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High-Fidelity 3D Talking Head Synthesis via Deformation-Based Gaussian Splatting


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TalkingGaussian, a deformation-based framework, synthesizes high-quality talking head videos by applying smooth and continuous deformations to persistent Gaussian primitives, without requiring to learn the difficult appearance change like previous methods.
Kivonat

The paper presents TalkingGaussian, a novel deformation-based framework for audio-driven 3D talking head synthesis. The key ideas are:

  1. Representation: TalkingGaussian represents the dynamic talking head with a 3D Gaussian Splatting (3DGS)-based Deformable Gaussian Field, consisting of a static Persistent Gaussian Field and a neural Grid-based Motion Field. This allows the framework to decouple the persistent head structure and dynamic facial motions.

  2. Deformation-based Motion: Instead of directly modifying the appearance like previous NeRF-based methods, TalkingGaussian applies smooth and continuous deformations to the persistent Gaussian primitives to represent facial motions. This simplifies the learning task and avoids distortions in dynamic regions.

  3. Face-Mouth Decomposition: To address the motion inconsistency between the face and inside mouth areas, TalkingGaussian decomposes the head into two separate branches for these two regions. This helps reconstruct more accurate motion and structure of the mouth region.

  4. Incremental Sampling: An incremental sampling strategy is introduced to guide the optimization of deformation fields, which gradually moves the sampling window to facilitate learning complex facial motions.

Extensive experiments demonstrate that TalkingGaussian outperforms state-of-the-art methods in terms of visual quality, lip-synchronization, and efficiency.

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Statisztikák
The video clips have an average length of about 6500 frames in 25 FPS with a center portrait. Three of the video clips are cropped and resized to 512 × 512, and one to 450 × 450.
Idézetek
"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."

Mélyebb kérdések

How can the deformation-based representation be extended to other dynamic 3D content generation tasks beyond talking heads?

Deformation-based representation can be extended to various dynamic 3D content generation tasks beyond talking heads by adapting the same principles to different scenarios. Here are some ways this approach can be applied: Body Animation: The deformation-based representation can be utilized to animate the human body in 3D space. By applying smooth and continuous deformations to persistent primitives representing different body parts, realistic and natural movements can be generated for activities such as dancing, sports, or physical interactions. Character Animation: In the realm of character animation, the deformation-based approach can be used to create lifelike movements for animated characters. By deforming the character models based on motion data, facial expressions, and body gestures, more expressive and realistic animations can be achieved. Object Animation: The same concept can be applied to animate objects in 3D space. By deforming the geometry of objects based on their intended movements, dynamic and interactive simulations can be created for various applications such as robotics, virtual environments, and simulations. Environmental Effects: Deformation-based representation can also be extended to simulate dynamic environmental effects such as water ripples, wind effects on trees, or deformations in terrain. By applying deformations to the environmental elements, realistic and immersive virtual environments can be generated. Overall, the deformation-based representation can be a versatile and powerful tool for generating dynamic 3D content across various domains beyond talking heads, providing a flexible and intuitive way to capture and represent complex movements and interactions in virtual spaces.

What are the potential limitations of the current deformation-based approach, and how can they be addressed in future work?

While the deformation-based approach offers significant advantages in generating precise and realistic 3D content, there are some potential limitations that need to be addressed in future work: Complex Movements: One limitation is the challenge of representing highly complex and intricate movements accurately. Future work could focus on developing more sophisticated deformation models that can handle a wider range of motions with increased precision and fidelity. Real-time Performance: Another limitation is the computational complexity of deformation-based methods, which may impact real-time performance. Future research could explore optimization techniques and parallel processing to improve the efficiency of deformation calculations for faster rendering. Generalization: The current approach may struggle with generalizing to unseen data or diverse scenarios. Future work could investigate techniques for enhancing the generalization capabilities of deformation-based models, such as domain adaptation and transfer learning. Facial Expressions: While the Face-Mouth Decomposition module addresses motion inconsistencies between the face and inside mouth areas, future work could focus on extending this approach to handle more complex facial structures and expressions. This could involve incorporating additional facial landmarks or features to capture a wider range of expressions accurately. By addressing these limitations through further research and innovation, the deformation-based approach can continue to evolve and improve in its ability to generate high-quality and realistic 3D content across various applications.

How can the proposed Face-Mouth Decomposition module be generalized to handle more complex facial structures and expressions?

The proposed Face-Mouth Decomposition module can be generalized to handle more complex facial structures and expressions by incorporating advanced techniques and strategies. Here are some ways to enhance the module for handling intricate facial features: Semantic Segmentation: Utilize advanced facial recognition and segmentation algorithms to divide the face into more detailed regions beyond just the face and inside mouth areas. By segmenting the face into smaller regions based on specific facial features, the module can capture a broader range of expressions and movements. Feature Extraction: Implement sophisticated feature extraction methods to extract detailed facial features and landmarks. By incorporating advanced feature extraction techniques, the module can capture subtle nuances in facial expressions and movements, enabling more accurate representation of complex facial structures. Multi-Modal Data Fusion: Integrate multi-modal data sources such as depth maps, infrared imaging, or 3D scans to enhance the module's understanding of complex facial structures. By fusing information from multiple sources, the module can create a more comprehensive representation of facial expressions and dynamics. Deep Learning Architectures: Explore advanced deep learning architectures such as convolutional neural networks (CNNs) and recurrent neural networks (RNNs) to improve the module's ability to handle complex facial structures. By leveraging the power of deep learning, the module can learn intricate patterns and relationships in facial data for more accurate decomposition and representation. By incorporating these advanced techniques and strategies, the Face-Mouth Decomposition module can be generalized to handle a wider range of complex facial structures and expressions, enabling more precise and realistic synthesis of facial animations and movements.
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