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Face image animation from a single image has achieved remarkable progress. However, it remains challenging when only sparse landmarks are available as the driving signal. Given a source face image and a sequence of sparse face landmarks, our goal is to generate a video of the face imitating the motion of landmarks. We develop an efficient and effective method for motion transfer from sparse landmarks to the face image. We then combine global and local motion estimation in a unified model to faithfully transfer the motion. The model can learn to segment the moving foreground from the background and generate not only global motion, such as rotation and translation of the face, but also subtle local motion such as the gaze change. We further improve face landmark detection on videos. With temporally better aligned landmark sequences for training, our method can generate temporally coherent videos with higher visual quality. Experiments suggest we achieve results comparable to the state-of-the-art image driven method on the same identity testing and better results on cross identity testing.
We propose novel motion representations for animating articulated objects consisting of distinct parts. In a completely unsupervised manner, our method identifies object parts, tracks them in a driving video, and infers their motions by considering t
3D face reconstruction and face alignment are two fundamental and highly related topics in computer vision. Recently, some works start to use deep learning models to estimate the 3DMM coefficients to reconstruct 3D face geometry. However, the perform
In this paper we focus on landscape animation, which aims to generate time-lapse videos from a single landscape image. Motion is crucial for landscape animation as it determines how objects move in videos. Existing methods are able to generate appeal
The 3D Morphable Model (3DMM) is a powerful statistical tool for representing 3D face shapes. To build a 3DMM, a training set of face scans in full point-to-point correspondence is required, and its modeling capabilities directly depend on the variab
This paper presents a generic method for generating full facial 3D animation from speech. Existing approaches to audio-driven facial animation exhibit uncanny or static upper face animation, fail to produce accurate and plausible co-articulation or r