No Arabic abstract
Codec Avatars are a recent class of learned, photorealistic face models that accurately represent the geometry and texture of a person in 3D (i.e., for virtual reality), and are almost indistinguishable from video. In this paper we describe the first approach to animate these parametric models in real-time which could be deployed on commodity virtual reality hardware using audio and/or eye tracking. Our goal is to display expressive conversations between individuals that exhibit important social signals such as laughter and excitement solely from latent cues in our lossy input signals. To this end we collected over 5 hours of high frame rate 3D face scans across three participants including traditional neutral speech as well as expressive and conversational speech. We investigate a multimodal fusion approach that dynamically identifies which sensor encoding should animate which parts of the face at any time. See the supplemental video which demonstrates our ability to generate full face motion far beyond the typically neutral lip articulations seen in competing work: https://research.fb.com/videos/audio-and-gaze-driven-facial-animation-of-codec-avatars/
Telecommunication with photorealistic avatars in virtual or augmented reality is a promising path for achieving authentic face-to-face communication in 3D over remote physical distances. In this work, we present the Pixel Codec Avatars (PiCA): a deep generative model of 3D human faces that achieves state of the art reconstruction performance while being computationally efficient and adaptive to the rendering conditions during execution. Our model combines two core ideas: (1) a fully convolutional architecture for decoding spatially varying features, and (2) a rendering-adaptive per-pixel decoder. Both techniques are integrated via a dense surface representation that is learned in a weakly-supervised manner from low-topology mesh tracking over training images. We demonstrate that PiCA improves reconstruction over existing techniques across testing expressions and views on persons of different gender and skin tone. Importantly, we show that the PiCA model is much smaller than the state-of-art baseline model, and makes multi-person telecommunicaiton possible: on a single Oculus Quest 2 mobile VR headset, 5 avatars are rendered in realtime in the same scene.
Speech-driven facial animation is the process that automatically synthesizes talking characters based on speech signals. The majority of work in this domain creates a mapping from audio features to visual features. This approach often requires post-processing using computer graphics techniques to produce realistic albeit subject dependent results. We present an end-to-end system that generates videos of a talking head, using only a still image of a person and an audio clip containing speech, without relying on handcrafted intermediate features. Our method generates videos which have (a) lip movements that are in sync with the audio and (b) natural facial expressions such as blinks and eyebrow movements. Our temporal GAN uses 3 discriminators focused on achieving detailed frames, audio-visual synchronization, and realistic expressions. We quantify the contribution of each component in our model using an ablation study and we provide insights into the latent representation of the model. The generated videos are evaluated based on sharpness, reconstruction quality, lip-reading accuracy, synchronization as well as their ability to generate natural blinks.
Speech-driven facial animation involves using a speech signal to generate realistic videos of talking faces. Recent deep learning approaches to facial synthesis rely on extracting low-dimensional representations and concatenating them, followed by a decoding step of the concatenated vector. This accounts for only first-order interactions of the features and ignores higher-order interactions. In this paper we propose a polynomial fusion layer that models the joint representation of the encodings by a higher-order polynomial, with the parameters modelled by a tensor decomposition. We demonstrate the suitability of this approach through experiments on generated videos evaluated on a range of metrics on video quality, audiovisual synchronisation and generation of blinks.
The DeepFakes, which are the facial manipulation techniques, is the emerging threat to digital society. Various DeepFake detection methods and datasets are proposed for detecting such data, especially for face-swapping. However, recent researches less consider facial animation, which is also important in the DeepFake attack side. It tries to animate a face image with actions provided by a driving video, which also leads to a concern about the security of recent payment systems that reply on liveness detection to authenticate real users via recognising a sequence of user facial actions. However, our experiments show that the existed datasets are not sufficient to develop reliable detection methods. While the current liveness detector cannot defend such videos as the attack. As a response, we propose a new human face animation dataset, called DeepFake MNIST+, generated by a SOTA image animation generator. It includes 10,000 facial animation videos in ten different actions, which can spoof the recent liveness detectors. A baseline detection method and a comprehensive analysis of the method is also included in this paper. In addition, we analyze the proposed datasets properties and reveal the difficulty and importance of detecting animation datasets under different types of motion and compression quality.
Speech-driven facial animation is the process which uses speech signals to automatically synthesize a talking character. The majority of work in this domain creates a mapping from audio features to visual features. This often requires post-processing using computer graphics techniques to produce realistic albeit subject dependent results. We present a system for generating videos of a talking head, using a still image of a person and an audio clip containing speech, that doesnt rely on any handcrafted intermediate features. To the best of our knowledge, this is the first method capable of generating subject independent realistic videos directly from raw audio. Our method can generate videos which have (a) lip movements that are in sync with the audio and (b) natural facial expressions such as blinks and eyebrow movements. We achieve this by using a temporal GAN with 2 discriminators, which are capable of capturing different aspects of the video. The effect of each component in our system is quantified through an ablation study. The generated videos are evaluated based on their sharpness, reconstruction quality, and lip-reading accuracy. Finally, a user study is conducted, confirming that temporal GANs lead to more natural sequences than a static GAN-based approach.