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2,480篇论文匹配“Speech”
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Zhenglin Zhou, Fan Ma, Hehe Fan, Zongxin Yang, Yi Yang

Creating digital avatars from textual prompts has long been a desirable yet challenging task. Despite the promising results achieved with 2D diffusion priors, current methods struggle to create high-quality and consistent animated avatars efficiently. Previous animatable head models like FLAME have difficulty in accurately representing detailed texture and geometry. Additionally, high-quality 3D static representations face challenges in dynamic driving with dynamic priors. In this paper, we introduce \textbf{HeadStudio}, a novel framework that utilizes 3D Gaussian splatting to generate realistic and animatable avatars from text prompts. Firstly, we associate 3D Gaussians with FLAME mesh priors, facilitating semantic animation on high-quality 3D static representations. To ensure the consistent animation, we further introduce the fine-grained landmark-based conditions, which are obtained from head prior model for regularizing consistency in animation-based training. Extensive experiments demonstrate the efficacy of HeadStudio in generating animatable avatars from textual prompts, exhibiting appealing appearances. The avatars are capable of rendering high-quality real-time ($\geq 40$ fps) novel views at a resolution of 1024. Moreover, These avatars can be smoothly driven by real-world speech and video. We hope that HeadStudio can enhance digital avatar creation and gain popularity in the community.

Aniruddha Mahapatra, Richa Mishra, Ziyi Chen, Boyang Ding, Renda Li, Shoulei Wang, Jun-Yan Zhu, Peng Chang, Mei Han, Jing Xiao

Co-speech gesture video generation is an enabling technique for numerous digital human applications in the post-ChatGPT era. Substantial progress has been made in creating high-quality talking head videos. However, existing hand gesture video generation methods are largely limited by the widely adopted 2D skeleton-based gesture representation, and still struggle to generate realistic hands. We propose a novel end-to-end audio-driven co-speech video generation pipeline to synthesize human speech videos leveraging 3D human mesh-based representations. By adopting a 3D human mesh-based gesture representation, we present a mesh-grounded video generator that includes a mesh texture-map optimization step followed by a new conditional GAN-based network, and outputs photorealistic gesture videos with realistic hands. Our experiments on the TalkSHOW dataset demonstrate the effectiveness of our method over a baseline that uses 2D skeleton-based representation.

Xiangyu Fan, Jiaqi Li, Zhiqian Lin, Weiye Xiao, Lei Yang

Audio-driven 3D facial animation aims to map input audio to realistic facial motion. Despite significant progress, limitations arise from inconsistent 3D annotations, restricting previous models to training on specific annotations and thereby constraining the training scale. In this work, we present UniTalker, a unified model featuring a multi-head architecture designed to effectively leverage datasets with varied annotations. To enhance training stability and ensure consistency among multi-head outputs, we employ three training strategies, namely, PCA, model warm-up, and pivot identity embedding. To expand the training scale and diversity, we assemble A2F-Bench, comprising five publicly available datasets and three newly curated datasets. These datasets contain a wide range of audio domains, covering multilingual speech voices and songs, thereby scaling the training data from commonly employed datasets, typically less than 1 hour, to 18.5 hours. With a single trained UniTalker model, we achieve substantial lip vertex error reductions of 9.2% for BIWI dataset and 13.7% for VOCASET. Additionally, the pre-trained UniTalker exhibits promise as the foundation model for audio-driven facial animation tasks. Fine-tuning the pre-trained UniTalker on seen datasets further enhances performance on each dataset, with an average error reduction of 6.3% on A2F-Bench. Moreover, fine-tuning UniTalker on an unseen dataset with only half the data surpasses prior state-of-the-art models trained on the full dataset. We will release our code and dataset.

Yi Wang, Kunchang Li, Xinhao Li, Jiashuo Yu, Yinan He, Guo Chen, Baoqi Pei, Rongkun Zheng, Jilan Xu, Zun Wang 等

We introduce InternVideo2, a new video foundation model (ViFM) that achieves state-of-the-art results in action recognition, video-text tasks, and video-centric dialogue. Our system design includes a progressive approach that unifies the learning of masked video token reconstruction, crossmodal contrastive learning, and next token prediction, scaling up the video encoder size to 6B parameters. At the data level, we prioritize spatiotemporal consistency by semantically segmenting videos and generating video-audio-speech captions. This improves the alignment between video and text. Through extensive experiments, we validate our designs and demonstrate state-of-the-art performance on over 60 out of 74 video and audio tasks. Notably, our model outperforms others on various video-related dialogue and long video understanding benchmarks, highlighting its ability to reason and comprehend longer contexts. Code and models will be released.

Tingle Li, Renhao Wang, Po-Yao Huang, Andrew Owens, Gopala Krishna Anumanchipalli

Speech sounds convey a great deal of information about the scenes, resulting in a variety of effects ranging from reverberation to additional ambient sounds. In this paper, we manipulate input speech to sound as though it was recorded within a different scene, given an audio-visual conditional example recorded from that scene. Our model learns through self-supervision, taking advantage of the fact that natural video contains recurring sound events and textures. We extract an audio clip from a video and apply speech enhancement. We then train a latent diffusion model to recover the original speech, using another audio-visual clip taken from elsewhere in the video as a conditional hint. Through this process, the model learns to transfer the conditional example's sound properties to the input speech. We show that our model can be successfully trained using unlabeled, in-the-wild videos, and that an additional visual signal can improve its sound prediction abilities.

Qianyun He, Xinya Ji, Yicheng Gong, Yuanxun Lu, Zhengyu Diao, Linjia Huang, Yao Yao, Siyu Zhu, Zhan Ma, Xu Songcen 等

We present a novel approach for synthesizing emotion-controllable 3D talking heads, featuring enhanced lip synchronization and rendering quality. Despite significant progress in the field, prior methods still suffer from multi-view consistency and a lack of emotional expressiveness. To address these issues, we collect EmoTalk3D dataset with calibrated multi-view videos, emotional annotations, and per-frame 3D geometry. By training on the EmoTalk3D dataset, we propose a 'Speech-to-Geometry-to-Appearance' mapping framework that first predicts faithful 3D geometry sequence from the audio features, then the appearance of a 3D talking head represented by 4D Gaussians is synthesized from the predicted geometry. The appearance is further disentangled into canonical and dynamic Gaussians, learned from multi-view videos, and fused to render free-view talking head animation. Moreover, our model extracts emotion labels from the input speech and enables controllable emotion in the generated talking heads. Our method exhibits improved rendering quality and stability in lip motion generation while capturing dynamic facial details such as wrinkles and subtle expressions. Experiments demonstrate the effectiveness of our approach in generating high-fidelity and emotion-controllable 3D talking heads. The code and EmoTalk3D dataset will be publicly released upon publication.

Zhihao Xu, Shengjie Gong, Jiapeng Tang, Lingyu Liang, Yining Huang, Haojie Li, Shuangping Huang

We present a novel approach for synthesizing 3D facial motions from audio sequences using key motion embeddings. Despite recent advancements in data-driven techniques, accurately mapping between audio signals and 3D facial meshes remains challenging. Direct regression of the entire sequence often leads to over-smoothed results due to the ill-posed nature of the problem. To this end, we propose a progressive learning mechanism that generates 3D facial animations by introducing key motion capture to decrease cross-modal mapping uncertainty and learning complexity. Concretely, our method integrates linguistic and data-driven priors through two modules: the linguistic-based key motion acquisition and the cross-modal motion completion. The former identifies key motions and learns the associated 3D facial expressions, ensuring accurate lip-speech synchronization. The latter extends key motions into a full sequence of 3D talking faces guided by audio features, improving temporal coherence and audio-visual consistency. Extensive experimental comparisons against existing state-of-the-art methods demonstrate the superiority of our approach in generating more vivid and consistent talking face animations. Consistent enhancements in results through the integration of our proposed scheme with existing methods underscore the efficacy of our approach.

Zeqian Li, QIRUI CHEN, Tengda Han, Ya Zhang, Yanfeng Wang, Weidi Xie

In this paper, we aim to establish an automatic, scalable pipeline for denoising the large-scale instructional dataset and construct a high-quality video-text dataset with multiple descriptive steps supervision, named HowToStep. We make the following contributions: (i) improving the quality of sentences in dataset by upgrading ASR systems to reduce errors from speech recognition and prompting a large language model to transform noisy ASR transcripts into descriptive steps; (ii) proposing a Transformer-based architecture with all texts as queries, iteratively attending to the visual features, to temporally align the generated steps to corresponding video segments. To measure the quality of our curated datasets, we train models for the task of multi-sentence grounding on it, i.e., given a long-term video, and associated multiple sentences, our goal is to determine their corresponding timestamps in the video simultaneously, as a result, the model demonstrates superior performance on a series of multi-sentence grounding tasks, surpassing existing state-of-the-art methods by a significant margin on three public benchmarks, namely, 9.0% on HT-Step, 5.1% on HTM-Align and 1.9% on CrossTask. All codes, models, and the resulting dataset will be publicly released to the research community.

Nina Shvetsova, Anna Kukleva, Xudong Hong, Christian Rupprecht, Bernt Schiele, Hilde Kuehne

Instructional videos are a common source for learning text-video or even multimodal representations by leveraging subtitles extracted with automatic speech recognition systems (ASR) from the audio signal in the videos. However, in contrast to human-annotated captions, both speech and subtitles naturally differ from the visual content of the videos and thus provide only noisy supervision. As a result, large-scale annotation-free web video training data remains sub-optimal for training text-video models. In this work, we propose to leverage the capabilities of large language models (LLMs) to obtain high-quality video descriptions aligned with videos at scale. Specifically, we prompt an LLM to create plausible video captions based on ASR subtitles of instructional videos. To this end, we introduce a prompting method that is able to take into account a longer text of subtitles, allowing us to capture the contextual information beyond one single sentence. We further prompt the LLM to generate timestamps for each produced caption based on the timestamps of the subtitles and finally align the generated captions to the video temporally. In this way, we obtain human-style video captions at scale without human supervision. We apply our method to the subtitles of the HowTo100M dataset, creating a new large-scale dataset, HowToCaption. Our evaluation shows that the resulting captions not only significantly improve the performance over many different benchmark datasets for zero-shot text-video retrieval and video captioning, but also lead to a disentangling of textual narration from the audio, boosting the performance in text-video-audio tasks.

Dongze Li, Kang Zhao, WEI WANG, Yifeng Ma, Bo Peng, Yingya Zhang, Jing Dong

Talking head synthesis is a practical technique with wide applications. Current Neural Radiance Field (NeRF) based approaches have shown their superiority on driving one-shot talking heads with videos or signals regressed from audio. However, most of them failed to take the audio as driven information directly, unable to enjoy the flexibility and availability of speech. Since mapping audio signals to face deformation is non-trivial, we design a Single-Shot Speech-Driven Neural Radiance Field (S^3D-NeRF) method in this paper to tackle the following three difficulties: learning a representative appearance feature for each identity, modeling motion of different face regions with audio, and keeping the temporal consistency of the lip area. To this end, we introduce a Hierarchical Facial Appearance Encoder to learn multi-scale representations for catching the appearance of different speakers, and elaborate a Cross-modal Facial Deformation Field to perform speech animation according to the relationship between the audio signal and different face regions. Moreover, to enhance the temporal consistency of the important lip area, we introduce a lip-sync discriminator to penalize the out-of-sync audio-visual sequences. Extensive experiments have shown that our S^3D-NeRF surpasses previous arts on both video fidelity and audio-lip synchronization

Sounak Mondal, Seoyoung Ahn, Zhibo Yang, Niranjan Balasubramanian, Dimitris Samaras, Gregory Zelinsky, Minh Hoai

For computer systems to effectively interact with humans using spoken language, they need to understand how the words being generated affect the users' moment-by-moment attention. Our study focuses on the incremental prediction of attention as a person is seeing an image and hearing a referring expression defining the object in the scene that should be fixated by gaze. To predict the gaze scanpaths in this incremental object referral task, we developed the Attention in Referral Transformer model or ART, which predicts the human fixations spurred by each word in a referring expression. ART uses a multimodal transformer encoder to jointly learn gaze behavior and its underlying grounding tasks, and an autoregressive transformer decoder to predict, for each word, a variable number of fixations based on fixation history. To train ART, we created RefCOCO-Gaze, a large-scale dataset of 19,738 human gaze scanpaths, corresponding to 2,094 unique image-expression pairs, from 220 participants performing our referral task. In our quantitative and qualitative analyses, ART not only outperforms existing methods in scanpath prediction, but also appears to capture several human attention patterns, such as waiting, scanning, and verification.

Jian Ma, Wenguan Wang, Yi Yang, Feng Zheng

Visual acoustic matching (VAM) is pivotal for enhancing the immersive experience, and the task of dereverberation is effective in improving audio intelligibility. Existing methods treat each task independently, overlooking the inherent reciprocity between them. Moreover, these methods depend on paired training data, which is challenge ing to acquire, impeding the utilization of extensive unpaired data. In this paper, we introduce MVSD, a mutual learning framework based on diffusion models. MVSD considers the two tasks symmetrically, exploiting the reciprocal relationship to facilitate learning from inverse tasks and overcome data scarcity. Furthermore, we employ the diffusion model as foundational conditional converters to circumvent the training instability and over-smoothing drawbacks of conventional GAN architectures. Specifically, MVSD employs two converters: one for VAM called reverberator and one for dereverberation called dereverberator. The dereverberator judges whether the reverberation audio generated by reverberator sounds like being in the conditional visual scenario, and vice versa. By forming a closed loop, these two converters can generate informative feedback signals to optimize the inverse tasks, even with easily acquired one-way unpaired data. Extensive experiments on two standard benchmarks, i.e., SoundSpaces-Speech and Acoustic AVSpeech, exhibit that our framework can improve the performance of the reverberator and dereverberator and better match specified visual scenarios. Remarkably, the performance of the models can be further enhanced by adding more unpaired data.

Federico Nocentini, Thomas Besnier, Claudio Ferrari, Sylvain Arguillere, Stefano Berretti, Mohamed Daoudi

Speech-driven 3D talking heads generation has emerged as a significant area of interest among researchers, presenting numerous challenges. Existing methods are constrained by animating faces with fixed topologies, wherein point-wise correspondence is established, and the number and order of points remains consistent across all identities the model can animate. In this work, we present ScanTalk, a novel framework capable of animating 3D faces in arbitrary topologies including scanned data. Our approach relies on the DiffusionNet architecture to overcome the fixed topology constraint, offering promising avenues for more flexible and realistic 3D animations. By leveraging the power of DiffusionNet, ScanTalk not only adapts to diverse facial structures but also maintains fidelity when dealing with scanned data, thereby enhancing the authenticity and versatility of generated 3D talking heads. Through comprehensive comparisons with state-of-the-art methods, we validate the efficacy of our approach, demonstrating its capacity to generate realistic talking heads comparable to existing techniques. While our primary objective is to develop a generic method free from topological constraints, all state-of-the-art methodologies are bound by such limitations. Code for reproducing our results, and the pre-trained model will be made available.

Jiehui Wu, Jiansheng Chen, Qifeng Luo, Siqi Liu, Youze Xue, Huimin Ma

Emotion recognition plays a crucial role in enhancing the safety and enjoyment of assisted driving experiences. By enabling intelligent systems to perceive and understand human emotions, we can significantly improve human-machine interactions. Current research in emotion recognition emphasizes facial expressions, speech and physiological signals, often overlooking body movement's expressive potential. Existing most methods, reliant on full-body poses and graph convolutional networks with predetermined adjacency matrices, face challenges in driving scenarios, including limited visibility, restricted movement and imbalanced data distribution, which affect model generalization and accuracy. To overcome these limitations, we introduce an innovative emotion recognition method tailored for assisted driving. Our method leverages upper-body skeleton sequences, overcoming the constraints of full-body pose capture in driving contexts. Our architecture employs an upper-body hierarchical graph (UbH-Graph) to dynamically capture upper-body movement and emotional state relationships. We uniquely incorporate class-specific variations during training, balancing feature distribution and enhancing emotion recognition. Our method outperforms existing multimodal approaches on the assistive driving dataset and demonstrates robustness and adaptability on the daily action dataset.

Chao Huang, Dejan Markovic, Chenliang Xu, Alexander Richard

While rendering and animation of photorealistic 3D human body models have matured and reached an impressive quality over the past years, modeling the spatial audio associated with such full body models has been largely ignored so far. In this work, we present a framework that allows for high-quality spatial audio generation, capable of rendering the full 3D soundfield generated by a human body, including speech, footsteps, hand-body interactions, and others. Given a basic audio-visual representation of the body in form of 3D body pose and audio from a head-mounted microphone, we demonstrate that we can render the full acoustic scene at any point in 3D space efficiently and accurately. To enable near-field and realtime rendering of sound, we borrow the idea of volumetric primitives from graphical neural rendering and transfer them into the acoustic domain. Our acoustic primitives result in an order of magnitude smaller soundfield representations and overcome deficiencies in near-field rendering compared to previous approaches.

Ruijie Tao, Zhan Shi, Yidi Jiang, Duc-Tuan Truong, Eng Siong Chng, Massimo Alioto, Haizhou Li 0001

The human brain has the capability to associate the unknown person's voice and face by leveraging their general relationship, referred to as "cross-modal speaker verification''. This task poses significant challenges due to the complex relationship between the modalities. In this paper, we propose a "Multi-stage Face-voice Association Learning with Keynote Speaker Diarization''(MFV-KSD) framework. MFV-KSD contains a keynote speaker diarization front-end to effectively address the noisy speech inputs issue. To balance and enhance the intra-modal feature learning and inter-modal correlation understanding, MFV-KSD utilizes a novel three-stage training strategy. Our experimental results demonstrated robust performance, achieving the first rank in the 2024 Face-voice Association in Multilingual Environments (FAME) challenge with an overall Equal Error Rate (EER) of 19.9%. Details can be found in https://github.com/TaoRuijie/MFV-KSD.

Kyusun Cho, Joungbin Lee, Heeji Yoon, Yeobin Hong, Jaehoon Ko, Sangjun Ahn, Seungryong Kim

This paper proposes GaussianTalker, a novel framework for real-time generation of pose-controllable talking heads. It leverages the fast rendering capabilities of 3D Gaussian Splatting (3DGS) while addressing the challenges of directly controlling 3DGS with speech audio. GaussianTalker constructs a single 3DGS representation of the head and deforms it in sync with the audio. A key insight is to encode the 3D Gaussian attributes into a shared implicit feature representation, where it is merged with audio features to manipulate each Gaussian attribute. This design exploits the spatial information of the head and enforces interactions between neighboring points. The feature embeddings are then fed to a spatial-audio attention module, which predicts frame-wise offsets for the attributes of each Gaussian. This method is more stable than previous concatenation or multiplication approaches for manipulating the numerous Gaussians and their intricate parameters. Overall, GaussianTalker offers a promising approach for real-time generation of high-quality pose-controllable talking heads. pecifically, GaussianTalker achieves a remarkable rendering speed up to 120 FPS, surpassing previous benchmarks. Our demo video and code can be found at https://ku-cvlab.github.io/GaussianTalker/

Chencan Fu, Yabiao Wang, Jiangning Zhang, Zhengkai Jiang 0001, Xiaofeng Mao, Jiafu Wu, Weijian Cao, Chengjie Wang 0001, Yanhao Ge, Yong Liu 0007

Co-speech gesture generation is crucial for producing synchronized and realistic human gestures that accompany speech, enhancing the animation of lifelike avatars in virtual environments. While diffusion models have shown impressive capabilities, current approaches often overlook a wide range of modalities and their interactions, resulting in less dynamic and contextually varied gestures. To address these challenges, we present MambaGesture, a novel framework integrating a Mamba-based attention block, MambaAttn, with a multi-modality feature fusion module, SEAD. The MambaAttn block combines the sequential data processing strengths of the Mamba model with the contextual richness of attention mechanisms, enhancing the temporal coherence of generated gestures. SEAD adeptly fuses audio, text, style, and emotion modalities, employing disentanglement to deepen the fusion process and yield gestures with greater realism and diversity. Our approach, rigorously evaluated on the multi-modal BEAT dataset, demonstrates significant improvements in Fréchet Gesture Distance (FGD), diversity scores, and beat alignment, achieving state-of-the-art performance in co-speech gesture generation.

Kang Shen, Haifeng Xia, Guangxing Geng, Guangyue Geng, Siyu Xia, Zhengming Ding

Speech-driven 3D facial animation aims to synthesize 3D talking head animations with precise lip movements and rich stylistic expressions. However, existing methods exhibit two limitations: 1) they mostly focused on emotionless facial animation modeling, neglecting the importance of emotional expression, due to the lack of high-quality 3D emotional talking head datasets, and 2) several latest works treated emotional intensity as a global controllable parameter, akin to emotional or speaker style, leading to over-smoothed emotional expressions in their outcomes. To address these challenges, we first collect a 3D talking head dataset comprising five emotional styles with a set of coefficients based on the MetaHuman character model and then propose an end-to-end deep neural network, DEITalk, which conditions on speech and emotional style labels to generate realistic facial animation with dynamic expressions. To model emotional saliency variations in long-term audio contexts, we design a dynamic emotional intensity (DEI) modeling module and a dynamic positional encoding (DPE) strategy. The former extracts implicit representations of emotional intensity from speech features and utilizes them as local (high temporal frequency) emotional supervision, whereas the latter offers abilities to generalize to longer speech sequences. Moreover, we introduce an emotion-guided feature fusion decoder and a four-way loss function to generate emotion-enhanced 3D facial animation with controllable emotional styles. Extensive experimental results demonstrate that our method outperforms existing state-of-the-art methods. Our video demo and dataset are available at https://github.com/KangShen-seu/DEITalk.

Minjing Yu, Delong Pang, Ziwen Kang, Zhiyao Sun, Tian Lv, Jenny Sheng, Ran Yi 0002, Yu-Hui Wen, Yong-Jin Liu 0001

Speech-driven 3D facial animation has attracted considerable attention due to its extensive applicability across diverse domains. The majority of existing 3D facial animation methods ignore the avatar's expression, while emotion-controllable methods struggle with specifying the avatar's identity and portraying various emotional intensities, resulting in a lack of naturalness and realism in the animation. To address this issue, we first present an Emolib dataset containing 10,736 expression images with eight emotion categories, i.e., neutral, happy, angry, sad, fear, surprise, disgust, and contempt, where each image is accompanied by a corresponding emotion label and a 3D model with expression. Additionally, we present a novel 3D facial animation framework that operates with unpaired training data. This framework produces emotional facial animations aligned with the input face image, effectively conveying diverse emotional expressions and intensities. Our framework initially generates lip-synchronized and expression models separately. These models are then combined using a fusion network to generate face models that effectively synchronize with speech while conveying emotions. Moreover, the mouth structure is incorporated to create a comprehensive face model. This model is then fed into our skin-realistic renderer, resulting in a highly realistic animation. Experimental results demonstrate that our approach outperforms state-of-the-art 3D facial animation methods in terms of realism and emotional expressiveness while also maintaining precise lip synchronization. The Emolib dataset is available at https://github.com/yuminjing/Emolib.git.