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Oct 16

ResDiffFRG: Residual Diffusion for Multiple Appropriate Facial Reaction Generation

In dyadic human speaker-listener conversations, the listener's facial reactions allows the speaker to accurately perceive the listener's emotional states. Since human facial reactions are non-deterministic, the ability to generate multiple appropriate human-like facial reactions is crucial for realistic human-agent interactions. Although diffusion models are naturally suited to such one-to-many generation, existing diffusion-based Multiple Appropriate Facial Reaction Generation (MAFRG) methods attempt to denoise random Gaussian initialisations directly into multiple appropriate facial reactions (AFRs). These random initialisations are usually not well-aligned with the target listener facial reaction, which requires complex denoising trajectories from these initialisations, and subsequently creates substantial opportunities for deviations away from the range of trajectories leading to appropriate AFRs. Given the inherent mimicry between the human listener's and speaker's facial behaviours, we address the above denoising trajectory issue by leveraging this strong prior. Specifically, we propose ResDiffFRG, a novel diffusion-based MAFRG framework that explicitly anchors the diffusion process to the speaker behaviour by defining its diffusion target as the residual between the speaker anchor and an AFR. The denoiser only needs to model the comparatively small, reaction-specific residual needed to transform this anchor into an AFR, rather than reconstructing the complete reaction from an unstructured state. Extensive experiments show that ResDiffFRG achieves large improvements in correlation-based appropriateness over existing methods. Our denoising trajectory analysis showed that even at the start of the denoising trajectory, ResDiffFRG already achieves a higher facial-reaction correlation score than the Gaussian Diffusion baseline does after completing 60% of its denoising trajectory.

  • 4 authors
·
Sep 26

MultiHuman-Testbench: Benchmarking Image Generation for Multiple Humans

Generation of images containing multiple humans, performing complex actions, while preserving their facial identities, is a significant challenge. A major factor contributing to this is the lack of a dedicated benchmark. To address this, we introduce MultiHuman-Testbench, a novel benchmark for rigorously evaluating generative models for multi-human generation. The benchmark comprises 1,800 samples, including carefully curated text prompts, describing a range of simple to complex human actions. These prompts are matched with a total of 5,550 unique human face images, sampled uniformly to ensure diversity across age, ethnic background, and gender. Alongside captions, we provide human-selected pose conditioning images which accurately match the prompt. We propose a multi-faceted evaluation suite employing four key metrics to quantify face count, ID similarity, prompt alignment, and action detection. We conduct a thorough evaluation of a diverse set of models, including zero-shot approaches and training-based methods, with and without regional priors. We also propose novel techniques to incorporate image and region isolation using human segmentation and Hungarian matching, significantly improving ID similarity. Our proposed benchmark and key findings provide valuable insights and a standardized tool for advancing research in multi-human image generation. The dataset and evaluation codes will be available at https://github.com/Qualcomm-AI-research/MultiHuman-Testbench.

  • 9 authors
·
Jun 25, 2025

ECHO: Towards Emotionally Appropriate and Contextually Aware Interactive Head Generation

In natural face-to-face interaction, participants seamlessly alternate between speaking and listening, producing facial behaviors (FBs) that are finely informed by long-range context and naturally exhibit contextual appropriateness and emotional rationality. Interactive Head Generation (IHG) aims to synthesize lifelike avatar head video emulating such capabilities. Existing IHG methods typically condition on dual-track signals (i.e., human user's behaviors and pre-defined audio for avatar) within a short temporal window, jointly driving generation of avatar's audio-aligned lip articulation and non-verbal FBs. However, two main challenges persist in these methods: (i) the reliance on short-clip behavioral cues without long-range contextual modeling leads them to produce facial behaviors lacking contextual appropriateness; and (ii) the entangled, role-agnostic fusion of dual-track signals empirically introduces cross-signal interference, potentially compromising lip-region synchronization during speaking. To this end, we propose ECHO, a novel IHG framework comprising two key components: a Long-range Contextual Understanding (LCU) component that facilitates contextual understanding of both behavior-grounded dynamics and linguistic-driven affective semantics to promote contextual appropriateness and emotional rationality of synthesized avatar FBs; and a block-wise Spatial-aware Decoupled Cross-attention Modulation (SDCM) module, that preserves self-audio-driven lip articulation while adaptively integrating user contextual behavioral cues for non-lip facial regions, complemented by our designed two-stage training paradigm, to jointly enhance lip synchronization and visual fidelity. Extensive experiments demonstrate the effectiveness of proposed components and ECHO's superior IHG performance.

  • 9 authors
·
Mar 17

MoReact: Generating Reactive Motion from Textual Descriptions

Modeling and generating human reactions poses a significant challenge with broad applications for computer vision and human-computer interaction. Existing methods either treat multiple individuals as a single entity, directly generating interactions, or rely solely on one person's motion to generate the other's reaction, failing to integrate the rich semantic information that underpins human interactions. Yet, these methods often fall short in adaptive responsiveness, i.e., the ability to accurately respond to diverse and dynamic interaction scenarios. Recognizing this gap, our work introduces an approach tailored to address the limitations of existing models by focusing on text-driven human reaction generation. Our model specifically generates realistic motion sequences for individuals that responding to the other's actions based on a descriptive text of the interaction scenario. The goal is to produce motion sequences that not only complement the opponent's movements but also semantically fit the described interactions. To achieve this, we present MoReact, a diffusion-based method designed to disentangle the generation of global trajectories and local motions sequentially. This approach stems from the observation that generating global trajectories first is crucial for guiding local motion, ensuring better alignment with given action and text. Furthermore, we introduce a novel interaction loss to enhance the realism of generated close interactions. Our experiments, utilizing data adapted from a two-person motion dataset, demonstrate the efficacy of our approach for this novel task, which is capable of producing realistic, diverse, and controllable reactions that not only closely match the movements of the counterpart but also adhere to the textual guidance. Please find our webpage at https://xiyan-xu.github.io/MoReactWebPage.

  • 4 authors
·
Sep 28, 2025

Think-Before-Draw: Decomposing Emotion Semantics & Fine-Grained Controllable Expressive Talking Head Generation

Emotional talking-head generation has emerged as a pivotal research area at the intersection of computer vision and multimodal artificial intelligence, with its core value lying in enhancing human-computer interaction through immersive and empathetic engagement.With the advancement of multimodal large language models, the driving signals for emotional talking-head generation has shifted from audio and video to more flexible text. However, current text-driven methods rely on predefined discrete emotion label texts, oversimplifying the dynamic complexity of real facial muscle movements and thus failing to achieve natural emotional expressiveness.This study proposes the Think-Before-Draw framework to address two key challenges: (1) In-depth semantic parsing of emotions--by innovatively introducing Chain-of-Thought (CoT), abstract emotion labels are transformed into physiologically grounded facial muscle movement descriptions, enabling the mapping from high-level semantics to actionable motion features; and (2) Fine-grained expressiveness optimization--inspired by artists' portrait painting process, a progressive guidance denoising strategy is proposed, employing a "global emotion localization--local muscle control" mechanism to refine micro-expression dynamics in generated videos.Our experiments demonstrate that our approach achieves state-of-the-art performance on widely-used benchmarks, including MEAD and HDTF. Additionally, we collected a set of portrait images to evaluate our model's zero-shot generation capability.

  • 6 authors
·
Jul 16, 2025

FantasyPortrait: Enhancing Multi-Character Portrait Animation with Expression-Augmented Diffusion Transformers

Producing expressive facial animations from static images is a challenging task. Prior methods relying on explicit geometric priors (e.g., facial landmarks or 3DMM) often suffer from artifacts in cross reenactment and struggle to capture subtle emotions. Furthermore, existing approaches lack support for multi-character animation, as driving features from different individuals frequently interfere with one another, complicating the task. To address these challenges, we propose FantasyPortrait, a diffusion transformer based framework capable of generating high-fidelity and emotion-rich animations for both single- and multi-character scenarios. Our method introduces an expression-augmented learning strategy that utilizes implicit representations to capture identity-agnostic facial dynamics, enhancing the model's ability to render fine-grained emotions. For multi-character control, we design a masked cross-attention mechanism that ensures independent yet coordinated expression generation, effectively preventing feature interference. To advance research in this area, we propose the Multi-Expr dataset and ExprBench, which are specifically designed datasets and benchmarks for training and evaluating multi-character portrait animations. Extensive experiments demonstrate that FantasyPortrait significantly outperforms state-of-the-art methods in both quantitative metrics and qualitative evaluations, excelling particularly in challenging cross reenactment and multi-character contexts. Our project page is https://fantasy-amap.github.io/fantasy-portrait/.

  • 6 authors
·
Jul 17, 2025 1

Motion Transfer-Enhanced StyleGAN for Generating Diverse Macaque Facial Expressions

Generating animal faces using generative AI techniques is challenging because the available training images are limited both in quantity and variation, particularly for facial expressions across individuals. In this study, we focus on macaque monkeys, widely studied in systems neuroscience and evolutionary research, and propose a method to generate their facial expressions using a style-based generative image model (i.e., StyleGAN2). To address data limitations, we implemented: 1) data augmentation by synthesizing new facial expression images using a motion transfer to animate still images with computer graphics, 2) sample selection based on the latent representation of macaque faces from an initially trained StyleGAN2 model to ensure the variation and uniform sampling in training dataset, and 3) loss function refinement to ensure the accurate reproduction of subtle movements, such as eye movements. Our results demonstrate that the proposed method enables the generation of diverse facial expressions for multiple macaque individuals, outperforming models trained solely on original still images. Additionally, we show that our model is effective for style-based image editing, where specific style parameters correspond to distinct facial movements. These findings underscore the model's potential for disentangling motion components as style parameters, providing a valuable tool for research on macaque facial expressions.

  • 5 authors
·
Nov 20, 2025

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.

  • 7 authors
·
Mar 25, 2025 3

SynFER: Towards Boosting Facial Expression Recognition with Synthetic Data

Facial expression datasets remain limited in scale due to the subjectivity of annotations and the labor-intensive nature of data collection. This limitation poses a significant challenge for developing modern deep learning-based facial expression analysis models, particularly foundation models, that rely on large-scale data for optimal performance. To tackle the overarching and complex challenge, instead of introducing a new large-scale dataset, we introduce SynFER (Synthesis of Facial Expressions with Refined Control), a novel synthetic framework for synthesizing facial expression image data based on high-level textual descriptions as well as more fine-grained and precise control through facial action units. To ensure the quality and reliability of the synthetic data, we propose a semantic guidance technique to steer the generation process and a pseudo-label generator to help rectify the facial expression labels for the synthetic images. To demonstrate the generation fidelity and the effectiveness of the synthetic data from SynFER, we conduct extensive experiments on representation learning using both synthetic data and real-world data. Results validate the efficacy of our approach and the synthetic data. Notably, our approach achieves a 67.23% classification accuracy on AffectNet when training solely with synthetic data equivalent to the AffectNet training set size, which increases to 69.84% when scaling up to five times the original size. Code is available here.

  • 11 authors
·
Oct 13, 2024

Responsive Listening Head Generation: A Benchmark Dataset and Baseline

We present a new listening head generation benchmark, for synthesizing responsive feedbacks of a listener (e.g., nod, smile) during a face-to-face conversation. As the indispensable complement to talking heads generation, listening head generation has seldomly been studied in literature. Automatically synthesizing listening behavior that actively responds to a talking head, is critical to applications such as digital human, virtual agents and social robots. In this work, we propose a novel dataset "ViCo", highlighting the listening head generation during a face-to-face conversation. A total number of 92 identities (67 speakers and 76 listeners) are involved in ViCo, featuring 483 clips in a paired "speaking-listening" pattern, where listeners show three listening styles based on their attitudes: positive, neutral, negative. Different from traditional speech-to-gesture or talking-head generation, listening head generation takes as input both the audio and visual signals from the speaker, and gives non-verbal feedbacks (e.g., head motions, facial expressions) in a real-time manner. Our dataset supports a wide range of applications such as human-to-human interaction, video-to-video translation, cross-modal understanding and generation. To encourage further research, we also release a listening head generation baseline, conditioning on different listening attitudes. Code & ViCo dataset: https://project.mhzhou.com/vico.

  • 6 authors
·
Dec 27, 2021

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.

  • 9 authors
·
Dec 12, 2023

EDTalk: Efficient Disentanglement for Emotional Talking Head Synthesis

Achieving disentangled control over multiple facial motions and accommodating diverse input modalities greatly enhances the application and entertainment of the talking head generation. This necessitates a deep exploration of the decoupling space for facial features, ensuring that they a) operate independently without mutual interference and b) can be preserved to share with different modal input, both aspects often neglected in existing methods. To address this gap, this paper proposes a novel Efficient Disentanglement framework for Talking head generation (EDTalk). Our framework enables individual manipulation of mouth shape, head pose, and emotional expression, conditioned on video or audio inputs. Specifically, we employ three lightweight modules to decompose the facial dynamics into three distinct latent spaces representing mouth, pose, and expression, respectively. Each space is characterized by a set of learnable bases whose linear combinations define specific motions. To ensure independence and accelerate training, we enforce orthogonality among bases and devise an efficient training strategy to allocate motion responsibilities to each space without relying on external knowledge. The learned bases are then stored in corresponding banks, enabling shared visual priors with audio input. Furthermore, considering the properties of each space, we propose an Audio-to-Motion module for audio-driven talking head synthesis. Experiments are conducted to demonstrate the effectiveness of EDTalk. We recommend watching the project website: https://tanshuai0219.github.io/EDTalk/

  • 4 authors
·
Apr 2, 2024

SynchroRaMa : Lip-Synchronized and Emotion-Aware Talking Face Generation via Multi-Modal Emotion Embedding

Audio-driven talking face generation has received growing interest, particularly for applications requiring expressive and natural human-avatar interaction. However, most existing emotion-aware methods rely on a single modality (either audio or image) for emotion embedding, limiting their ability to capture nuanced affective cues. Additionally, most methods condition on a single reference image, restricting the model's ability to represent dynamic changes in actions or attributes across time. To address these issues, we introduce SynchroRaMa, a novel framework that integrates a multi-modal emotion embedding by combining emotional signals from text (via sentiment analysis) and audio (via speech-based emotion recognition and audio-derived valence-arousal features), enabling the generation of talking face videos with richer and more authentic emotional expressiveness and fidelity. To ensure natural head motion and accurate lip synchronization, SynchroRaMa includes an audio-to-motion (A2M) module that generates motion frames aligned with the input audio. Finally, SynchroRaMa incorporates scene descriptions generated by Large Language Model (LLM) as additional textual input, enabling it to capture dynamic actions and high-level semantic attributes. Conditioning the model on both visual and textual cues enhances temporal consistency and visual realism. Quantitative and qualitative experiments on benchmark datasets demonstrate that SynchroRaMa outperforms the state-of-the-art, achieving improvements in image quality, expression preservation, and motion realism. A user study further confirms that SynchroRaMa achieves higher subjective ratings than competing methods in overall naturalness, motion diversity, and video smoothness. Our project page is available at <https://novicemm.github.io/synchrorama>.

  • 4 authors
·
Sep 24, 2025

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.

  • 2 authors
·
Jun 12, 2024

Automated Synthesis of Facial Mechanisms for Conversational Animatronic Robots

Animatronic faces are a central component of socially interactive robots, enabling rich nonverbal communication through facial articulation. However, state-of-the-art animatronic faces are typically tailored systems: each new facial geometry requires extensive manual mechanical redesign, making large-scale personalization prohibitively slow and costly. In this work, we pursue automated and scalable mechanical face synthesis, aiming to rapidly generate a physically realizable facial mechanism for a wide range of facial geometries. We introduce a parametric, linkage-driven mechanical face template whose topology and actuator layout are explicitly parameterized to support systematic scaling and retargeting across diverse facial morphologies. Building on this template, we propose a hierarchical automatic design algorithm that takes a single 2D portrait as input, reconstructs a target 3D face, and synthesizes a collision-free, manufacturable internal mechanism. The algorithm combines anatomy-guided feasible motion volumes, Action Unit (AU)-derived trajectory-based expressiveness objectives, and a collision-driven outer-loop refinement strategy. Beyond hardware synthesis, we argue that future mechanical faces deployed at scale must engage in bidirectional, multi-turn conversation rather than functioning solely as speaking or listening heads. To this end, we develop a dual-identity conversational facial motion synthesis framework that jointly models speaking and listening behaviors from audio, producing temporally coherent 3D facial motion suitable for physical execution. We validate our system through extensive experiments, including (i) quantitative evaluation of automatic mechanism synthesis across diverse facial geometries, (ii) comparisons against manual mechanical design, (iii) benchmarks on conversational facial motion synthesis and real-time deployment, and (iv) perceptual user studies.

  • 9 authors
·
Jul 12

EmoFace: Audio-driven Emotional 3D Face Animation

Audio-driven emotional 3D face animation aims to generate emotionally expressive talking heads with synchronized lip movements. However, previous research has often overlooked the influence of diverse emotions on facial expressions or proved unsuitable for driving MetaHuman models. In response to this deficiency, we introduce EmoFace, a novel audio-driven methodology for creating facial animations with vivid emotional dynamics. Our approach can generate facial expressions with multiple emotions, and has the ability to generate random yet natural blinks and eye movements, while maintaining accurate lip synchronization. We propose independent speech encoders and emotion encoders to learn the relationship between audio, emotion and corresponding facial controller rigs, and finally map into the sequence of controller values. Additionally, we introduce two post-processing techniques dedicated to enhancing the authenticity of the animation, particularly in blinks and eye movements. Furthermore, recognizing the scarcity of emotional audio-visual data suitable for MetaHuman model manipulation, we contribute an emotional audio-visual dataset and derive control parameters for each frames. Our proposed methodology can be applied in producing dialogues animations of non-playable characters (NPCs) in video games, and driving avatars in virtual reality environments. Our further quantitative and qualitative experiments, as well as an user study comparing with existing researches show that our approach demonstrates superior results in driving 3D facial models. The code and sample data are available at https://github.com/SJTU-Lucy/EmoFace.

  • 4 authors
·
Jul 17, 2024

Combo: Co-speech holistic 3D human motion generation and efficient customizable adaptation in harmony

In this paper, we propose a novel framework, Combo, for harmonious co-speech holistic 3D human motion generation and efficient customizable adaption. In particular, we identify that one fundamental challenge as the multiple-input-multiple-output (MIMO) nature of the generative model of interest. More concretely, on the input end, the model typically consumes both speech signals and character guidance (e.g., identity and emotion), which not only poses challenge on learning capacity but also hinders further adaptation to varying guidance; on the output end, holistic human motions mainly consist of facial expressions and body movements, which are inherently correlated but non-trivial to coordinate in current data-driven generation process. In response to the above challenge, we propose tailored designs to both ends. For the former, we propose to pre-train on data regarding a fixed identity with neutral emotion, and defer the incorporation of customizable conditions (identity and emotion) to fine-tuning stage, which is boosted by our novel X-Adapter for parameter-efficient fine-tuning. For the latter, we propose a simple yet effective transformer design, DU-Trans, which first divides into two branches to learn individual features of face expression and body movements, and then unites those to learn a joint bi-directional distribution and directly predicts combined coefficients. Evaluated on BEAT2 and SHOW datasets, Combo is highly effective in generating high-quality motions but also efficient in transferring identity and emotion. Project website: https://xc-csc101.github.io/combo/{Combo}.

  • 8 authors
·
Aug 18, 2024

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.

  • 5 authors
·
Feb 25, 2024

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/.

  • 7 authors
·
Nov 12, 2023 3

Cross-Modal Emotion Transfer for Emotion Editing in Talking Face Video

Talking face generation has gained significant attention as a core application of generative models. To enhance the expressiveness and realism of synthesized videos, emotion editing in talking face video plays a crucial role. However, existing approaches often limit expressive flexibility and struggle to generate extended emotions. Label-based methods represent emotions with discrete categories, which fail to capture a wide range of emotions. Audio-based methods can leverage emotionally rich speech signals - and even benefit from expressive text-to-speech (TTS) synthesis - but they fail to express the target emotions because emotions and linguistic contents are entangled in emotional speeches. Images-based methods, on the other hand, rely on target reference images to guide emotion transfer, yet they require high-quality frontal views and face challenges in acquiring reference data for extended emotions (e.g., sarcasm). To address these limitations, we propose Cross-Modal Emotion Transfer (C-MET), a novel approach that generates facial expressions based on speeches by modeling emotion semantic vectors between speech and visual feature spaces. C-MET leverages a large-scale pretrained audio encoder and a disentangled facial expression encoder to learn emotion semantic vectors that represent the difference between two different emotional embeddings across modalities. Extensive experiments on the MEAD and CREMA-D datasets demonstrate that our method improves emotion accuracy by 14% over state-of-the-art methods, while generating expressive talking face videos - even for unseen extended emotions. Code, checkpoint, and demo are available at https://chanhyeok-choi.github.io/C-MET/

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.

  • 10 authors
·
Jun 26, 2024 2

JoyVASA: Portrait and Animal Image Animation with Diffusion-Based Audio-Driven Facial Dynamics and Head Motion Generation

Audio-driven portrait animation has made significant advances with diffusion-based models, improving video quality and lipsync accuracy. However, the increasing complexity of these models has led to inefficiencies in training and inference, as well as constraints on video length and inter-frame continuity. In this paper, we propose JoyVASA, a diffusion-based method for generating facial dynamics and head motion in audio-driven facial animation. Specifically, in the first stage, we introduce a decoupled facial representation framework that separates dynamic facial expressions from static 3D facial representations. This decoupling allows the system to generate longer videos by combining any static 3D facial representation with dynamic motion sequences. Then, in the second stage, a diffusion transformer is trained to generate motion sequences directly from audio cues, independent of character identity. Finally, a generator trained in the first stage uses the 3D facial representation and the generated motion sequences as inputs to render high-quality animations. With the decoupled facial representation and the identity-independent motion generation process, JoyVASA extends beyond human portraits to animate animal faces seamlessly. The model is trained on a hybrid dataset of private Chinese and public English data, enabling multilingual support. Experimental results validate the effectiveness of our approach. Future work will focus on improving real-time performance and refining expression control, further expanding the applications in portrait animation. The code is available at: https://github.com/jdh-algo/JoyVASA.

  • 7 authors
·
Nov 14, 2024 2

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.

  • 6 authors
·
Jul 10, 2023

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.

  • 12 authors
·
Aug 24, 2024 3

FaceChain-FACT: Face Adapter with Decoupled Training for Identity-preserved Personalization

In the field of human-centric personalized image generation, the adapter-based method obtains the ability to customize and generate portraits by text-to-image training on facial data. This allows for identity-preserved personalization without additional fine-tuning in inference. Although there are improvements in efficiency and fidelity, there is often a significant performance decrease in test following ability, controllability, and diversity of generated faces compared to the base model. In this paper, we analyze that the performance degradation is attributed to the failure to decouple identity features from other attributes during extraction, as well as the failure to decouple the portrait generation training from the overall generation task. To address these issues, we propose the Face Adapter with deCoupled Training (FACT) framework, focusing on both model architecture and training strategy. To decouple identity features from others, we leverage a transformer-based face-export encoder and harness fine-grained identity features. To decouple the portrait generation training, we propose Face Adapting Increment Regularization~(FAIR), which effectively constrains the effect of face adapters on the facial region, preserving the generative ability of the base model. Additionally, we incorporate a face condition drop and shuffle mechanism, combined with curriculum learning, to enhance facial controllability and diversity. As a result, FACT solely learns identity preservation from training data, thereby minimizing the impact on the original text-to-image capabilities of the base model. Extensive experiments show that FACT has both controllability and fidelity in both text-to-image generation and inpainting solutions for portrait generation.

  • 7 authors
·
Oct 16, 2024

EmoCAST: Emotional Talking Portrait via Emotive Text Description

Emotional talking head synthesis aims to generate talking portrait videos with vivid expressions. Existing methods still exhibit limitations in control flexibility, motion naturalness, and expression quality. Moreover, currently available datasets are mainly collected in lab settings, further exacerbating these shortcomings and hindering real-world deployment. To address these challenges, we propose EmoCAST, a diffusion-based talking head framework for precise, text-driven emotional synthesis. Its contributions are threefold: (1) architectural modules that enable effective text control; (2) an emotional talking-head dataset that expands the framework's ability; and (3) training strategies that further improve performance. Specifically, for appearance modeling, emotional prompts are integrated through a text-guided emotive attention module, enhancing spatial knowledge to improve emotion understanding. To strengthen audio-emotion alignment, we introduce an emotive audio attention module to capture the interplay between controlled emotion and driving audio, generating emotion-aware features to guide precise facial motion synthesis. Additionally, we construct a large-scale, in-the-wild emotional talking head dataset with emotive text descriptions to optimize the framework's performance. Based on this dataset, we propose an emotion-aware sampling strategy and a progressive functional training strategy that improve the model's ability to capture nuanced expressive features and achieve accurate lip-sync. Overall, EmoCAST achieves state-of-the-art performance in generating realistic, emotionally expressive, and audio-synchronized talking-head videos. Project Page: https://github.com/GVCLab/EmoCAST

  • 6 authors
·
Aug 28, 2025

Morpheus: A Neural-driven Animatronic Face with Hybrid Actuation and Diverse Emotion Control

Previous animatronic faces struggle to express emotions effectively due to hardware and software limitations. On the hardware side, earlier approaches either use rigid-driven mechanisms, which provide precise control but are difficult to design within constrained spaces, or tendon-driven mechanisms, which are more space-efficient but challenging to control. In contrast, we propose a hybrid actuation approach that combines the best of both worlds. The eyes and mouth-key areas for emotional expression-are controlled using rigid mechanisms for precise movement, while the nose and cheek, which convey subtle facial microexpressions, are driven by strings. This design allows us to build a compact yet versatile hardware platform capable of expressing a wide range of emotions. On the algorithmic side, our method introduces a self-modeling network that maps motor actions to facial landmarks, allowing us to automatically establish the relationship between blendshape coefficients for different facial expressions and the corresponding motor control signals through gradient backpropagation. We then train a neural network to map speech input to corresponding blendshape controls. With our method, we can generate distinct emotional expressions such as happiness, fear, disgust, and anger, from any given sentence, each with nuanced, emotion-specific control signals-a feature that has not been demonstrated in earlier systems. We release the hardware design and code at https://github.com/ZZongzheng0918/Morpheus-Hardware and https://github.com/ZZongzheng0918/Morpheus-Software.

  • 9 authors
·
Jul 21, 2025

Facial-R1: Aligning Reasoning and Recognition for Facial Emotion Analysis

Facial Emotion Analysis (FEA) extends traditional facial emotion recognition by incorporating explainable, fine-grained reasoning. The task integrates three subtasks: emotion recognition, facial Action Unit (AU) recognition, and AU-based emotion reasoning to model affective states jointly. While recent approaches leverage Vision-Language Models (VLMs) and achieve promising results, they face two critical limitations: (1) hallucinated reasoning, where VLMs generate plausible but inaccurate explanations due to insufficient emotion-specific knowledge; and (2) misalignment between emotion reasoning and recognition, caused by fragmented connections between observed facial features and final labels. We propose Facial-R1, a three-stage alignment framework that effectively addresses both challenges with minimal supervision. First, we employ instruction fine-tuning to establish basic emotional reasoning capability. Second, we introduce reinforcement training guided by emotion and AU labels as reward signals, which explicitly aligns the generated reasoning process with the predicted emotion. Third, we design a data synthesis pipeline that iteratively leverages the prior stages to expand the training dataset, enabling scalable self-improvement of the model. Built upon this framework, we introduce FEA-20K, a benchmark dataset comprising 17,737 training and 1,688 test samples with fine-grained emotion analysis annotations. Extensive experiments across eight standard benchmarks demonstrate that Facial-R1 achieves state-of-the-art performance in FEA, with strong generalization and robust interpretability.

  • 7 authors
·
Nov 13, 2025

UniF^2ace: Fine-grained Face Understanding and Generation with Unified Multimodal Models

Unified multimodal models (UMMs) have emerged as a powerful paradigm in foundational computer vision research, demonstrating significant potential in both image understanding and generation. However, existing research in the face domain primarily focuses on coarse facial attribute understanding, with limited capacity to handle fine-grained facial attributes and without addressing generation capabilities. To overcome these limitations, we propose UniF^2ace, the first UMM tailored specifically for fine-grained face understanding and generation. In general, we train UniF^2ace on a self-constructed, specialized dataset utilizing two mutually beneficial diffusion techniques and a two-level mixture-of-experts architecture. Specifically, we first build a large-scale facial dataset, UniF^2ace-130K, which contains 130K image-text pairs with one million question-answering pairs that span a wide range of facial attributes. Second, we establish a theoretical connection between discrete diffusion score matching and masked generative models, optimizing both evidence lower bounds simultaneously, which significantly improves the model's ability to synthesize facial details. Finally, we introduce both token-level and sequence-level mixture-of-experts, enabling efficient fine-grained representation learning for both understanding and generation tasks. Extensive experiments on UniF^2ace-130K demonstrate that UniF^2ace outperforms existing UMMs and generative models, achieving superior performance across both understanding and generation tasks.

  • 8 authors
·
Mar 11, 2025 3

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.

  • 5 authors
·
Mar 18, 2025

DynASyn: Multi-Subject Personalization Enabling Dynamic Action Synthesis

Recent advances in text-to-image diffusion models spurred research on personalization, i.e., a customized image synthesis, of subjects within reference images. Although existing personalization methods are able to alter the subjects' positions or to personalize multiple subjects simultaneously, they often struggle to modify the behaviors of subjects or their dynamic interactions. The difficulty is attributable to overfitting to reference images, which worsens if only a single reference image is available. We propose DynASyn, an effective multi-subject personalization from a single reference image addressing these challenges. DynASyn preserves the subject identity in the personalization process by aligning concept-based priors with subject appearances and actions. This is achieved by regularizing the attention maps between the subject token and images through concept-based priors. In addition, we propose concept-based prompt-and-image augmentation for an enhanced trade-off between identity preservation and action diversity. We adopt an SDE-based editing guided by augmented prompts to generate diverse appearances and actions while maintaining identity consistency in the augmented images. Experiments show that DynASyn is capable of synthesizing highly realistic images of subjects with novel contexts and dynamic interactions with the surroundings, and outperforms baseline methods in both quantitative and qualitative aspects.

  • 3 authors
·
Mar 22, 2025

Bind-Your-Avatar: Multi-Talking-Character Video Generation with Dynamic 3D-mask-based Embedding Router

Recent years have witnessed remarkable advances in audio-driven talking head generation. However, existing approaches predominantly focus on single-character scenarios. While some methods can create separate conversation videos between two individuals, the critical challenge of generating unified conversation videos with multiple physically co-present characters sharing the same spatial environment remains largely unaddressed. This setting presents two key challenges: audio-to-character correspondence control and the lack of suitable datasets featuring multi-character talking videos within the same scene. To address these challenges, we introduce Bind-Your-Avatar, an MM-DiT-based model specifically designed for multi-talking-character video generation in the same scene. Specifically, we propose (1) A novel framework incorporating a fine-grained Embedding Router that binds `who' and `speak what' together to address the audio-to-character correspondence control. (2) Two methods for implementing a 3D-mask embedding router that enables frame-wise, fine-grained control of individual characters, with distinct loss functions based on observed geometric priors and a mask refinement strategy to enhance the accuracy and temporal smoothness of the predicted masks. (3) The first dataset, to the best of our knowledge, specifically constructed for multi-talking-character video generation, and accompanied by an open-source data processing pipeline, and (4) A benchmark for the dual-talking-characters video generation, with extensive experiments demonstrating superior performance over multiple state-of-the-art methods.

  • 6 authors
·
Jun 24, 2025

MagicAnime: A Hierarchically Annotated, Multimodal and Multitasking Dataset with Benchmarks for Cartoon Animation Generation

Generating high-quality cartoon animations multimodal control is challenging due to the complexity of non-human characters, stylistically diverse motions and fine-grained emotions. There is a huge domain gap between real-world videos and cartoon animation, as cartoon animation is usually abstract and has exaggerated motion. Meanwhile, public multimodal cartoon data are extremely scarce due to the difficulty of large-scale automatic annotation processes compared with real-life scenarios. To bridge this gap, We propose the MagicAnime dataset, a large-scale, hierarchically annotated, and multimodal dataset designed to support multiple video generation tasks, along with the benchmarks it includes. Containing 400k video clips for image-to-video generation, 50k pairs of video clips and keypoints for whole-body annotation, 12k pairs of video clips for video-to-video face animation, and 2.9k pairs of video and audio clips for audio-driven face animation. Meanwhile, we also build a set of multi-modal cartoon animation benchmarks, called MagicAnime-Bench, to support the comparisons of different methods in the tasks above. Comprehensive experiments on four tasks, including video-driven face animation, audio-driven face animation, image-to-video animation, and pose-driven character animation, validate its effectiveness in supporting high-fidelity, fine-grained, and controllable generation.

  • 8 authors
·
Jul 27, 2025

FaceTalk: Audio-Driven Motion Diffusion for Neural Parametric Head Models

We introduce FaceTalk, a novel generative approach designed for synthesizing high-fidelity 3D motion sequences of talking human heads from input audio signal. To capture the expressive, detailed nature of human heads, including hair, ears, and finer-scale eye movements, we propose to couple speech signal with the latent space of neural parametric head models to create high-fidelity, temporally coherent motion sequences. We propose a new latent diffusion model for this task, operating in the expression space of neural parametric head models, to synthesize audio-driven realistic head sequences. In the absence of a dataset with corresponding NPHM expressions to audio, we optimize for these correspondences to produce a dataset of temporally-optimized NPHM expressions fit to audio-video recordings of people talking. To the best of our knowledge, this is the first work to propose a generative approach for realistic and high-quality motion synthesis of volumetric human heads, representing a significant advancement in the field of audio-driven 3D animation. Notably, our approach stands out in its ability to generate plausible motion sequences that can produce high-fidelity head animation coupled with the NPHM shape space. Our experimental results substantiate the effectiveness of FaceTalk, consistently achieving superior and visually natural motion, encompassing diverse facial expressions and styles, outperforming existing methods by 75% in perceptual user study evaluation.

  • 4 authors
·
Dec 13, 2023

EgoReAct: Egocentric Video-Driven 3D Human Reaction Generation

Humans exhibit adaptive, context-sensitive responses to egocentric visual input. However, faithfully modeling such reactions from egocentric video remains challenging due to the dual requirements of strictly causal generation and precise 3D spatial alignment. To tackle this problem, we first construct the Human Reaction Dataset (HRD) to address data scarcity and misalignment by building a spatially aligned egocentric video-reaction dataset, as existing datasets (e.g., ViMo) suffer from significant spatial inconsistency between the egocentric video and reaction motion, e.g., dynamically moving motions are always paired with fixed-camera videos. Leveraging HRD, we present EgoReAct, the first autoregressive framework that generates 3D-aligned human reaction motions from egocentric video streams in real-time. We first compress the reaction motion into a compact yet expressive latent space via a Vector Quantised-Variational AutoEncoder and then train a Generative Pre-trained Transformer for reaction generation from the visual input. EgoReAct incorporates 3D dynamic features, i.e., metric depth, and head dynamics during the generation, which effectively enhance spatial grounding. Extensive experiments demonstrate that EgoReAct achieves remarkably higher realism, spatial consistency, and generation efficiency compared with prior methods, while maintaining strict causality during generation. We will release code, models, and data upon acceptance.

  • 13 authors
·
Dec 28, 2025

EmoteGPT: 3D Human Facial Expressions from Natural Language Descriptions

Precise control of 3D facial expressions from text is crucial for virtual avatars, animation, and human-computer interaction, yet existing text-to-3D methods jointly generate identity, expression, and texture, making fine-grained expression control difficult. We instead formulate text-driven expression synthesis as a regression problem in the disentangled parameter space of a 3D Morphable Model (3DMM). This setting, however, requires paired data linking detailed language to precise expression parameters, which are missing from existing resources. To fill this gap, we introduce Txt2Emote, a benchmark of diverse 3D facial expressions with fine-grained textual annotations obtained from GPT-4o and a high-fidelity face tracker, providing both explicit descriptions detailing facial features and implicit descriptions referencing the situational context behind the expression. Leveraging this dataset, we present EmoteGPT, a text-to-3D expression framework based on a Multimodal Large Language Model (MLLM) with a dedicated <Expr> token to semantically ground expression representations, which are then decoded into 3DMM parameters. We further improve EmoteGPT by augmenting training with large-scale image-to-3DMM data, enabling it to surpass state-of-the-art text-to-3D face synthesis methods on emotion recognition metrics and in perceived expressiveness. Integrated into avatar pipelines, our method enables photorealistic and stylized 3D avatars, as well as expressive 3D-consistent 2D face synthesis from textual input.

  • 4 authors
·
Jul 1

HyperReenact: One-Shot Reenactment via Jointly Learning to Refine and Retarget Faces

In this paper, we present our method for neural face reenactment, called HyperReenact, that aims to generate realistic talking head images of a source identity, driven by a target facial pose. Existing state-of-the-art face reenactment methods train controllable generative models that learn to synthesize realistic facial images, yet producing reenacted faces that are prone to significant visual artifacts, especially under the challenging condition of extreme head pose changes, or requiring expensive few-shot fine-tuning to better preserve the source identity characteristics. We propose to address these limitations by leveraging the photorealistic generation ability and the disentangled properties of a pretrained StyleGAN2 generator, by first inverting the real images into its latent space and then using a hypernetwork to perform: (i) refinement of the source identity characteristics and (ii) facial pose re-targeting, eliminating this way the dependence on external editing methods that typically produce artifacts. Our method operates under the one-shot setting (i.e., using a single source frame) and allows for cross-subject reenactment, without requiring any subject-specific fine-tuning. We compare our method both quantitatively and qualitatively against several state-of-the-art techniques on the standard benchmarks of VoxCeleb1 and VoxCeleb2, demonstrating the superiority of our approach in producing artifact-free images, exhibiting remarkable robustness even under extreme head pose changes. We make the code and the pretrained models publicly available at: https://github.com/StelaBou/HyperReenact .

  • 5 authors
·
Jul 20, 2023

LLIA -- Enabling Low-Latency Interactive Avatars: Real-Time Audio-Driven Portrait Video Generation with Diffusion Models

Diffusion-based models have gained wide adoption in the virtual human generation due to their outstanding expressiveness. However, their substantial computational requirements have constrained their deployment in real-time interactive avatar applications, where stringent speed, latency, and duration requirements are paramount. We present a novel audio-driven portrait video generation framework based on the diffusion model to address these challenges. Firstly, we propose robust variable-length video generation to reduce the minimum time required to generate the initial video clip or state transitions, which significantly enhances the user experience. Secondly, we propose a consistency model training strategy for Audio-Image-to-Video to ensure real-time performance, enabling a fast few-step generation. Model quantization and pipeline parallelism are further employed to accelerate the inference speed. To mitigate the stability loss incurred by the diffusion process and model quantization, we introduce a new inference strategy tailored for long-duration video generation. These methods ensure real-time performance and low latency while maintaining high-fidelity output. Thirdly, we incorporate class labels as a conditional input to seamlessly switch between speaking, listening, and idle states. Lastly, we design a novel mechanism for fine-grained facial expression control to exploit our model's inherent capacity. Extensive experiments demonstrate that our approach achieves low-latency, fluid, and authentic two-way communication. On an NVIDIA RTX 4090D, our model achieves a maximum of 78 FPS at a resolution of 384x384 and 45 FPS at a resolution of 512x512, with an initial video generation latency of 140 ms and 215 ms, respectively.

  • 10 authors
·
Jun 6, 2025

Towards Multimodal Empathetic Response Generation: A Rich Text-Speech-Vision Avatar-based Benchmark

Empathetic Response Generation (ERG) is one of the key tasks of the affective computing area, which aims to produce emotionally nuanced and compassionate responses to user's queries. However, existing ERG research is predominantly confined to the singleton text modality, limiting its effectiveness since human emotions are inherently conveyed through multiple modalities. To combat this, we introduce an avatar-based Multimodal ERG (MERG) task, entailing rich text, speech, and facial vision information. We first present a large-scale high-quality benchmark dataset, AvaMERG, which extends traditional text ERG by incorporating authentic human speech audio and dynamic talking-face avatar videos, encompassing a diverse range of avatar profiles and broadly covering various topics of real-world scenarios. Further, we deliberately tailor a system, named Empatheia, for MERG. Built upon a Multimodal Large Language Model (MLLM) with multimodal encoder, speech and avatar generators, Empatheia performs end-to-end MERG, with Chain-of-Empathetic reasoning mechanism integrated for enhanced empathy understanding and reasoning. Finally, we devise a list of empathetic-enhanced tuning strategies, strengthening the capabilities of emotional accuracy and content, avatar-profile consistency across modalities. Experimental results on AvaMERG data demonstrate that Empatheia consistently shows superior performance than baseline methods on both textual ERG and MERG. Overall, this work is expected to pioneer the MERG research by introducing a novel benchmark and an end-to-end model, laying a solid foundation for future advancements in multimodal empathetic response generation.

  • 7 authors
·
Feb 7, 2025

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.

  • 10 authors
·
Apr 1, 2023

Modeling Multiple Support Strategies within a Single Turn for Emotional Support Conversations

Emotional Support Conversation (ESC) aims to assist individuals experiencing distress by generating empathetic and supportive dialogue. While prior work typically assumes that each supporter turn corresponds to a single strategy, real-world supportive communication often involves multiple strategies within a single utterance. In this paper, we revisit the ESC task by formulating it as multi-strategy utterance generation, where each utterance may contain one or more strategy-response pairs. We propose two generation methods: All-in-One, which predicts all strategy-response pairs in a single decoding step, and One-by-One, which iteratively generates strategy-response pairs until completion. Both methods are further enhanced with cognitive reasoning guided by reinforcement learning to improve strategy selection and response composition. We evaluate our models on the ESConv dataset under both utterance-level and dialogue-level settings. Experimental results show that our methods effectively model multi-strategy utterances and lead to improved supportive quality and dialogue success. To our knowledge, this work provides the first systematic empirical evidence that allowing multiple support strategies within a single utterance is both feasible and beneficial for emotional support conversations. All code and data will be publicly available at https://github.com/aliyun/qwen-dianjin.

DianJin Qwen DianJin
·
Apr 19 2

AutoStudio: Crafting Consistent Subjects in Multi-turn Interactive Image Generation

As cutting-edge Text-to-Image (T2I) generation models already excel at producing remarkable single images, an even more challenging task, i.e., multi-turn interactive image generation begins to attract the attention of related research communities. This task requires models to interact with users over multiple turns to generate a coherent sequence of images. However, since users may switch subjects frequently, current efforts struggle to maintain subject consistency while generating diverse images. To address this issue, we introduce a training-free multi-agent framework called AutoStudio. AutoStudio employs three agents based on large language models (LLMs) to handle interactions, along with a stable diffusion (SD) based agent for generating high-quality images. Specifically, AutoStudio consists of (i) a subject manager to interpret interaction dialogues and manage the context of each subject, (ii) a layout generator to generate fine-grained bounding boxes to control subject locations, (iii) a supervisor to provide suggestions for layout refinements, and (iv) a drawer to complete image generation. Furthermore, we introduce a Parallel-UNet to replace the original UNet in the drawer, which employs two parallel cross-attention modules for exploiting subject-aware features. We also introduce a subject-initialized generation method to better preserve small subjects. Our AutoStudio hereby can generate a sequence of multi-subject images interactively and consistently. Extensive experiments on the public CMIGBench benchmark and human evaluations show that AutoStudio maintains multi-subject consistency across multiple turns well, and it also raises the state-of-the-art performance by 13.65% in average Frechet Inception Distance and 2.83% in average character-character similarity.

  • 8 authors
·
Jun 3, 2024

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).

  • 2 authors
·
Mar 28, 2022

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.

  • 5 authors
·
Sep 19, 2024 2

IMUG-Bench: Benchmarking Unified Multimodal Models on Interleaved Understanding and Generation

In recent years, unified multimodal models (UMMs) have emerged to support both understanding and generation within a single framework. Mastering dynamic, multi-turn interleaved image-text dialogues is a crucial task for UMMs in real-world applications. However, existing benchmarks fail to evaluate this important task, as they are often limited to single-turn or static settings, and typically overlook exposure bias in multi-turn interactions. To bridge this gap, we propose IMUG-Bench, a comprehensive benchmark for multi-turn interleaved image-text dialogue of UMMs that jointly evaluates their understanding and generation capabilities. Our IMUG-Bench comprises three classes: Static Spatial, Temporal Causal, and Hybrid, covering 3,113 samples and 12,034 interaction turns. It also includes dynamic understanding questions, thereby supporting evaluation that better reflects real-world multi-turn interaction scenarios. Large-scale experiments on IMUG-Bench systematically evaluate mainstream open-source and closed-source UMMs, revealing their capability boundaries and failure modes, and uncovering pronounced exposure bias on the generation side in multi-turn interactions. We further explore several test-time scaling strategies, including Chain-of-Thought, Self-Verification, and Best-of-N Sampling, which effectively improve generation accuracy and mitigate exposure bias in generation tasks. These findings provide insights into enhancing the robustness and multi-turn interaction capability of future UMMs.

  • 15 authors
·
Jun 7

MMFace-DiT: A Dual-Stream Diffusion Transformer for High-Fidelity Multimodal Face Generation

Recent multimodal face generation models address the spatial control limitations of text-to-image diffusion models by augmenting text-based conditioning with spatial priors such as segmentation masks, sketches, or edge maps. This multimodal fusion enables controllable synthesis aligned with both high-level semantic intent and low-level structural layout. However, most existing approaches typically extend pre-trained text-to-image pipelines by appending auxiliary control modules or stitching together separate uni-modal networks. These ad hoc designs inherit architectural constraints, duplicate parameters, and often fail under conflicting modalities or mismatched latent spaces, limiting their ability to perform synergistic fusion across semantic and spatial domains. We introduce MMFace-DiT, a unified dual-stream diffusion transformer engineered for synergistic multimodal face synthesis. Its core novelty lies in a dual-stream transformer block that processes spatial (mask/sketch) and semantic (text) tokens in parallel, deeply fusing them through a shared Rotary Position-Embedded (RoPE) Attention mechanism. This design prevents modal dominance and ensures strong adherence to both text and structural priors to achieve unprecedented spatial-semantic consistency for controllable face generation. Furthermore, a novel Modality Embedder enables a single cohesive model to dynamically adapt to varying spatial conditions without retraining. MMFace-DiT achieves a 40% improvement in visual fidelity and prompt alignment over six state-of-the-art multimodal face generation models, establishing a flexible new paradigm for end-to-end controllable generative modeling. The code and dataset are available on our project page: https://vcbsl.github.io/MMFace-DiT/

  • 2 authors
·
Mar 30 2