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Apr 16

FantasyTalking: Realistic Talking Portrait Generation via Coherent Motion Synthesis

Creating a realistic animatable avatar from a single static portrait remains challenging. Existing approaches often struggle to capture subtle facial expressions, the associated global body movements, and the dynamic background. To address these limitations, we propose a novel framework that leverages a pretrained video diffusion transformer model to generate high-fidelity, coherent talking portraits with controllable motion dynamics. At the core of our work is a dual-stage audio-visual alignment strategy. In the first stage, we employ a clip-level training scheme to establish coherent global motion by aligning audio-driven dynamics across the entire scene, including the reference portrait, contextual objects, and background. In the second stage, we refine lip movements at the frame level using a lip-tracing mask, ensuring precise synchronization with audio signals. To preserve identity without compromising motion flexibility, we replace the commonly used reference network with a facial-focused cross-attention module that effectively maintains facial consistency throughout the video. Furthermore, we integrate a motion intensity modulation module that explicitly controls expression and body motion intensity, enabling controllable manipulation of portrait movements beyond mere lip motion. Extensive experimental results show that our proposed approach achieves higher quality with better realism, coherence, motion intensity, and identity preservation. Ours project page: https://fantasy-amap.github.io/fantasy-talking/.

Removing Averaging: Personalized Lip-Sync Driven Characters Based on Identity Adapter

Recent advances in diffusion-based lip-syncing generative models have demonstrated their ability to produce highly synchronized talking face videos for visual dubbing. Although these models excel at lip synchronization, they often struggle to maintain fine-grained control over facial details in generated images. In this work, we identify "lip averaging" phenomenon where the model fails to preserve subtle facial details when dubbing unseen in-the-wild videos. This issue arises because the commonly used UNet backbone primarily integrates audio features into visual representations in the latent space via cross-attention mechanisms and multi-scale fusion, but it struggles to retain fine-grained lip details in the generated faces. To address this issue, we propose UnAvgLip, which extracts identity embeddings from reference videos to generate highly faithful facial sequences while maintaining accurate lip synchronization. Specifically, our method comprises two primary components: (1) an Identity Perceiver module that encodes facial embeddings to align with conditioned audio features; and (2) an ID-CrossAttn module that injects facial embeddings into the generation process, enhancing model's capability of identity retention. Extensive experiments demonstrate that, at a modest training and inference cost, UnAvgLip effectively mitigates the "averaging" phenomenon in lip inpainting, significantly preserving unique facial characteristics while maintaining precise lip synchronization. Compared with the original approach, our method demonstrates significant improvements of 5% on the identity consistency metric and 2% on the SSIM metric across two benchmark datasets (HDTF and LRW).

Visual Speech-Aware Perceptual 3D Facial Expression Reconstruction from Videos

The recent state of the art on monocular 3D face reconstruction from image data has made some impressive advancements, thanks to the advent of Deep Learning. However, it has mostly focused on input coming from a single RGB image, overlooking the following important factors: a) Nowadays, the vast majority of facial image data of interest do not originate from single images but rather from videos, which contain rich dynamic information. b) Furthermore, these videos typically capture individuals in some form of verbal communication (public talks, teleconferences, audiovisual human-computer interactions, interviews, monologues/dialogues in movies, etc). When existing 3D face reconstruction methods are applied in such videos, the artifacts in the reconstruction of the shape and motion of the mouth area are often severe, since they do not match well with the speech audio. To overcome the aforementioned limitations, we present the first method for visual speech-aware perceptual reconstruction of 3D mouth expressions. We do this by proposing a "lipread" loss, which guides the fitting process so that the elicited perception from the 3D reconstructed talking head resembles that of the original video footage. We demonstrate that, interestingly, the lipread loss is better suited for 3D reconstruction of mouth movements compared to traditional landmark losses, and even direct 3D supervision. Furthermore, the devised method does not rely on any text transcriptions or corresponding audio, rendering it ideal for training in unlabeled datasets. We verify the efficiency of our method through exhaustive objective evaluations on three large-scale datasets, as well as subjective evaluation with two web-based user studies.

Speech2Lip: High-fidelity Speech to Lip Generation by Learning from a Short Video

Synthesizing realistic videos according to a given speech is still an open challenge. Previous works have been plagued by issues such as inaccurate lip shape generation and poor image quality. The key reason is that only motions and appearances on limited facial areas (e.g., lip area) are mainly driven by the input speech. Therefore, directly learning a mapping function from speech to the entire head image is prone to ambiguity, particularly when using a short video for training. We thus propose a decomposition-synthesis-composition framework named Speech to Lip (Speech2Lip) that disentangles speech-sensitive and speech-insensitive motion/appearance to facilitate effective learning from limited training data, resulting in the generation of natural-looking videos. First, given a fixed head pose (i.e., canonical space), we present a speech-driven implicit model for lip image generation which concentrates on learning speech-sensitive motion and appearance. Next, to model the major speech-insensitive motion (i.e., head movement), we introduce a geometry-aware mutual explicit mapping (GAMEM) module that establishes geometric mappings between different head poses. This allows us to paste generated lip images at the canonical space onto head images with arbitrary poses and synthesize talking videos with natural head movements. In addition, a Blend-Net and a contrastive sync loss are introduced to enhance the overall synthesis performance. Quantitative and qualitative results on three benchmarks demonstrate that our model can be trained by a video of just a few minutes in length and achieve state-of-the-art performance in both visual quality and speech-visual synchronization. Code: https://github.com/CVMI-Lab/Speech2Lip.

DiffDub: Person-generic Visual Dubbing Using Inpainting Renderer with Diffusion Auto-encoder

Generating high-quality and person-generic visual dubbing remains a challenge. Recent innovation has seen the advent of a two-stage paradigm, decoupling the rendering and lip synchronization process facilitated by intermediate representation as a conduit. Still, previous methodologies rely on rough landmarks or are confined to a single speaker, thus limiting their performance. In this paper, we propose DiffDub: Diffusion-based dubbing. We first craft the Diffusion auto-encoder by an inpainting renderer incorporating a mask to delineate editable zones and unaltered regions. This allows for seamless filling of the lower-face region while preserving the remaining parts. Throughout our experiments, we encountered several challenges. Primarily, the semantic encoder lacks robustness, constricting its ability to capture high-level features. Besides, the modeling ignored facial positioning, causing mouth or nose jitters across frames. To tackle these issues, we employ versatile strategies, including data augmentation and supplementary eye guidance. Moreover, we encapsulated a conformer-based reference encoder and motion generator fortified by a cross-attention mechanism. This enables our model to learn person-specific textures with varying references and reduces reliance on paired audio-visual data. Our rigorous experiments comprehensively highlight that our ground-breaking approach outpaces existing methods with considerable margins and delivers seamless, intelligible videos in person-generic and multilingual scenarios.

RealTalk: Real-time and Realistic Audio-driven Face Generation with 3D Facial Prior-guided Identity Alignment Network

Person-generic audio-driven face generation is a challenging task in computer vision. Previous methods have achieved remarkable progress in audio-visual synchronization, but there is still a significant gap between current results and practical applications. The challenges are two-fold: 1) Preserving unique individual traits for achieving high-precision lip synchronization. 2) Generating high-quality facial renderings in real-time performance. In this paper, we propose a novel generalized audio-driven framework RealTalk, which consists of an audio-to-expression transformer and a high-fidelity expression-to-face renderer. In the first component, we consider both identity and intra-personal variation features related to speaking lip movements. By incorporating cross-modal attention on the enriched facial priors, we can effectively align lip movements with audio, thus attaining greater precision in expression prediction. In the second component, we design a lightweight facial identity alignment (FIA) module which includes a lip-shape control structure and a face texture reference structure. This novel design allows us to generate fine details in real-time, without depending on sophisticated and inefficient feature alignment modules. Our experimental results, both quantitative and qualitative, on public datasets demonstrate the clear advantages of our method in terms of lip-speech synchronization and generation quality. Furthermore, our method is efficient and requires fewer computational resources, making it well-suited to meet the needs of practical applications.

Identity-Preserving Talking Face Generation with Landmark and Appearance Priors

Generating talking face videos from audio attracts lots of research interest. A few person-specific methods can generate vivid videos but require the target speaker's videos for training or fine-tuning. Existing person-generic methods have difficulty in generating realistic and lip-synced videos while preserving identity information. To tackle this problem, we propose a two-stage framework consisting of audio-to-landmark generation and landmark-to-video rendering procedures. First, we devise a novel Transformer-based landmark generator to infer lip and jaw landmarks from the audio. Prior landmark characteristics of the speaker's face are employed to make the generated landmarks coincide with the facial outline of the speaker. Then, a video rendering model is built to translate the generated landmarks into face images. During this stage, prior appearance information is extracted from the lower-half occluded target face and static reference images, which helps generate realistic and identity-preserving visual content. For effectively exploring the prior information of static reference images, we align static reference images with the target face's pose and expression based on motion fields. Moreover, auditory features are reused to guarantee that the generated face images are well synchronized with the audio. Extensive experiments demonstrate that our method can produce more realistic, lip-synced, and identity-preserving videos than existing person-generic talking face generation methods.

GSmoothFace: Generalized Smooth Talking Face Generation via Fine Grained 3D Face Guidance

Although existing speech-driven talking face generation methods achieve significant progress, they are far from real-world application due to the avatar-specific training demand and unstable lip movements. To address the above issues, we propose the GSmoothFace, a novel two-stage generalized talking face generation model guided by a fine-grained 3d face model, which can synthesize smooth lip dynamics while preserving the speaker's identity. Our proposed GSmoothFace model mainly consists of the Audio to Expression Prediction (A2EP) module and the Target Adaptive Face Translation (TAFT) module. Specifically, we first develop the A2EP module to predict expression parameters synchronized with the driven speech. It uses a transformer to capture the long-term audio context and learns the parameters from the fine-grained 3D facial vertices, resulting in accurate and smooth lip-synchronization performance. Afterward, the well-designed TAFT module, empowered by Morphology Augmented Face Blending (MAFB), takes the predicted expression parameters and target video as inputs to modify the facial region of the target video without distorting the background content. The TAFT effectively exploits the identity appearance and background context in the target video, which makes it possible to generalize to different speakers without retraining. Both quantitative and qualitative experiments confirm the superiority of our method in terms of realism, lip synchronization, and visual quality. See the project page for code, data, and request pre-trained models: https://zhanghm1995.github.io/GSmoothFace.

GeneFace++: Generalized and Stable Real-Time Audio-Driven 3D Talking Face Generation

Generating talking person portraits with arbitrary speech audio is a crucial problem in the field of digital human and metaverse. A modern talking face generation method is expected to achieve the goals of generalized audio-lip synchronization, good video quality, and high system efficiency. Recently, neural radiance field (NeRF) has become a popular rendering technique in this field since it could achieve high-fidelity and 3D-consistent talking face generation with a few-minute-long training video. However, there still exist several challenges for NeRF-based methods: 1) as for the lip synchronization, it is hard to generate a long facial motion sequence of high temporal consistency and audio-lip accuracy; 2) as for the video quality, due to the limited data used to train the renderer, it is vulnerable to out-of-domain input condition and produce bad rendering results occasionally; 3) as for the system efficiency, the slow training and inference speed of the vanilla NeRF severely obstruct its usage in real-world applications. In this paper, we propose GeneFace++ to handle these challenges by 1) utilizing the pitch contour as an auxiliary feature and introducing a temporal loss in the facial motion prediction process; 2) proposing a landmark locally linear embedding method to regulate the outliers in the predicted motion sequence to avoid robustness issues; 3) designing a computationally efficient NeRF-based motion-to-video renderer to achieves fast training and real-time inference. With these settings, GeneFace++ becomes the first NeRF-based method that achieves stable and real-time talking face generation with generalized audio-lip synchronization. Extensive experiments show that our method outperforms state-of-the-art baselines in terms of subjective and objective evaluation. Video samples are available at https://genefaceplusplus.github.io .

RASA: Replace Anyone, Say Anything -- A Training-Free Framework for Audio-Driven and Universal Portrait Video Editing

Portrait video editing focuses on modifying specific attributes of portrait videos, guided by audio or video streams. Previous methods typically either concentrate on lip-region reenactment or require training specialized models to extract keypoints for motion transfer to a new identity. In this paper, we introduce a training-free universal portrait video editing framework that provides a versatile and adaptable editing strategy. This framework supports portrait appearance editing conditioned on the changed first reference frame, as well as lip editing conditioned on varied speech, or a combination of both. It is based on a Unified Animation Control (UAC) mechanism with source inversion latents to edit the entire portrait, including visual-driven shape control, audio-driven speaking control, and inter-frame temporal control. Furthermore, our method can be adapted to different scenarios by adjusting the initial reference frame, enabling detailed editing of portrait videos with specific head rotations and facial expressions. This comprehensive approach ensures a holistic and flexible solution for portrait video editing. The experimental results show that our model can achieve more accurate and synchronized lip movements for the lip editing task, as well as more flexible motion transfer for the appearance editing task. Demo is available at https://alice01010101.github.io/RASA/.

Make Your Actor Talk: Generalizable and High-Fidelity Lip Sync with Motion and Appearance Disentanglement

We aim to edit the lip movements in talking video according to the given speech while preserving the personal identity and visual details. The task can be decomposed into two sub-problems: (1) speech-driven lip motion generation and (2) visual appearance synthesis. Current solutions handle the two sub-problems within a single generative model, resulting in a challenging trade-off between lip-sync quality and visual details preservation. Instead, we propose to disentangle the motion and appearance, and then generate them one by one with a speech-to-motion diffusion model and a motion-conditioned appearance generation model. However, there still remain challenges in each stage, such as motion-aware identity preservation in (1) and visual details preservation in (2). Therefore, to preserve personal identity, we adopt landmarks to represent the motion, and further employ a landmark-based identity loss. To capture motion-agnostic visual details, we use separate encoders to encode the lip, non-lip appearance and motion, and then integrate them with a learned fusion module. We train MyTalk on a large-scale and diverse dataset. Experiments show that our method generalizes well to the unknown, even out-of-domain person, in terms of both lip sync and visual detail preservation. We encourage the readers to watch the videos on our project page (https://Ingrid789.github.io/MyTalk/).

MagicInfinite: Generating Infinite Talking Videos with Your Words and Voice

We present MagicInfinite, a novel diffusion Transformer (DiT) framework that overcomes traditional portrait animation limitations, delivering high-fidelity results across diverse character types-realistic humans, full-body figures, and stylized anime characters. It supports varied facial poses, including back-facing views, and animates single or multiple characters with input masks for precise speaker designation in multi-character scenes. Our approach tackles key challenges with three innovations: (1) 3D full-attention mechanisms with a sliding window denoising strategy, enabling infinite video generation with temporal coherence and visual quality across diverse character styles; (2) a two-stage curriculum learning scheme, integrating audio for lip sync, text for expressive dynamics, and reference images for identity preservation, enabling flexible multi-modal control over long sequences; and (3) region-specific masks with adaptive loss functions to balance global textual control and local audio guidance, supporting speaker-specific animations. Efficiency is enhanced via our innovative unified step and cfg distillation techniques, achieving a 20x inference speed boost over the basemodel: generating a 10 second 540x540p video in 10 seconds or 720x720p in 30 seconds on 8 H100 GPUs, without quality loss. Evaluations on our new benchmark demonstrate MagicInfinite's superiority in audio-lip synchronization, identity preservation, and motion naturalness across diverse scenarios. It is publicly available at https://www.hedra.com/, with examples at https://magicinfinite.github.io/.

Follow-Your-Emoji: Fine-Controllable and Expressive Freestyle Portrait Animation

We present Follow-Your-Emoji, a diffusion-based framework for portrait animation, which animates a reference portrait with target landmark sequences. The main challenge of portrait animation is to preserve the identity of the reference portrait and transfer the target expression to this portrait while maintaining temporal consistency and fidelity. To address these challenges, Follow-Your-Emoji equipped the powerful Stable Diffusion model with two well-designed technologies. Specifically, we first adopt a new explicit motion signal, namely expression-aware landmark, to guide the animation process. We discover this landmark can not only ensure the accurate motion alignment between the reference portrait and target motion during inference but also increase the ability to portray exaggerated expressions (i.e., large pupil movements) and avoid identity leakage. Then, we propose a facial fine-grained loss to improve the model's ability of subtle expression perception and reference portrait appearance reconstruction by using both expression and facial masks. Accordingly, our method demonstrates significant performance in controlling the expression of freestyle portraits, including real humans, cartoons, sculptures, and even animals. By leveraging a simple and effective progressive generation strategy, we extend our model to stable long-term animation, thus increasing its potential application value. To address the lack of a benchmark for this field, we introduce EmojiBench, a comprehensive benchmark comprising diverse portrait images, driving videos, and landmarks. We show extensive evaluations on EmojiBench to verify the superiority of Follow-Your-Emoji.

Seeing What You Said: Talking Face Generation Guided by a Lip Reading Expert

Talking face generation, also known as speech-to-lip generation, reconstructs facial motions concerning lips given coherent speech input. The previous studies revealed the importance of lip-speech synchronization and visual quality. Despite much progress, they hardly focus on the content of lip movements i.e., the visual intelligibility of the spoken words, which is an important aspect of generation quality. To address the problem, we propose using a lip-reading expert to improve the intelligibility of the generated lip regions by penalizing the incorrect generation results. Moreover, to compensate for data scarcity, we train the lip-reading expert in an audio-visual self-supervised manner. With a lip-reading expert, we propose a novel contrastive learning to enhance lip-speech synchronization, and a transformer to encode audio synchronically with video, while considering global temporal dependency of audio. For evaluation, we propose a new strategy with two different lip-reading experts to measure intelligibility of the generated videos. Rigorous experiments show that our proposal is superior to other State-of-the-art (SOTA) methods, such as Wav2Lip, in reading intelligibility i.e., over 38% Word Error Rate (WER) on LRS2 dataset and 27.8% accuracy on LRW dataset. We also achieve the SOTA performance in lip-speech synchronization and comparable performances in visual quality.

Hallo: Hierarchical Audio-Driven Visual Synthesis for Portrait Image Animation

The field of portrait image animation, driven by speech audio input, has experienced significant advancements in the generation of realistic and dynamic portraits. This research delves into the complexities of synchronizing facial movements and creating visually appealing, temporally consistent animations within the framework of diffusion-based methodologies. Moving away from traditional paradigms that rely on parametric models for intermediate facial representations, our innovative approach embraces the end-to-end diffusion paradigm and introduces a hierarchical audio-driven visual synthesis module to enhance the precision of alignment between audio inputs and visual outputs, encompassing lip, expression, and pose motion. Our proposed network architecture seamlessly integrates diffusion-based generative models, a UNet-based denoiser, temporal alignment techniques, and a reference network. The proposed hierarchical audio-driven visual synthesis offers adaptive control over expression and pose diversity, enabling more effective personalization tailored to different identities. Through a comprehensive evaluation that incorporates both qualitative and quantitative analyses, our approach demonstrates obvious enhancements in image and video quality, lip synchronization precision, and motion diversity. Further visualization and access to the source code can be found at: https://fudan-generative-vision.github.io/hallo.

Outline-Guided Object Inpainting with Diffusion Models

Instance segmentation datasets play a crucial role in training accurate and robust computer vision models. However, obtaining accurate mask annotations to produce high-quality segmentation datasets is a costly and labor-intensive process. In this work, we show how this issue can be mitigated by starting with small annotated instance segmentation datasets and augmenting them to effectively obtain a sizeable annotated dataset. We achieve that by creating variations of the available annotated object instances in a way that preserves the provided mask annotations, thereby resulting in new image-mask pairs to be added to the set of annotated images. Specifically, we generate new images using a diffusion-based inpainting model to fill out the masked area with a desired object class by guiding the diffusion through the object outline. We show that the object outline provides a simple, but also reliable and convenient training-free guidance signal for the underlying inpainting model that is often sufficient to fill out the mask with an object of the correct class without further text guidance and preserve the correspondence between generated images and the mask annotations with high precision. Our experimental results reveal that our method successfully generates realistic variations of object instances, preserving their shape characteristics while introducing diversity within the augmented area. We also show that the proposed method can naturally be combined with text guidance and other image augmentation techniques.

One-shot Talking Face Generation from Single-speaker Audio-Visual Correlation Learning

Audio-driven one-shot talking face generation methods are usually trained on video resources of various persons. However, their created videos often suffer unnatural mouth shapes and asynchronous lips because those methods struggle to learn a consistent speech style from different speakers. We observe that it would be much easier to learn a consistent speech style from a specific speaker, which leads to authentic mouth movements. Hence, we propose a novel one-shot talking face generation framework by exploring consistent correlations between audio and visual motions from a specific speaker and then transferring audio-driven motion fields to a reference image. Specifically, we develop an Audio-Visual Correlation Transformer (AVCT) that aims to infer talking motions represented by keypoint based dense motion fields from an input audio. In particular, considering audio may come from different identities in deployment, we incorporate phonemes to represent audio signals. In this manner, our AVCT can inherently generalize to audio spoken by other identities. Moreover, as face keypoints are used to represent speakers, AVCT is agnostic against appearances of the training speaker, and thus allows us to manipulate face images of different identities readily. Considering different face shapes lead to different motions, a motion field transfer module is exploited to reduce the audio-driven dense motion field gap between the training identity and the one-shot reference. Once we obtained the dense motion field of the reference image, we employ an image renderer to generate its talking face videos from an audio clip. Thanks to our learned consistent speaking style, our method generates authentic mouth shapes and vivid movements. Extensive experiments demonstrate that our synthesized videos outperform the state-of-the-art in terms of visual quality and lip-sync.

SketchMetaFace: A Learning-based Sketching Interface for High-fidelity 3D Character Face Modeling

Modeling 3D avatars benefits various application scenarios such as AR/VR, gaming, and filming. Character faces contribute significant diversity and vividity as a vital component of avatars. However, building 3D character face models usually requires a heavy workload with commercial tools, even for experienced artists. Various existing sketch-based tools fail to support amateurs in modeling diverse facial shapes and rich geometric details. In this paper, we present SketchMetaFace - a sketching system targeting amateur users to model high-fidelity 3D faces in minutes. We carefully design both the user interface and the underlying algorithm. First, curvature-aware strokes are adopted to better support the controllability of carving facial details. Second, considering the key problem of mapping a 2D sketch map to a 3D model, we develop a novel learning-based method termed "Implicit and Depth Guided Mesh Modeling" (IDGMM). It fuses the advantages of mesh, implicit, and depth representations to achieve high-quality results with high efficiency. In addition, to further support usability, we present a coarse-to-fine 2D sketching interface design and a data-driven stroke suggestion tool. User studies demonstrate the superiority of our system over existing modeling tools in terms of the ease to use and visual quality of results. Experimental analyses also show that IDGMM reaches a better trade-off between accuracy and efficiency. SketchMetaFace are available at https://zhongjinluo.github.io/SketchMetaFace/.

Expressive Talking Head Video Encoding in StyleGAN2 Latent-Space

While the recent advances in research on video reenactment have yielded promising results, the approaches fall short in capturing the fine, detailed, and expressive facial features (e.g., lip-pressing, mouth puckering, mouth gaping, and wrinkles) which are crucial in generating realistic animated face videos. To this end, we propose an end-to-end expressive face video encoding approach that facilitates data-efficient high-quality video re-synthesis by optimizing low-dimensional edits of a single Identity-latent. The approach builds on StyleGAN2 image inversion and multi-stage non-linear latent-space editing to generate videos that are nearly comparable to input videos. While existing StyleGAN latent-based editing techniques focus on simply generating plausible edits of static images, we automate the latent-space editing to capture the fine expressive facial deformations in a sequence of frames using an encoding that resides in the Style-latent-space (StyleSpace) of StyleGAN2. The encoding thus obtained could be super-imposed on a single Identity-latent to facilitate re-enactment of face videos at 1024^2. The proposed framework economically captures face identity, head-pose, and complex expressive facial motions at fine levels, and thereby bypasses training, person modeling, dependence on landmarks/ keypoints, and low-resolution synthesis which tend to hamper most re-enactment approaches. The approach is designed with maximum data efficiency, where a single W+ latent and 35 parameters per frame enable high-fidelity video rendering. This pipeline can also be used for puppeteering (i.e., motion transfer).

LipVoicer: Generating Speech from Silent Videos Guided by Lip Reading

Lip-to-speech involves generating a natural-sounding speech synchronized with a soundless video of a person talking. Despite recent advances, current methods still cannot produce high-quality speech with high levels of intelligibility for challenging and realistic datasets such as LRS3. In this work, we present LipVoicer, a novel method that generates high-quality speech, even for in-the-wild and rich datasets, by incorporating the text modality. Given a silent video, we first predict the spoken text using a pre-trained lip-reading network. We then condition a diffusion model on the video and use the extracted text through a classifier-guidance mechanism where a pre-trained ASR serves as the classifier. LipVoicer outperforms multiple lip-to-speech baselines on LRS2 and LRS3, which are in-the-wild datasets with hundreds of unique speakers in their test set and an unrestricted vocabulary. Moreover, our experiments show that the inclusion of the text modality plays a major role in the intelligibility of the produced speech, readily perceptible while listening, and is empirically reflected in the substantial reduction of the WER metric. We demonstrate the effectiveness of LipVoicer through human evaluation, which shows that it produces more natural and synchronized speech signals compared to competing methods. Finally, we created a demo showcasing LipVoicer's superiority in producing natural, synchronized, and intelligible speech, providing additional evidence of its effectiveness. Project page and code: https://github.com/yochaiye/LipVoicer

PromptDresser: Improving the Quality and Controllability of Virtual Try-On via Generative Textual Prompt and Prompt-aware Mask

Recent virtual try-on approaches have advanced by fine-tuning the pre-trained text-to-image diffusion models to leverage their powerful generative ability. However, the use of text prompts in virtual try-on is still underexplored. This paper tackles a text-editable virtual try-on task that changes the clothing item based on the provided clothing image while editing the wearing style (e.g., tucking style, fit) according to the text descriptions. In the text-editable virtual try-on, three key aspects exist: (i) designing rich text descriptions for paired person-clothing data to train the model, (ii) addressing the conflicts where textual information of the existing person's clothing interferes the generation of the new clothing, and (iii) adaptively adjust the inpainting mask aligned with the text descriptions, ensuring proper editing areas while preserving the original person's appearance irrelevant to the new clothing. To address these aspects, we propose PromptDresser, a text-editable virtual try-on model that leverages large multimodal model (LMM) assistance to enable high-quality and versatile manipulation based on generative text prompts. Our approach utilizes LMMs via in-context learning to generate detailed text descriptions for person and clothing images independently, including pose details and editing attributes using minimal human cost. Moreover, to ensure the editing areas, we adjust the inpainting mask depending on the text prompts adaptively. We found that our approach, utilizing detailed text prompts, not only enhances text editability but also effectively conveys clothing details that are difficult to capture through images alone, thereby enhancing image quality. Our code is available at https://github.com/rlawjdghek/PromptDresser.

S2TD-Face: Reconstruct a Detailed 3D Face with Controllable Texture from a Single Sketch

3D textured face reconstruction from sketches applicable in many scenarios such as animation, 3D avatars, artistic design, missing people search, etc., is a highly promising but underdeveloped research topic. On the one hand, the stylistic diversity of sketches leads to existing sketch-to-3D-face methods only being able to handle pose-limited and realistically shaded sketches. On the other hand, texture plays a vital role in representing facial appearance, yet sketches lack this information, necessitating additional texture control in the reconstruction process. This paper proposes a novel method for reconstructing controllable textured and detailed 3D faces from sketches, named S2TD-Face. S2TD-Face introduces a two-stage geometry reconstruction framework that directly reconstructs detailed geometry from the input sketch. To keep geometry consistent with the delicate strokes of the sketch, we propose a novel sketch-to-geometry loss that ensures the reconstruction accurately fits the input features like dimples and wrinkles. Our training strategies do not rely on hard-to-obtain 3D face scanning data or labor-intensive hand-drawn sketches. Furthermore, S2TD-Face introduces a texture control module utilizing text prompts to select the most suitable textures from a library and seamlessly integrate them into the geometry, resulting in a 3D detailed face with controllable texture. S2TD-Face surpasses existing state-of-the-art methods in extensive quantitative and qualitative experiments. Our project is available at https://github.com/wang-zidu/S2TD-Face .

Hearing Lips: Improving Lip Reading by Distilling Speech Recognizers

Lip reading has witnessed unparalleled development in recent years thanks to deep learning and the availability of large-scale datasets. Despite the encouraging results achieved, the performance of lip reading, unfortunately, remains inferior to the one of its counterpart speech recognition, due to the ambiguous nature of its actuations that makes it challenging to extract discriminant features from the lip movement videos. In this paper, we propose a new method, termed as Lip by Speech (LIBS), of which the goal is to strengthen lip reading by learning from speech recognizers. The rationale behind our approach is that the features extracted from speech recognizers may provide complementary and discriminant clues, which are formidable to be obtained from the subtle movements of the lips, and consequently facilitate the training of lip readers. This is achieved, specifically, by distilling multi-granularity knowledge from speech recognizers to lip readers. To conduct this cross-modal knowledge distillation, we utilize an efficacious alignment scheme to handle the inconsistent lengths of the audios and videos, as well as an innovative filtering strategy to refine the speech recognizer's prediction. The proposed method achieves the new state-of-the-art performance on the CMLR and LRS2 datasets, outperforming the baseline by a margin of 7.66% and 2.75% in character error rate, respectively.

PersonaTalk: Bring Attention to Your Persona in Visual Dubbing

For audio-driven visual dubbing, it remains a considerable challenge to uphold and highlight speaker's persona while synthesizing accurate lip synchronization. Existing methods fall short of capturing speaker's unique speaking style or preserving facial details. In this paper, we present PersonaTalk, an attention-based two-stage framework, including geometry construction and face rendering, for high-fidelity and personalized visual dubbing. In the first stage, we propose a style-aware audio encoding module that injects speaking style into audio features through a cross-attention layer. The stylized audio features are then used to drive speaker's template geometry to obtain lip-synced geometries. In the second stage, a dual-attention face renderer is introduced to render textures for the target geometries. It consists of two parallel cross-attention layers, namely Lip-Attention and Face-Attention, which respectively sample textures from different reference frames to render the entire face. With our innovative design, intricate facial details can be well preserved. Comprehensive experiments and user studies demonstrate our advantages over other state-of-the-art methods in terms of visual quality, lip-sync accuracy and persona preservation. Furthermore, as a person-generic framework, PersonaTalk can achieve competitive performance as state-of-the-art person-specific methods. Project Page: https://grisoon.github.io/PersonaTalk/.

BeautyBank: Encoding Facial Makeup in Latent Space

The advancement of makeup transfer, editing, and image encoding has demonstrated their effectiveness and superior quality. However, existing makeup works primarily focus on low-dimensional features such as color distributions and patterns, limiting their versatillity across a wide range of makeup applications. Futhermore, existing high-dimensional latent encoding methods mainly target global features such as structure and style, and are less effective for tasks that require detailed attention to local color and pattern features of makeup. To overcome these limitations, we propose BeautyBank, a novel makeup encoder that disentangles pattern features of bare and makeup faces. Our method encodes makeup features into a high-dimensional space, preserving essential details necessary for makeup reconstruction and broadening the scope of potential makeup research applications. We also propose a Progressive Makeup Tuning (PMT) strategy, specifically designed to enhance the preservation of detailed makeup features while preventing the inclusion of irrelevant attributes. We further explore novel makeup applications, including facial image generation with makeup injection and makeup similarity measure. Extensive empirical experiments validate that our method offers superior task adaptability and holds significant potential for widespread application in various makeup-related fields. Furthermore, to address the lack of large-scale, high-quality paired makeup datasets in the field, we constructed the Bare-Makeup Synthesis Dataset (BMS), comprising 324,000 pairs of 512x512 pixel images of bare and makeup-enhanced faces.

PC-Talk: Precise Facial Animation Control for Audio-Driven Talking Face Generation

Recent advancements in audio-driven talking face generation have made great progress in lip synchronization. However, current methods often lack sufficient control over facial animation such as speaking style and emotional expression, resulting in uniform outputs. In this paper, we focus on improving two key factors: lip-audio alignment and emotion control, to enhance the diversity and user-friendliness of talking videos. Lip-audio alignment control focuses on elements like speaking style and the scale of lip movements, whereas emotion control is centered on generating realistic emotional expressions, allowing for modifications in multiple attributes such as intensity. To achieve precise control of facial animation, we propose a novel framework, PC-Talk, which enables lip-audio alignment and emotion control through implicit keypoint deformations. First, our lip-audio alignment control module facilitates precise editing of speaking styles at the word level and adjusts lip movement scales to simulate varying vocal loudness levels, maintaining lip synchronization with the audio. Second, our emotion control module generates vivid emotional facial features with pure emotional deformation. This module also enables the fine modification of intensity and the combination of multiple emotions across different facial regions. Our method demonstrates outstanding control capabilities and achieves state-of-the-art performance on both HDTF and MEAD datasets in extensive experiments.

PoseTalk: Text-and-Audio-based Pose Control and Motion Refinement for One-Shot Talking Head Generation

While previous audio-driven talking head generation (THG) methods generate head poses from driving audio, the generated poses or lips cannot match the audio well or are not editable. In this study, we propose PoseTalk, a THG system that can freely generate lip-synchronized talking head videos with free head poses conditioned on text prompts and audio. The core insight of our method is using head pose to connect visual, linguistic, and audio signals. First, we propose to generate poses from both audio and text prompts, where the audio offers short-term variations and rhythm correspondence of the head movements and the text prompts describe the long-term semantics of head motions. To achieve this goal, we devise a Pose Latent Diffusion (PLD) model to generate motion latent from text prompts and audio cues in a pose latent space. Second, we observe a loss-imbalance problem: the loss for the lip region contributes less than 4\% of the total reconstruction loss caused by both pose and lip, making optimization lean towards head movements rather than lip shapes. To address this issue, we propose a refinement-based learning strategy to synthesize natural talking videos using two cascaded networks, i.e., CoarseNet, and RefineNet. The CoarseNet estimates coarse motions to produce animated images in novel poses and the RefineNet focuses on learning finer lip motions by progressively estimating lip motions from low-to-high resolutions, yielding improved lip-synchronization performance. Experiments demonstrate our pose prediction strategy achieves better pose diversity and realness compared to text-only or audio-only, and our video generator model outperforms state-of-the-art methods in synthesizing talking videos with natural head motions. Project: https://junleen.github.io/projects/posetalk.

Latent-OFER: Detect, Mask, and Reconstruct with Latent Vectors for Occluded Facial Expression Recognition

Most research on facial expression recognition (FER) is conducted in highly controlled environments, but its performance is often unacceptable when applied to real-world situations. This is because when unexpected objects occlude the face, the FER network faces difficulties extracting facial features and accurately predicting facial expressions. Therefore, occluded FER (OFER) is a challenging problem. Previous studies on occlusion-aware FER have typically required fully annotated facial images for training. However, collecting facial images with various occlusions and expression annotations is time-consuming and expensive. Latent-OFER, the proposed method, can detect occlusions, restore occluded parts of the face as if they were unoccluded, and recognize them, improving FER accuracy. This approach involves three steps: First, the vision transformer (ViT)-based occlusion patch detector masks the occluded position by training only latent vectors from the unoccluded patches using the support vector data description algorithm. Second, the hybrid reconstruction network generates the masking position as a complete image using the ViT and convolutional neural network (CNN). Last, the expression-relevant latent vector extractor retrieves and uses expression-related information from all latent vectors by applying a CNN-based class activation map. This mechanism has a significant advantage in preventing performance degradation from occlusion by unseen objects. The experimental results on several databases demonstrate the superiority of the proposed method over state-of-the-art methods.

VLOGGER: Multimodal Diffusion for Embodied Avatar Synthesis

We propose VLOGGER, a method for audio-driven human video generation from a single input image of a person, which builds on the success of recent generative diffusion models. Our method consists of 1) a stochastic human-to-3d-motion diffusion model, and 2) a novel diffusion-based architecture that augments text-to-image models with both spatial and temporal controls. This supports the generation of high quality video of variable length, easily controllable through high-level representations of human faces and bodies. In contrast to previous work, our method does not require training for each person, does not rely on face detection and cropping, generates the complete image (not just the face or the lips), and considers a broad spectrum of scenarios (e.g. visible torso or diverse subject identities) that are critical to correctly synthesize humans who communicate. We also curate MENTOR, a new and diverse dataset with 3d pose and expression annotations, one order of magnitude larger than previous ones (800,000 identities) and with dynamic gestures, on which we train and ablate our main technical contributions. VLOGGER outperforms state-of-the-art methods in three public benchmarks, considering image quality, identity preservation and temporal consistency while also generating upper-body gestures. We analyze the performance of VLOGGER with respect to multiple diversity metrics, showing that our architectural choices and the use of MENTOR benefit training a fair and unbiased model at scale. Finally we show applications in video editing and personalization.

Neural Point-based Volumetric Avatar: Surface-guided Neural Points for Efficient and Photorealistic Volumetric Head Avatar

Rendering photorealistic and dynamically moving human heads is crucial for ensuring a pleasant and immersive experience in AR/VR and video conferencing applications. However, existing methods often struggle to model challenging facial regions (e.g., mouth interior, eyes, hair/beard), resulting in unrealistic and blurry results. In this paper, we propose {\fullname} ({\name}), a method that adopts the neural point representation as well as the neural volume rendering process and discards the predefined connectivity and hard correspondence imposed by mesh-based approaches. Specifically, the neural points are strategically constrained around the surface of the target expression via a high-resolution UV displacement map, achieving increased modeling capacity and more accurate control. We introduce three technical innovations to improve the rendering and training efficiency: a patch-wise depth-guided (shading point) sampling strategy, a lightweight radiance decoding process, and a Grid-Error-Patch (GEP) ray sampling strategy during training. By design, our {\name} is better equipped to handle topologically changing regions and thin structures while also ensuring accurate expression control when animating avatars. Experiments conducted on three subjects from the Multiface dataset demonstrate the effectiveness of our designs, outperforming previous state-of-the-art methods, especially in handling challenging facial regions.

EmojiDiff: Advanced Facial Expression Control with High Identity Preservation in Portrait Generation

This paper aims to bring fine-grained expression control to identity-preserving portrait generation. Existing methods tend to synthesize portraits with either neutral or stereotypical expressions. Even when supplemented with control signals like facial landmarks, these models struggle to generate accurate and vivid expressions following user instructions. To solve this, we introduce EmojiDiff, an end-to-end solution to facilitate simultaneous dual control of fine expression and identity. Unlike the conventional methods using coarse control signals, our method directly accepts RGB expression images as input templates to provide extremely accurate and fine-grained expression control in the diffusion process. As its core, an innovative decoupled scheme is proposed to disentangle expression features in the expression template from other extraneous information, such as identity, skin, and style. On one hand, we introduce ID-irrelevant Data Iteration (IDI) to synthesize extremely high-quality cross-identity expression pairs for decoupled training, which is the crucial foundation to filter out identity information hidden in the expressions. On the other hand, we meticulously investigate network layer function and select expression-sensitive layers to inject reference expression features, effectively preventing style leakage from expression signals. To further improve identity fidelity, we propose a novel fine-tuning strategy named ID-enhanced Contrast Alignment (ICA), which eliminates the negative impact of expression control on original identity preservation. Experimental results demonstrate that our method remarkably outperforms counterparts, achieves precise expression control with highly maintained identity, and generalizes well to various diffusion models.

Unlock Pose Diversity: Accurate and Efficient Implicit Keypoint-based Spatiotemporal Diffusion for Audio-driven Talking Portrait

Audio-driven single-image talking portrait generation plays a crucial role in virtual reality, digital human creation, and filmmaking. Existing approaches are generally categorized into keypoint-based and image-based methods. Keypoint-based methods effectively preserve character identity but struggle to capture fine facial details due to the fixed points limitation of the 3D Morphable Model. Moreover, traditional generative networks face challenges in establishing causality between audio and keypoints on limited datasets, resulting in low pose diversity. In contrast, image-based approaches produce high-quality portraits with diverse details using the diffusion network but incur identity distortion and expensive computational costs. In this work, we propose KDTalker, the first framework to combine unsupervised implicit 3D keypoint with a spatiotemporal diffusion model. Leveraging unsupervised implicit 3D keypoints, KDTalker adapts facial information densities, allowing the diffusion process to model diverse head poses and capture fine facial details flexibly. The custom-designed spatiotemporal attention mechanism ensures accurate lip synchronization, producing temporally consistent, high-quality animations while enhancing computational efficiency. Experimental results demonstrate that KDTalker achieves state-of-the-art performance regarding lip synchronization accuracy, head pose diversity, and execution efficiency.Our codes are available at https://github.com/chaolongy/KDTalker.

CLIP2Protect: Protecting Facial Privacy using Text-Guided Makeup via Adversarial Latent Search

The success of deep learning based face recognition systems has given rise to serious privacy concerns due to their ability to enable unauthorized tracking of users in the digital world. Existing methods for enhancing privacy fail to generate naturalistic images that can protect facial privacy without compromising user experience. We propose a novel two-step approach for facial privacy protection that relies on finding adversarial latent codes in the low-dimensional manifold of a pretrained generative model. The first step inverts the given face image into the latent space and finetunes the generative model to achieve an accurate reconstruction of the given image from its latent code. This step produces a good initialization, aiding the generation of high-quality faces that resemble the given identity. Subsequently, user-defined makeup text prompts and identity-preserving regularization are used to guide the search for adversarial codes in the latent space. Extensive experiments demonstrate that faces generated by our approach have stronger black-box transferability with an absolute gain of 12.06% over the state-of-the-art facial privacy protection approach under the face verification task. Finally, we demonstrate the effectiveness of the proposed approach for commercial face recognition systems. Our code is available at https://github.com/fahadshamshad/Clip2Protect.

MVPortrait: Text-Guided Motion and Emotion Control for Multi-view Vivid Portrait Animation

Recent portrait animation methods have made significant strides in generating realistic lip synchronization. However, they often lack explicit control over head movements and facial expressions, and cannot produce videos from multiple viewpoints, resulting in less controllable and expressive animations. Moreover, text-guided portrait animation remains underexplored, despite its user-friendly nature. We present a novel two-stage text-guided framework, MVPortrait (Multi-view Vivid Portrait), to generate expressive multi-view portrait animations that faithfully capture the described motion and emotion. MVPortrait is the first to introduce FLAME as an intermediate representation, effectively embedding facial movements, expressions, and view transformations within its parameter space. In the first stage, we separately train the FLAME motion and emotion diffusion models based on text input. In the second stage, we train a multi-view video generation model conditioned on a reference portrait image and multi-view FLAME rendering sequences from the first stage. Experimental results exhibit that MVPortrait outperforms existing methods in terms of motion and emotion control, as well as view consistency. Furthermore, by leveraging FLAME as a bridge, MVPortrait becomes the first controllable portrait animation framework that is compatible with text, speech, and video as driving signals.

Gorgeous: Create Your Desired Character Facial Makeup from Any Ideas

Contemporary makeup transfer methods primarily focus on replicating makeup from one face to another, considerably limiting their use in creating diverse and creative character makeup essential for visual storytelling. Such methods typically fail to address the need for uniqueness and contextual relevance, specifically aligning with character and story settings as they depend heavily on existing facial makeup in reference images. This approach also presents a significant challenge when attempting to source a perfectly matched facial makeup style, further complicating the creation of makeup designs inspired by various story elements, such as theme, background, and props that do not necessarily feature faces. To address these limitations, we introduce Gorgeous, a novel diffusion-based makeup application method that goes beyond simple transfer by innovatively crafting unique and thematic facial makeup. Unlike traditional methods, Gorgeous does not require the presence of a face in the reference images. Instead, it draws artistic inspiration from a minimal set of three to five images, which can be of any type, and transforms these elements into practical makeup applications directly on the face. Our comprehensive experiments demonstrate that Gorgeous can effectively generate distinctive character facial makeup inspired by the chosen thematic reference images. This approach opens up new possibilities for integrating broader story elements into character makeup, thereby enhancing the narrative depth and visual impact in storytelling.

Self-Supervised Robustifying Guidance for Monocular 3D Face Reconstruction

Despite the recent developments in 3D Face Reconstruction from occluded and noisy face images, the performance is still unsatisfactory. Moreover, most existing methods rely on additional dependencies, posing numerous constraints over the training procedure. Therefore, we propose a Self-Supervised RObustifying GUidancE (ROGUE) framework to obtain robustness against occlusions and noise in the face images. The proposed network contains 1) the Guidance Pipeline to obtain the 3D face coefficients for the clean faces and 2) the Robustification Pipeline to acquire the consistency between the estimated coefficients for occluded or noisy images and the clean counterpart. The proposed image- and feature-level loss functions aid the ROGUE learning process without posing additional dependencies. To facilitate model evaluation, we propose two challenging occlusion face datasets, ReaChOcc and SynChOcc, containing real-world and synthetic occlusion-based face images for robustness evaluation. Also, a noisy variant of the test dataset of CelebA is produced for evaluation. Our method outperforms the current state-of-the-art method by large margins (e.g., for the perceptual errors, a reduction of 23.8% for real-world occlusions, 26.4% for synthetic occlusions, and 22.7% for noisy images), demonstrating the effectiveness of the proposed approach. The occlusion datasets and the corresponding evaluation code are released publicly at https://github.com/ArcTrinity9/Datasets-ReaChOcc-and-SynChOcc.

DAWN: Dynamic Frame Avatar with Non-autoregressive Diffusion Framework for Talking Head Video Generation

Talking head generation intends to produce vivid and realistic talking head videos from a single portrait and speech audio clip. Although significant progress has been made in diffusion-based talking head generation, almost all methods rely on autoregressive strategies, which suffer from limited context utilization beyond the current generation step, error accumulation, and slower generation speed. To address these challenges, we present DAWN (Dynamic frame Avatar With Non-autoregressive diffusion), a framework that enables all-at-once generation of dynamic-length video sequences. Specifically, it consists of two main components: (1) audio-driven holistic facial dynamics generation in the latent motion space, and (2) audio-driven head pose and blink generation. Extensive experiments demonstrate that our method generates authentic and vivid videos with precise lip motions, and natural pose/blink movements. Additionally, with a high generation speed, DAWN possesses strong extrapolation capabilities, ensuring the stable production of high-quality long videos. These results highlight the considerable promise and potential impact of DAWN in the field of talking head video generation. Furthermore, we hope that DAWN sparks further exploration of non-autoregressive approaches in diffusion models. Our code will be publicly at https://github.com/Hanbo-Cheng/DAWN-pytorch.

Bootstrap Masked Visual Modeling via Hard Patches Mining

Masked visual modeling has attracted much attention due to its promising potential in learning generalizable representations. Typical approaches urge models to predict specific contents of masked tokens, which can be intuitively considered as teaching a student (the model) to solve given problems (predicting masked contents). Under such settings, the performance is highly correlated with mask strategies (the difficulty of provided problems). We argue that it is equally important for the model to stand in the shoes of a teacher to produce challenging problems by itself. Intuitively, patches with high values of reconstruction loss can be regarded as hard samples, and masking those hard patches naturally becomes a demanding reconstruction task. To empower the model as a teacher, we propose Hard Patches Mining (HPM), predicting patch-wise losses and subsequently determining where to mask. Technically, we introduce an auxiliary loss predictor, which is trained with a relative objective to prevent overfitting to exact loss values. Also, to gradually guide the training procedure, we propose an easy-to-hard mask strategy. Empirically, HPM brings significant improvements under both image and video benchmarks. Interestingly, solely incorporating the extra loss prediction objective leads to better representations, verifying the efficacy of determining where is hard to reconstruct. The code is available at https://github.com/Haochen-Wang409/HPM.

TEASER: Token Enhanced Spatial Modeling for Expressions Reconstruction

3D facial reconstruction from a single in-the-wild image is a crucial task in human-centered computer vision tasks. While existing methods can recover accurate facial shapes, there remains significant space for improvement in fine-grained expression capture. Current approaches struggle with irregular mouth shapes, exaggerated expressions, and asymmetrical facial movements. We present TEASER (Token EnhAnced Spatial modeling for Expressions Reconstruction), which addresses these challenges and enhances 3D facial geometry performance. TEASER tackles two main limitations of existing methods: insufficient photometric loss for self-reconstruction and inaccurate localization of subtle expressions. We introduce a multi-scale tokenizer to extract facial appearance information. Combined with a neural renderer, these tokens provide precise geometric guidance for expression reconstruction. Furthermore, TEASER incorporates a pose-dependent landmark loss to further improve geometric performances. Our approach not only significantly enhances expression reconstruction quality but also offers interpretable tokens suitable for various downstream applications, such as photorealistic facial video driving, expression transfer, and identity swapping. Quantitative and qualitative experimental results across multiple datasets demonstrate that TEASER achieves state-of-the-art performance in precise expression reconstruction.

StoryMaker: Towards Holistic Consistent Characters in Text-to-image Generation

Tuning-free personalized image generation methods have achieved significant success in maintaining facial consistency, i.e., identities, even with multiple characters. However, the lack of holistic consistency in scenes with multiple characters hampers these methods' ability to create a cohesive narrative. In this paper, we introduce StoryMaker, a personalization solution that preserves not only facial consistency but also clothing, hairstyles, and body consistency, thus facilitating the creation of a story through a series of images. StoryMaker incorporates conditions based on face identities and cropped character images, which include clothing, hairstyles, and bodies. Specifically, we integrate the facial identity information with the cropped character images using the Positional-aware Perceiver Resampler (PPR) to obtain distinct character features. To prevent intermingling of multiple characters and the background, we separately constrain the cross-attention impact regions of different characters and the background using MSE loss with segmentation masks. Additionally, we train the generation network conditioned on poses to promote decoupling from poses. A LoRA is also employed to enhance fidelity and quality. Experiments underscore the effectiveness of our approach. StoryMaker supports numerous applications and is compatible with other societal plug-ins. Our source codes and model weights are available at https://github.com/RedAIGC/StoryMaker.

AdaptiveDrag: Semantic-Driven Dragging on Diffusion-Based Image Editing

Recently, several point-based image editing methods (e.g., DragDiffusion, FreeDrag, DragNoise) have emerged, yielding precise and high-quality results based on user instructions. However, these methods often make insufficient use of semantic information, leading to less desirable results. In this paper, we proposed a novel mask-free point-based image editing method, AdaptiveDrag, which provides a more flexible editing approach and generates images that better align with user intent. Specifically, we design an auto mask generation module using super-pixel division for user-friendliness. Next, we leverage a pre-trained diffusion model to optimize the latent, enabling the dragging of features from handle points to target points. To ensure a comprehensive connection between the input image and the drag process, we have developed a semantic-driven optimization. We design adaptive steps that are supervised by the positions of the points and the semantic regions derived from super-pixel segmentation. This refined optimization process also leads to more realistic and accurate drag results. Furthermore, to address the limitations in the generative consistency of the diffusion model, we introduce an innovative corresponding loss during the sampling process. Building on these effective designs, our method delivers superior generation results using only the single input image and the handle-target point pairs. Extensive experiments have been conducted and demonstrate that the proposed method outperforms others in handling various drag instructions (e.g., resize, movement, extension) across different domains (e.g., animals, human face, land space, clothing).

ShapeFusion: A 3D diffusion model for localized shape editing

In the realm of 3D computer vision, parametric models have emerged as a ground-breaking methodology for the creation of realistic and expressive 3D avatars. Traditionally, they rely on Principal Component Analysis (PCA), given its ability to decompose data to an orthonormal space that maximally captures shape variations. However, due to the orthogonality constraints and the global nature of PCA's decomposition, these models struggle to perform localized and disentangled editing of 3D shapes, which severely affects their use in applications requiring fine control such as face sculpting. In this paper, we leverage diffusion models to enable diverse and fully localized edits on 3D meshes, while completely preserving the un-edited regions. We propose an effective diffusion masking training strategy that, by design, facilitates localized manipulation of any shape region, without being limited to predefined regions or to sparse sets of predefined control vertices. Following our framework, a user can explicitly set their manipulation region of choice and define an arbitrary set of vertices as handles to edit a 3D mesh. Compared to the current state-of-the-art our method leads to more interpretable shape manipulations than methods relying on latent code state, greater localization and generation diversity while offering faster inference than optimization based approaches. Project page: https://rolpotamias.github.io/Shapefusion/

IMUSIC: IMU-based Facial Expression Capture

For facial motion capture and analysis, the dominated solutions are generally based on visual cues, which cannot protect privacy and are vulnerable to occlusions. Inertial measurement units (IMUs) serve as potential rescues yet are mainly adopted for full-body motion capture. In this paper, we propose IMUSIC to fill the gap, a novel path for facial expression capture using purely IMU signals, significantly distant from previous visual solutions.The key design in our IMUSIC is a trilogy. We first design micro-IMUs to suit facial capture, companion with an anatomy-driven IMU placement scheme. Then, we contribute a novel IMU-ARKit dataset, which provides rich paired IMU/visual signals for diverse facial expressions and performances. Such unique multi-modality brings huge potential for future directions like IMU-based facial behavior analysis. Moreover, utilizing IMU-ARKit, we introduce a strong baseline approach to accurately predict facial blendshape parameters from purely IMU signals. Specifically, we tailor a Transformer diffusion model with a two-stage training strategy for this novel tracking task. The IMUSIC framework empowers us to perform accurate facial capture in scenarios where visual methods falter and simultaneously safeguard user privacy. We conduct extensive experiments about both the IMU configuration and technical components to validate the effectiveness of our IMUSIC approach. Notably, IMUSIC enables various potential and novel applications, i.e., privacy-protecting facial capture, hybrid capture against occlusions, or detecting minute facial movements that are often invisible through visual cues. We will release our dataset and implementations to enrich more possibilities of facial capture and analysis in our community.

GenCA: A Text-conditioned Generative Model for Realistic and Drivable Codec Avatars

Photo-realistic and controllable 3D avatars are crucial for various applications such as virtual and mixed reality (VR/MR), telepresence, gaming, and film production. Traditional methods for avatar creation often involve time-consuming scanning and reconstruction processes for each avatar, which limits their scalability. Furthermore, these methods do not offer the flexibility to sample new identities or modify existing ones. On the other hand, by learning a strong prior from data, generative models provide a promising alternative to traditional reconstruction methods, easing the time constraints for both data capture and processing. Additionally, generative methods enable downstream applications beyond reconstruction, such as editing and stylization. Nonetheless, the research on generative 3D avatars is still in its infancy, and therefore current methods still have limitations such as creating static avatars, lacking photo-realism, having incomplete facial details, or having limited drivability. To address this, we propose a text-conditioned generative model that can generate photo-realistic facial avatars of diverse identities, with more complete details like hair, eyes and mouth interior, and which can be driven through a powerful non-parametric latent expression space. Specifically, we integrate the generative and editing capabilities of latent diffusion models with a strong prior model for avatar expression driving. Our model can generate and control high-fidelity avatars, even those out-of-distribution. We also highlight its potential for downstream applications, including avatar editing and single-shot avatar reconstruction.

KMTalk: Speech-Driven 3D Facial Animation with Key Motion Embedding

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 learning scheme with existing methods underscore the efficacy of our approach. Our code and weights will be at the project website: https://github.com/ffxzh/KMTalk.

AVI-Talking: Learning Audio-Visual Instructions for Expressive 3D Talking Face Generation

While considerable progress has been made in achieving accurate lip synchronization for 3D speech-driven talking face generation, the task of incorporating expressive facial detail synthesis aligned with the speaker's speaking status remains challenging. Our goal is to directly leverage the inherent style information conveyed by human speech for generating an expressive talking face that aligns with the speaking status. In this paper, we propose AVI-Talking, an Audio-Visual Instruction system for expressive Talking face generation. This system harnesses the robust contextual reasoning and hallucination capability offered by Large Language Models (LLMs) to instruct the realistic synthesis of 3D talking faces. Instead of directly learning facial movements from human speech, our two-stage strategy involves the LLMs first comprehending audio information and generating instructions implying expressive facial details seamlessly corresponding to the speech. Subsequently, a diffusion-based generative network executes these instructions. This two-stage process, coupled with the incorporation of LLMs, enhances model interpretability and provides users with flexibility to comprehend instructions and specify desired operations or modifications. Extensive experiments showcase the effectiveness of our approach in producing vivid talking faces with expressive facial movements and consistent emotional status.

TalkingGaussian: Structure-Persistent 3D Talking Head Synthesis via Gaussian Splatting

Radiance fields have demonstrated impressive performance in synthesizing lifelike 3D talking heads. However, due to the difficulty in fitting steep appearance changes, the prevailing paradigm that presents facial motions by directly modifying point appearance may lead to distortions in dynamic regions. To tackle this challenge, we introduce TalkingGaussian, a deformation-based radiance fields framework for high-fidelity talking head synthesis. Leveraging the point-based Gaussian Splatting, facial motions can be represented in our method by applying smooth and continuous deformations to persistent Gaussian primitives, without requiring to learn the difficult appearance change like previous methods. Due to this simplification, precise facial motions can be synthesized while keeping a highly intact facial feature. Under such a deformation paradigm, we further identify a face-mouth motion inconsistency that would affect the learning of detailed speaking motions. To address this conflict, we decompose the model into two branches separately for the face and inside mouth areas, therefore simplifying the learning tasks to help reconstruct more accurate motion and structure of the mouth region. Extensive experiments demonstrate that our method renders high-quality lip-synchronized talking head videos, with better facial fidelity and higher efficiency compared with previous methods.

Ditto: Motion-Space Diffusion for Controllable Realtime Talking Head Synthesis

Recent advances in diffusion models have revolutionized audio-driven talking head synthesis. Beyond precise lip synchronization, diffusion-based methods excel in generating subtle expressions and natural head movements that are well-aligned with the audio signal. However, these methods are confronted by slow inference speed, insufficient fine-grained control over facial motions, and occasional visual artifacts largely due to an implicit latent space derived from Variational Auto-Encoders (VAE), which prevent their adoption in realtime interaction applications. To address these issues, we introduce Ditto, a diffusion-based framework that enables controllable realtime talking head synthesis. Our key innovation lies in bridging motion generation and photorealistic neural rendering through an explicit identity-agnostic motion space, replacing conventional VAE representations. This design substantially reduces the complexity of diffusion learning while enabling precise control over the synthesized talking heads. We further propose an inference strategy that jointly optimizes three key components: audio feature extraction, motion generation, and video synthesis. This optimization enables streaming processing, realtime inference, and low first-frame delay, which are the functionalities crucial for interactive applications such as AI assistants. Extensive experimental results demonstrate that Ditto generates compelling talking head videos and substantially outperforms existing methods in both motion control and realtime performance.

ChatAnything: Facetime Chat with LLM-Enhanced Personas

In this technical report, we target generating anthropomorphized personas for LLM-based characters in an online manner, including visual appearance, personality and tones, with only text descriptions. To achieve this, we first leverage the in-context learning capability of LLMs for personality generation by carefully designing a set of system prompts. We then propose two novel concepts: the mixture of voices (MoV) and the mixture of diffusers (MoD) for diverse voice and appearance generation. For MoV, we utilize the text-to-speech (TTS) algorithms with a variety of pre-defined tones and select the most matching one based on the user-provided text description automatically. For MoD, we combine the recent popular text-to-image generation techniques and talking head algorithms to streamline the process of generating talking objects. We termed the whole framework as ChatAnything. With it, users could be able to animate anything with any personas that are anthropomorphic using just a few text inputs. However, we have observed that the anthropomorphic objects produced by current generative models are often undetectable by pre-trained face landmark detectors, leading to failure of the face motion generation, even if these faces possess human-like appearances because those images are nearly seen during the training (e.g., OOD samples). To address this issue, we incorporate pixel-level guidance to infuse human face landmarks during the image generation phase. To benchmark these metrics, we have built an evaluation dataset. Based on it, we verify that the detection rate of the face landmark is significantly increased from 57.0% to 92.5% thus allowing automatic face animation based on generated speech content. The code and more results can be found at https://chatanything.github.io/.

Story-to-Motion: Synthesizing Infinite and Controllable Character Animation from Long Text

Generating natural human motion from a story has the potential to transform the landscape of animation, gaming, and film industries. A new and challenging task, Story-to-Motion, arises when characters are required to move to various locations and perform specific motions based on a long text description. This task demands a fusion of low-level control (trajectories) and high-level control (motion semantics). Previous works in character control and text-to-motion have addressed related aspects, yet a comprehensive solution remains elusive: character control methods do not handle text description, whereas text-to-motion methods lack position constraints and often produce unstable motions. In light of these limitations, we propose a novel system that generates controllable, infinitely long motions and trajectories aligned with the input text. (1) We leverage contemporary Large Language Models to act as a text-driven motion scheduler to extract a series of (text, position, duration) pairs from long text. (2) We develop a text-driven motion retrieval scheme that incorporates motion matching with motion semantic and trajectory constraints. (3) We design a progressive mask transformer that addresses common artifacts in the transition motion such as unnatural pose and foot sliding. Beyond its pioneering role as the first comprehensive solution for Story-to-Motion, our system undergoes evaluation across three distinct sub-tasks: trajectory following, temporal action composition, and motion blending, where it outperforms previous state-of-the-art motion synthesis methods across the board. Homepage: https://story2motion.github.io/.

DreamVideo-2: Zero-Shot Subject-Driven Video Customization with Precise Motion Control

Recent advances in customized video generation have enabled users to create videos tailored to both specific subjects and motion trajectories. However, existing methods often require complicated test-time fine-tuning and struggle with balancing subject learning and motion control, limiting their real-world applications. In this paper, we present DreamVideo-2, a zero-shot video customization framework capable of generating videos with a specific subject and motion trajectory, guided by a single image and a bounding box sequence, respectively, and without the need for test-time fine-tuning. Specifically, we introduce reference attention, which leverages the model's inherent capabilities for subject learning, and devise a mask-guided motion module to achieve precise motion control by fully utilizing the robust motion signal of box masks derived from bounding boxes. While these two components achieve their intended functions, we empirically observe that motion control tends to dominate over subject learning. To address this, we propose two key designs: 1) the masked reference attention, which integrates a blended latent mask modeling scheme into reference attention to enhance subject representations at the desired positions, and 2) a reweighted diffusion loss, which differentiates the contributions of regions inside and outside the bounding boxes to ensure a balance between subject and motion control. Extensive experimental results on a newly curated dataset demonstrate that DreamVideo-2 outperforms state-of-the-art methods in both subject customization and motion control. The dataset, code, and models will be made publicly available.

Kinetic Typography Diffusion Model

This paper introduces a method for realistic kinetic typography that generates user-preferred animatable 'text content'. We draw on recent advances in guided video diffusion models to achieve visually-pleasing text appearances. To do this, we first construct a kinetic typography dataset, comprising about 600K videos. Our dataset is made from a variety of combinations in 584 templates designed by professional motion graphics designers and involves changing each letter's position, glyph, and size (i.e., flying, glitches, chromatic aberration, reflecting effects, etc.). Next, we propose a video diffusion model for kinetic typography. For this, there are three requirements: aesthetic appearances, motion effects, and readable letters. This paper identifies the requirements. For this, we present static and dynamic captions used as spatial and temporal guidance of a video diffusion model, respectively. The static caption describes the overall appearance of the video, such as colors, texture and glyph which represent a shape of each letter. The dynamic caption accounts for the movements of letters and backgrounds. We add one more guidance with zero convolution to determine which text content should be visible in the video. We apply the zero convolution to the text content, and impose it on the diffusion model. Lastly, our glyph loss, only minimizing a difference between the predicted word and its ground-truth, is proposed to make the prediction letters readable. Experiments show that our model generates kinetic typography videos with legible and artistic letter motions based on text prompts.

Texture-Preserving Diffusion Models for High-Fidelity Virtual Try-On

Image-based virtual try-on is an increasingly important task for online shopping. It aims to synthesize images of a specific person wearing a specified garment. Diffusion model-based approaches have recently become popular, as they are excellent at image synthesis tasks. However, these approaches usually employ additional image encoders and rely on the cross-attention mechanism for texture transfer from the garment to the person image, which affects the try-on's efficiency and fidelity. To address these issues, we propose an Texture-Preserving Diffusion (TPD) model for virtual try-on, which enhances the fidelity of the results and introduces no additional image encoders. Accordingly, we make contributions from two aspects. First, we propose to concatenate the masked person and reference garment images along the spatial dimension and utilize the resulting image as the input for the diffusion model's denoising UNet. This enables the original self-attention layers contained in the diffusion model to achieve efficient and accurate texture transfer. Second, we propose a novel diffusion-based method that predicts a precise inpainting mask based on the person and reference garment images, further enhancing the reliability of the try-on results. In addition, we integrate mask prediction and image synthesis into a single compact model. The experimental results show that our approach can be applied to various try-on tasks, e.g., garment-to-person and person-to-person try-ons, and significantly outperforms state-of-the-art methods on popular VITON, VITON-HD databases.

Time-Efficient and Identity-Consistent Virtual Try-On Using A Variant of Altered Diffusion Models

This study discusses the critical issues of Virtual Try-On in contemporary e-commerce and the prospective metaverse, emphasizing the challenges of preserving intricate texture details and distinctive features of the target person and the clothes in various scenarios, such as clothing texture and identity characteristics like tattoos or accessories. In addition to the fidelity of the synthesized images, the efficiency of the synthesis process presents a significant hurdle. Various existing approaches are explored, highlighting the limitations and unresolved aspects, e.g., identity information omission, uncontrollable artifacts, and low synthesis speed. It then proposes a novel diffusion-based solution that addresses garment texture preservation and user identity retention during virtual try-on. The proposed network comprises two primary modules - a warping module aligning clothing with individual features and a try-on module refining the attire and generating missing parts integrated with a mask-aware post-processing technique ensuring the integrity of the individual's identity. It demonstrates impressive results, surpassing the state-of-the-art in speed by nearly 20 times during inference, with superior fidelity in qualitative assessments. Quantitative evaluations confirm comparable performance with the recent SOTA method on the VITON-HD and Dresscode datasets.

MF-VITON: High-Fidelity Mask-Free Virtual Try-On with Minimal Input

Recent advancements in Virtual Try-On (VITON) have significantly improved image realism and garment detail preservation, driven by powerful text-to-image (T2I) diffusion models. However, existing methods often rely on user-provided masks, introducing complexity and performance degradation due to imperfect inputs, as shown in Fig.1(a). To address this, we propose a Mask-Free VITON (MF-VITON) framework that achieves realistic VITON using only a single person image and a target garment, eliminating the requirement for auxiliary masks. Our approach introduces a novel two-stage pipeline: (1) We leverage existing Mask-based VITON models to synthesize a high-quality dataset. This dataset contains diverse, realistic pairs of person images and corresponding garments, augmented with varied backgrounds to mimic real-world scenarios. (2) The pre-trained Mask-based model is fine-tuned on the generated dataset, enabling garment transfer without mask dependencies. This stage simplifies the input requirements while preserving garment texture and shape fidelity. Our framework achieves state-of-the-art (SOTA) performance regarding garment transfer accuracy and visual realism. Notably, the proposed Mask-Free model significantly outperforms existing Mask-based approaches, setting a new benchmark and demonstrating a substantial lead over previous approaches. For more details, visit our project page: https://zhenchenwan.github.io/MF-VITON/.

High-Fidelity Virtual Try-on with Large-Scale Unpaired Learning

Virtual try-on (VTON) transfers a target clothing image to a reference person, where clothing fidelity is a key requirement for downstream e-commerce applications. However, existing VTON methods still fall short in high-fidelity try-on due to the conflict between the high diversity of dressing styles (\eg clothes occluded by pants or distorted by posture) and the limited paired data for training. In this work, we propose a novel framework Boosted Virtual Try-on (BVTON) to leverage the large-scale unpaired learning for high-fidelity try-on. Our key insight is that pseudo try-on pairs can be reliably constructed from vastly available fashion images. Specifically, 1) we first propose a compositional canonicalizing flow that maps on-model clothes into pseudo in-shop clothes, dubbed canonical proxy. Each clothing part (sleeves, torso) is reversely deformed into an in-shop-like shape to compositionally construct the canonical proxy. 2) Next, we design a layered mask generation module that generates accurate semantic layout by training on canonical proxy. We replace the in-shop clothes used in conventional pipelines with the derived canonical proxy to boost the training process. 3) Finally, we propose an unpaired try-on synthesizer by constructing pseudo training pairs with randomly misaligned on-model clothes, where intricate skin texture and clothes boundaries can be generated. Extensive experiments on high-resolution (1024times768) datasets demonstrate the superiority of our approach over state-of-the-art methods both qualitatively and quantitatively. Notably, BVTON shows great generalizability and scalability to various dressing styles and data sources.

DiffusionGuard: A Robust Defense Against Malicious Diffusion-based Image Editing

Recent advances in diffusion models have introduced a new era of text-guided image manipulation, enabling users to create realistic edited images with simple textual prompts. However, there is significant concern about the potential misuse of these methods, especially in creating misleading or harmful content. Although recent defense strategies, which introduce imperceptible adversarial noise to induce model failure, have shown promise, they remain ineffective against more sophisticated manipulations, such as editing with a mask. In this work, we propose DiffusionGuard, a robust and effective defense method against unauthorized edits by diffusion-based image editing models, even in challenging setups. Through a detailed analysis of these models, we introduce a novel objective that generates adversarial noise targeting the early stage of the diffusion process. This approach significantly improves the efficiency and effectiveness of adversarial noises. We also introduce a mask-augmentation technique to enhance robustness against various masks during test time. Finally, we introduce a comprehensive benchmark designed to evaluate the effectiveness and robustness of methods in protecting against privacy threats in realistic scenarios. Through extensive experiments, we show that our method achieves stronger protection and improved mask robustness with lower computational costs compared to the strongest baseline. Additionally, our method exhibits superior transferability and better resilience to noise removal techniques compared to all baseline methods. Our source code is publicly available at https://github.com/choi403/DiffusionGuard.

PortraitTalk: Towards Customizable One-Shot Audio-to-Talking Face Generation

Audio-driven talking face generation is a challenging task in digital communication. Despite significant progress in the area, most existing methods concentrate on audio-lip synchronization, often overlooking aspects such as visual quality, customization, and generalization that are crucial to producing realistic talking faces. To address these limitations, we introduce a novel, customizable one-shot audio-driven talking face generation framework, named PortraitTalk. Our proposed method utilizes a latent diffusion framework consisting of two main components: IdentityNet and AnimateNet. IdentityNet is designed to preserve identity features consistently across the generated video frames, while AnimateNet aims to enhance temporal coherence and motion consistency. This framework also integrates an audio input with the reference images, thereby reducing the reliance on reference-style videos prevalent in existing approaches. A key innovation of PortraitTalk is the incorporation of text prompts through decoupled cross-attention mechanisms, which significantly expands creative control over the generated videos. Through extensive experiments, including a newly developed evaluation metric, our model demonstrates superior performance over the state-of-the-art methods, setting a new standard for the generation of customizable realistic talking faces suitable for real-world applications.

Text2Performer: Text-Driven Human Video Generation

Text-driven content creation has evolved to be a transformative technique that revolutionizes creativity. Here we study the task of text-driven human video generation, where a video sequence is synthesized from texts describing the appearance and motions of a target performer. Compared to general text-driven video generation, human-centric video generation requires maintaining the appearance of synthesized human while performing complex motions. In this work, we present Text2Performer to generate vivid human videos with articulated motions from texts. Text2Performer has two novel designs: 1) decomposed human representation and 2) diffusion-based motion sampler. First, we decompose the VQVAE latent space into human appearance and pose representation in an unsupervised manner by utilizing the nature of human videos. In this way, the appearance is well maintained along the generated frames. Then, we propose continuous VQ-diffuser to sample a sequence of pose embeddings. Unlike existing VQ-based methods that operate in the discrete space, continuous VQ-diffuser directly outputs the continuous pose embeddings for better motion modeling. Finally, motion-aware masking strategy is designed to mask the pose embeddings spatial-temporally to enhance the temporal coherence. Moreover, to facilitate the task of text-driven human video generation, we contribute a Fashion-Text2Video dataset with manually annotated action labels and text descriptions. Extensive experiments demonstrate that Text2Performer generates high-quality human videos (up to 512x256 resolution) with diverse appearances and flexible motions.

Towards Flexible Interactive Reflection Removal with Human Guidance

Single image reflection removal is inherently ambiguous, as both the reflection and transmission components requiring separation may follow natural image statistics. Existing methods attempt to address the issue by using various types of low-level and physics-based cues as sources of reflection signals. However, these cues are not universally applicable, since they are only observable in specific capture scenarios. This leads to a significant performance drop when test images do not align with their assumptions. In this paper, we aim to explore a novel flexible interactive reflection removal approach that leverages various forms of sparse human guidance, such as points and bounding boxes, as auxiliary high-level prior to achieve robust reflection removal. However, incorporating the raw user guidance naively into the existing reflection removal network does not result in performance gains. To this end, we innovatively transform raw user input into a unified form -- reflection masks using an Interactive Segmentation Foundation Model. Such a design absorbs the quintessence of the foundational segmentation model and flexible human guidance, thereby mitigating the challenges of reflection separations. Furthermore, to fully utilize user guidance and reduce user annotation costs, we design a mask-guided reflection removal network, comprising our proposed self-adaptive prompt block. This block adaptively incorporates user guidance as anchors and refines transmission features via cross-attention mechanisms. Extensive results on real-world images validate that our method demonstrates state-of-the-art performance on various datasets with the help of flexible and sparse user guidance. Our code and dataset will be publicly available here https://github.com/ShawnChenn/FlexibleReflectionRemoval.

Emotional Conversation: Empowering Talking Faces with Cohesive Expression, Gaze and Pose Generation

Vivid talking face generation holds immense potential applications across diverse multimedia domains, such as film and game production. While existing methods accurately synchronize lip movements with input audio, they typically ignore crucial alignments between emotion and facial cues, which include expression, gaze, and head pose. These alignments are indispensable for synthesizing realistic videos. To address these issues, we propose a two-stage audio-driven talking face generation framework that employs 3D facial landmarks as intermediate variables. This framework achieves collaborative alignment of expression, gaze, and pose with emotions through self-supervised learning. Specifically, we decompose this task into two key steps, namely speech-to-landmarks synthesis and landmarks-to-face generation. The first step focuses on simultaneously synthesizing emotionally aligned facial cues, including normalized landmarks that represent expressions, gaze, and head pose. These cues are subsequently reassembled into relocated facial landmarks. In the second step, these relocated landmarks are mapped to latent key points using self-supervised learning and then input into a pretrained model to create high-quality face images. Extensive experiments on the MEAD dataset demonstrate that our model significantly advances the state-of-the-art performance in both visual quality and emotional alignment.

Realistic and Efficient Face Swapping: A Unified Approach with Diffusion Models

Despite promising progress in face swapping task, realistic swapped images remain elusive, often marred by artifacts, particularly in scenarios involving high pose variation, color differences, and occlusion. To address these issues, we propose a novel approach that better harnesses diffusion models for face-swapping by making following core contributions. (a) We propose to re-frame the face-swapping task as a self-supervised, train-time inpainting problem, enhancing the identity transfer while blending with the target image. (b) We introduce a multi-step Denoising Diffusion Implicit Model (DDIM) sampling during training, reinforcing identity and perceptual similarities. (c) Third, we introduce CLIP feature disentanglement to extract pose, expression, and lighting information from the target image, improving fidelity. (d) Further, we introduce a mask shuffling technique during inpainting training, which allows us to create a so-called universal model for swapping, with an additional feature of head swapping. Ours can swap hair and even accessories, beyond traditional face swapping. Unlike prior works reliant on multiple off-the-shelf models, ours is a relatively unified approach and so it is resilient to errors in other off-the-shelf models. Extensive experiments on FFHQ and CelebA datasets validate the efficacy and robustness of our approach, showcasing high-fidelity, realistic face-swapping with minimal inference time. Our code is available at https://github.com/Sanoojan/REFace.

AniTalker: Animate Vivid and Diverse Talking Faces through Identity-Decoupled Facial Motion Encoding

The paper introduces AniTalker, an innovative framework designed to generate lifelike talking faces from a single portrait. Unlike existing models that primarily focus on verbal cues such as lip synchronization and fail to capture the complex dynamics of facial expressions and nonverbal cues, AniTalker employs a universal motion representation. This innovative representation effectively captures a wide range of facial dynamics, including subtle expressions and head movements. AniTalker enhances motion depiction through two self-supervised learning strategies: the first involves reconstructing target video frames from source frames within the same identity to learn subtle motion representations, and the second develops an identity encoder using metric learning while actively minimizing mutual information between the identity and motion encoders. This approach ensures that the motion representation is dynamic and devoid of identity-specific details, significantly reducing the need for labeled data. Additionally, the integration of a diffusion model with a variance adapter allows for the generation of diverse and controllable facial animations. This method not only demonstrates AniTalker's capability to create detailed and realistic facial movements but also underscores its potential in crafting dynamic avatars for real-world applications. Synthetic results can be viewed at https://github.com/X-LANCE/AniTalker.

DreamFace: Progressive Generation of Animatable 3D Faces under Text Guidance

Emerging Metaverse applications demand accessible, accurate, and easy-to-use tools for 3D digital human creations in order to depict different cultures and societies as if in the physical world. Recent large-scale vision-language advances pave the way to for novices to conveniently customize 3D content. However, the generated CG-friendly assets still cannot represent the desired facial traits for human characteristics. In this paper, we present DreamFace, a progressive scheme to generate personalized 3D faces under text guidance. It enables layman users to naturally customize 3D facial assets that are compatible with CG pipelines, with desired shapes, textures, and fine-grained animation capabilities. From a text input to describe the facial traits, we first introduce a coarse-to-fine scheme to generate the neutral facial geometry with a unified topology. We employ a selection strategy in the CLIP embedding space, and subsequently optimize both the details displacements and normals using Score Distillation Sampling from generic Latent Diffusion Model. Then, for neutral appearance generation, we introduce a dual-path mechanism, which combines the generic LDM with a novel texture LDM to ensure both the diversity and textural specification in the UV space. We also employ a two-stage optimization to perform SDS in both the latent and image spaces to significantly provides compact priors for fine-grained synthesis. Our generated neutral assets naturally support blendshapes-based facial animations. We further improve the animation ability with personalized deformation characteristics by learning the universal expression prior using the cross-identity hypernetwork. Notably, DreamFace can generate of realistic 3D facial assets with physically-based rendering quality and rich animation ability from video footage, even for fashion icons or exotic characters in cartoons and fiction movies.

Personalized Face Inpainting with Diffusion Models by Parallel Visual Attention

Face inpainting is important in various applications, such as photo restoration, image editing, and virtual reality. Despite the significant advances in face generative models, ensuring that a person's unique facial identity is maintained during the inpainting process is still an elusive goal. Current state-of-the-art techniques, exemplified by MyStyle, necessitate resource-intensive fine-tuning and a substantial number of images for each new identity. Furthermore, existing methods often fall short in accommodating user-specified semantic attributes, such as beard or expression. To improve inpainting results, and reduce the computational complexity during inference, this paper proposes the use of Parallel Visual Attention (PVA) in conjunction with diffusion models. Specifically, we insert parallel attention matrices to each cross-attention module in the denoising network, which attends to features extracted from reference images by an identity encoder. We train the added attention modules and identity encoder on CelebAHQ-IDI, a dataset proposed for identity-preserving face inpainting. Experiments demonstrate that PVA attains unparalleled identity resemblance in both face inpainting and face inpainting with language guidance tasks, in comparison to various benchmarks, including MyStyle, Paint by Example, and Custom Diffusion. Our findings reveal that PVA ensures good identity preservation while offering effective language-controllability. Additionally, in contrast to Custom Diffusion, PVA requires just 40 fine-tuning steps for each new identity, which translates to a significant speed increase of over 20 times.

Image Referenced Sketch Colorization Based on Animation Creation Workflow

Sketch colorization plays an important role in animation and digital illustration production tasks. However, existing methods still meet problems in that text-guided methods fail to provide accurate color and style reference, hint-guided methods still involve manual operation, and image-referenced methods are prone to cause artifacts. To address these limitations, we propose a diffusion-based framework inspired by real-world animation production workflows. Our approach leverages the sketch as the spatial guidance and an RGB image as the color reference, and separately extracts foreground and background from the reference image with spatial masks. Particularly, we introduce a split cross-attention mechanism with LoRA (Low-Rank Adaptation) modules. They are trained separately with foreground and background regions to control the corresponding embeddings for keys and values in cross-attention. This design allows the diffusion model to integrate information from foreground and background independently, preventing interference and eliminating the spatial artifacts. During inference, we design switchable inference modes for diverse use scenarios by changing modules activated in the framework. Extensive qualitative and quantitative experiments, along with user studies, demonstrate our advantages over existing methods in generating high-qualigy artifact-free results with geometric mismatched references. Ablation studies further confirm the effectiveness of each component. Codes are available at https://github.com/ tellurion-kanata/colorizeDiffusion.

Emotional Speech-Driven Animation with Content-Emotion Disentanglement

To be widely adopted, 3D facial avatars must be animated easily, realistically, and directly from speech signals. While the best recent methods generate 3D animations that are synchronized with the input audio, they largely ignore the impact of emotions on facial expressions. Realistic facial animation requires lip-sync together with the natural expression of emotion. To that end, we propose EMOTE (Expressive Model Optimized for Talking with Emotion), which generates 3D talking-head avatars that maintain lip-sync from speech while enabling explicit control over the expression of emotion. To achieve this, we supervise EMOTE with decoupled losses for speech (i.e., lip-sync) and emotion. These losses are based on two key observations: (1) deformations of the face due to speech are spatially localized around the mouth and have high temporal frequency, whereas (2) facial expressions may deform the whole face and occur over longer intervals. Thus, we train EMOTE with a per-frame lip-reading loss to preserve the speech-dependent content, while supervising emotion at the sequence level. Furthermore, we employ a content-emotion exchange mechanism in order to supervise different emotions on the same audio, while maintaining the lip motion synchronized with the speech. To employ deep perceptual losses without getting undesirable artifacts, we devise a motion prior in the form of a temporal VAE. Due to the absence of high-quality aligned emotional 3D face datasets with speech, EMOTE is trained with 3D pseudo-ground-truth extracted from an emotional video dataset (i.e., MEAD). Extensive qualitative and perceptual evaluations demonstrate that EMOTE produces speech-driven facial animations with better lip-sync than state-of-the-art methods trained on the same data, while offering additional, high-quality emotional control.

LatentSync: Audio Conditioned Latent Diffusion Models for Lip Sync

We present LatentSync, an end-to-end lip sync framework based on audio conditioned latent diffusion models without any intermediate motion representation, diverging from previous diffusion-based lip sync methods based on pixel space diffusion or two-stage generation. Our framework can leverage the powerful capabilities of Stable Diffusion to directly model complex audio-visual correlations. Additionally, we found that the diffusion-based lip sync methods exhibit inferior temporal consistency due to the inconsistency in the diffusion process across different frames. We propose Temporal REPresentation Alignment (TREPA) to enhance temporal consistency while preserving lip-sync accuracy. TREPA uses temporal representations extracted by large-scale self-supervised video models to align the generated frames with the ground truth frames. Furthermore, we observe the commonly encountered SyncNet convergence issue and conduct comprehensive empirical studies, identifying key factors affecting SyncNet convergence in terms of model architecture, training hyperparameters, and data preprocessing methods. We significantly improve the accuracy of SyncNet from 91% to 94% on the HDTF test set. Since we did not change the overall training framework of SyncNet, our experience can also be applied to other lip sync and audio-driven portrait animation methods that utilize SyncNet. Based on the above innovations, our method outperforms state-of-the-art lip sync methods across various metrics on the HDTF and VoxCeleb2 datasets.

PMMTalk: Speech-Driven 3D Facial Animation from Complementary Pseudo Multi-modal Features

Speech-driven 3D facial animation has improved a lot recently while most related works only utilize acoustic modality and neglect the influence of visual and textual cues, leading to unsatisfactory results in terms of precision and coherence. We argue that visual and textual cues are not trivial information. Therefore, we present a novel framework, namely PMMTalk, using complementary Pseudo Multi-Modal features for improving the accuracy of facial animation. The framework entails three modules: PMMTalk encoder, cross-modal alignment module, and PMMTalk decoder. Specifically, the PMMTalk encoder employs the off-the-shelf talking head generation architecture and speech recognition technology to extract visual and textual information from speech, respectively. Subsequently, the cross-modal alignment module aligns the audio-image-text features at temporal and semantic levels. Then PMMTalk decoder is employed to predict lip-syncing facial blendshape coefficients. Contrary to prior methods, PMMTalk only requires an additional random reference face image but yields more accurate results. Additionally, it is artist-friendly as it seamlessly integrates into standard animation production workflows by introducing facial blendshape coefficients. Finally, given the scarcity of 3D talking face datasets, we introduce a large-scale 3D Chinese Audio-Visual Facial Animation (3D-CAVFA) dataset. Extensive experiments and user studies show that our approach outperforms the state of the art. We recommend watching the supplementary video.

Masked Diffusion with Task-awareness for Procedure Planning in Instructional Videos

A key challenge with procedure planning in instructional videos lies in how to handle a large decision space consisting of a multitude of action types that belong to various tasks. To understand real-world video content, an AI agent must proficiently discern these action types (e.g., pour milk, pour water, open lid, close lid, etc.) based on brief visual observation. Moreover, it must adeptly capture the intricate semantic relation of the action types and task goals, along with the variable action sequences. Recently, notable progress has been made via the integration of diffusion models and visual representation learning to address the challenge. However, existing models employ rudimentary mechanisms to utilize task information to manage the decision space. To overcome this limitation, we introduce a simple yet effective enhancement - a masked diffusion model. The introduced mask acts akin to a task-oriented attention filter, enabling the diffusion/denoising process to concentrate on a subset of action types. Furthermore, to bolster the accuracy of task classification, we harness more potent visual representation learning techniques. In particular, we learn a joint visual-text embedding, where a text embedding is generated by prompting a pre-trained vision-language model to focus on human actions. We evaluate the method on three public datasets and achieve state-of-the-art performance on multiple metrics. Code is available at https://github.com/ffzzy840304/Masked-PDPP.