods should produce accurate and realistic lip motions with natural expressions and realistic texture portraying target-specific facial characteristics. Moreover, the methods should also be adaptable to any unknown faces and speech quickly during inference. Current state-of-the-art methods fail to generate realistic animation from any speech on unknown faces due to their poor gen-eralization over different facial characteristics, languages, and accents. Some of these failures can be attributed to the end-to-end learning of the complex relationship between the multiple modalities of speech and the video. In this paper, we propose a novel strategy where we partition the problem and learn the motion and texture separately. Firstly, we train a GAN network to learn the lip motion in a canonical landmark using DeepSpeech features and induce eye-blinks before transferring the motion to the person-specific face. Next, we use another GAN based texture generator network to generate high fidelity face corresponding to the motion on person-specific landmark. We use meta-learning to make the texture generator GAN more flexible to adapt to the unknown subject’s traits of the face during inference. Our method gives significantly improved facial animation than the state-of-the-art methods and generalizes well across the different datasets, different languages, and accents,and also works reliably well in presence of noises in the speech.

Yufan Liu, Minglang Qiao, Mai Xu, Bing Li, Weiming Hu, Ali Borji

Recently, video streams have occupied a large proportion of Internet traffic, most of which contain human faces. Hence, it is necessary to predict saliency on multiple-face videos, which can provide attention cues for many content based applications. However, most of multiple-face prediction works only consider visual information and ignore audio, which is not consistent with the naturalistic scenarios. Several behavioral studies have established that sound influences human attention, especially during the speech turn-taking in multiple-face videos. In this paper, we thoroughly investigate such influences by establishing a large-scale eye-tracking database of Multiple-face Video in Visual-Audio condition (MVVA). Inspired by the findings of our investigation, we propose a novel multi-modal video saliency model consisting of three branches: visual, audio and face. The visual branch takes the RGB frames as the input and encodes them into visual feature maps. The audio and face branches encode the audio signal and multiple cropped faces, respectively. A fusion module is introduced to integrate the information from three modalities, and to generate the final saliency map. Experimental results show that the proposed method outperforms 11 state-of-the-art saliency prediction works. It performs closer to human multi-modal attention.

Chaitanya Ahuja, Dong Won Lee, Yukiko I. Nakano, Louis-Philippe Morency

How can we teach robots or virtual assistants to gesture naturally? Can we go further and adapt the gesturing style to follow a specific speaker? Gestures that are naturally timed with corresponding speech during human communication are called co-speech gestures. A key challenge, called gesture style transfer, is to learn a model that generates these gestures for a speaking agent 'A' in the gesturing style of a target speaker 'B'. A secondary goal is to simultaneously learn to generate co-speech gestures for multiple speakers while remembering what is unique about each speaker. We call this challenge style preservation. In this paper, we propose a new model, named Mix-StAGE, which trains a single model for multiple speakers while learning unique style embeddings for each speaker's gestures in an end-to-end manner. A novelty of Mix-StAGE is to learn a mixture of generative models which allows for conditioning on the unique gesture style of each speaker. As Mix-StAGE disentangles style and content of gestures, gesturing styles for the same input speech can be altered by simply switching the style embeddings. Mix-StAGE also allows for style preservation when learning simultaneously from multiple speakers. We also introduce a new dataset, Pose-Audio-Transcript-Style (PATS), designed to study gesture generation and style transfer. Our proposed Mix-StAGE model significantly outperforms the previous state-of-the-art approach for gesture generation and provides a path towards performing gesture style transfer across multiple speakers. Link to code, data, and videos: http://chahuja.com/mix-stage

Triantafyllos Afouras, Andrew Owens, Joon Son Chung, Andrew Zisserman

Our objective is to transform a video into a set of discrete audio-visual objects using self-supervised learning. To this end we introduce a model that uses attention to localize and group sound sources, and optical flow to aggregate information over time. We demonstrate the effectiveness of the audio-visual object embeddings that our model learns by using them for four downstream speech-oriented tasks: (a) multi-speaker sound source separation, (b) localizing and tracking speakers, (c) correcting misaligned audio-visual data, and (d) active speaker detection. Using our representation, these tasks can be solved entirely by training on unlabeled video, without the aid of object detectors. We also demonstrate the generality of our method by applying it to non-human speakers, including cartoons and puppets. Our model significantly outperforms other self-supervised approaches, and obtains performance competitive with methods that use supervised face detection.

Justus Thies, Mohamed Elgharib, Ayush Tewari, Christian Theobalt, Matthias Nießner

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 people, allowing us to synthesize videos of a target actor with the voice of any unknown source actor or even synthetic voices that can be generated utilizing standard text-to-speech approaches. Neural Voice Puppetry has a variety of use-cases, including audio-driven video avatars, video dubbing, and text-driven video synthesis of a talking head. We demonstrate the capabilities of our method in a series of audio- and text-based puppetry examples, including comparisons to state-of-the-art techniques and a user study.

Zhijian Liu, Zhanghao Wu, Chuang Gan, Ligeng Zhu, Song Han

Deep neural networks are widely deployed on edge devices (g, for computer vision and speech recognition). Users either perform the inference locally (\ie, edge-based) or send the data to the cloud and run inference remotely (\ie, cloud-based). However, both solutions have their limitations: edge devices are heavily constrained by insufficient hardware resources and cannot afford to run large models; cloud servers, if not trustworthy, will raise serious privacy issues. In this paper, we mediate between the resource-constrained edge devices and the privacy-invasive cloud servers by introducing a novel extit{privacy-preserving edge-cloud inference} framework, \method. We off-load the majority of the computations to the cloud and leverage a pair of mixing and de-mixing operation, inspired by mixup, to protect the privacy of the data transmitted to the cloud. Our framework has three advantages. First, it is extit{privacy-preserving} as the mixing cannot be inverted without the user's private mixing coefficients. Second, our framework is extit{accuracy-preserving} because our framework takes advantage of the space spanned by images, and we train the model in a mixing-aware manner to maintain accuracy. Third, our solution is extit{efficient} on the edge since the majority of the workload is delegated to the cloud, and our mixing and de-mixing processes introduce very few extra computations. Also, our framework introduces small communication overhead and maintains high hardware utilization on the cloud. Extensive experiments on multiple computer vision and speech recognition datasets demonstrate that our framework can greatly reduce the local computations on the edge (to fewer than 20% of FLOPs) with negligible loss of accuracy and no leakages of private information.

Lele Chen, Guofeng Cui, Celong Liu, Zhong Li, Ziyi Kou, Yi Xu, Chenliang Xu

When people deliver a speech, they naturally move heads, and this rhythmic head motion conveys linguistic information. However, generating a lip-synced video while moving head naturally is challenging. While remarkably successful, existing works either generate still talking-face videos or rely on landmark/video frames as sparse/dense mapping guidance to generate head movements, which leads to unrealistic or uncontrollable video synthesis. To overcome the limitations, we propose a 3D-aware generative network along with a hybrid embedding module and a non-linear composition module. Through modeling the head motion and facial expressions explicitly, manipulating 3D animation carefully, and embedding reference images dynamically, our approach achieves controllable, photorealistic, and temporally coherent talking-head videos with natural head movements. Thoughtful experiments on several standard benchmarks demonstrate that our method achieves significantly better results than the state-of-the-art methods in both quantitative and qualitative comparisons. The code is available on https://github.com/lelechen63/Talking-head-Generation-with-Rhythmic-Head-Motion