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Jul 7

Real-Time Interactive Music Generation via Data-Free Streaming Consistency Distillation

Interactive music and live performance relies on real-time human expression, but modern generative music AI remains largely absent from this domain due to its prohibitive inference latency and offline rendering paradigm. To provide pioneer musicians with a novel medium for interactive composition, we should fundamentally change these static models into dynamic, playable instruments. In this paper, we propose a framework that bridges this gap. To achieve the low latency required for live interaction without sacrificing structural coherence, we formulate distillation within a streaming autoregressive latent space. Our approach gets rid of the need for expensive paired audio-latent datasets by utilizing prompt-only inputs to synthesize teacher-guided, chunk-wise trajectories on the fly. Because live instruments require high acoustic fidelity, we introduce music-aware consistency objectives, which combine latent, spectral, and temporal-difference losses, to preserve crucial qualities like timbre, transients, and rhythmic stability during accelerated single-step streaming generation. Implemented via parameter-efficient adaptation, our distillation reduces generation steps to achieve a low real-time factor. Crucially, by operating as a continuous autoregressive stream, the system can seamlessly assimilate dynamic human inputs on the fly, allowing users to instantly steer the musical trajectory without interrupting the audio flow. Ultimately, this work recontextualizes generative text-to-music models not as passive prompt-and-wait systems, but as responsive instruments, opening new frontiers for live human-AI musical co-creation.

  • 3 authors
·
Jun 22

A Real-Time Cross-modality Correlation Filtering Method for Referring Expression Comprehension

Referring expression comprehension aims to localize the object instance described by a natural language expression. Current referring expression methods have achieved good performance. However, none of them is able to achieve real-time inference without accuracy drop. The reason for the relatively slow inference speed is that these methods artificially split the referring expression comprehension into two sequential stages including proposal generation and proposal ranking. It does not exactly conform to the habit of human cognition. To this end, we propose a novel Realtime Cross-modality Correlation Filtering method (RCCF). RCCF reformulates the referring expression comprehension as a correlation filtering process. The expression is first mapped from the language domain to the visual domain and then treated as a template (kernel) to perform correlation filtering on the image feature map. The peak value in the correlation heatmap indicates the center points of the target box. In addition, RCCF also regresses a 2-D object size and 2-D offset. The center point coordinates, object size and center point offset together to form the target bounding box. Our method runs at 40 FPS while achieving leading performance in RefClef, RefCOCO, RefCOCO+ and RefCOCOg benchmarks. In the challenging RefClef dataset, our methods almost double the state-of-the-art performance (34.70% increased to 63.79%). We hope this work can arouse more attention and studies to the new cross-modality correlation filtering framework as well as the one-stage framework for referring expression comprehension.

  • 7 authors
·
Sep 16, 2019

REALM: Real-Time Estimates of Assistance for Learned Models in Human-Robot Interaction

There are a variety of mechanisms (i.e., input types) for real-time human interaction that can facilitate effective human-robot teaming. For example, previous works have shown how teleoperation, corrective, and discrete (i.e., preference over a small number of choices) input can enable robots to complete complex tasks. However, few previous works have looked at combining different methods, and in particular, opportunities for a robot to estimate and elicit the most effective form of assistance given its understanding of a task. In this paper, we propose a method for estimating the value of different human assistance mechanisms based on the action uncertainty of a robot policy. Our key idea is to construct mathematical expressions for the expected post-interaction differential entropy (i.e., uncertainty) of a stochastic robot policy to compare the expected value of different interactions. As each type of human input imposes a different requirement for human involvement, we demonstrate how differential entropy estimates can be combined with a likelihood penalization approach to effectively balance feedback informational needs with the level of required input. We demonstrate evidence of how our approach interfaces with emergent learning models (e.g., a diffusion model) to produce accurate assistance value estimates through both simulation and a robot user study. Our user study results indicate that the proposed approach can enable task completion with minimal human feedback for uncertain robot behaviors.

  • 2 authors
·
Apr 12, 2025

AGORA: Adversarial Generation Of Real-time Animatable 3D Gaussian Head Avatars

The generation of high-fidelity, animatable 3D human avatars remains a core challenge in computer graphics and vision, with applications in VR, telepresence, and entertainment. Existing approaches based on implicit representations like NeRFs suffer from slow rendering and dynamic inconsistencies, while 3D Gaussian Splatting (3DGS) methods are typically limited to static head generation, lacking dynamic control. We bridge this gap by introducing AGORA, a novel framework that extends 3DGS within a generative adversarial network to produce animatable avatars. Our key contribution is a lightweight, FLAME-conditioned deformation branch that predicts per-Gaussian residuals, enabling identity-preserving, fine-grained expression control while allowing real-time inference. Expression fidelity is enforced via a dual-discriminator training scheme leveraging synthetic renderings of the parametric mesh. AGORA generates avatars that are not only visually realistic but also precisely controllable. Quantitatively, we outperform state-of-the-art NeRF-based methods on expression accuracy while rendering at 250+ FPS on a single GPU, and, notably, at sim9 FPS under CPU-only inference - representing, to our knowledge, the first demonstration of practical CPU-only animatable 3DGS avatar synthesis. This work represents a significant step toward practical, high-performance digital humans. Project website: https://ramazan793.github.io/AGORA/

  • 5 authors
·
Dec 6, 2025

SoulX-LiveAct: Towards Hour-Scale Real-Time Human Animation with Neighbor Forcing and ConvKV Memory

Autoregressive (AR) diffusion models offer a promising framework for sequential generation tasks such as video synthesis by combining diffusion modeling with causal inference. Although they support streaming generation, existing AR diffusion methods struggle to scale efficiently. In this paper, we identify two key challenges in hour-scale real-time human animation. First, most forcing strategies propagate sample-level representations with mismatched diffusion states, causing inconsistent learning signals and unstable convergence. Second, historical representations grow unbounded and lack structure, preventing effective reuse of cached states and severely limiting inference efficiency. To address these challenges, we propose Neighbor Forcing, a diffusion-step-consistent AR formulation that propagates temporally adjacent frames as latent neighbors under the same noise condition. This design provides a distribution-aligned and stable learning signal while preserving drifting throughout the AR chain. Building upon this, we introduce a structured ConvKV memory mechanism that compresses the keys and values in causal attention into a fixed-length representation, enabling constant-memory inference and truly infinite video generation without relying on short-term motion-frame memory. Extensive experiments demonstrate that our approach significantly improves training convergence, hour-scale generation quality, and inference efficiency compared to existing AR diffusion methods. Numerically, LiveAct enables hour-scale real-time human animation and supports 20 FPS real-time streaming inference on as few as two NVIDIA H100 or H200 GPUs. Quantitative results demonstrate that our method attains state-of-the-art performance in lip-sync accuracy, human animation quality, and emotional expressiveness, with the lowest inference cost.

  • 7 authors
·
Mar 12

PEAR: Pixel-aligned Expressive humAn mesh Recovery

Reconstructing detailed 3D human meshes from a single in-the-wild image remains a fundamental challenge in computer vision. Existing SMPLX-based methods often suffer from slow inference, produce only coarse body poses, and exhibit misalignments or unnatural artifacts in fine-grained regions such as the face and hands. These issues make current approaches difficult to apply to downstream tasks. To address these challenges, we propose PEAR-a fast and robust framework for pixel-aligned expressive human mesh recovery. PEAR explicitly tackles three major limitations of existing methods: slow inference, inaccurate localization of fine-grained human pose details, and insufficient facial expression capture. Specifically, to enable real-time SMPLX parameter inference, we depart from prior designs that rely on high resolution inputs or multi-branch architectures. Instead, we adopt a clean and unified ViT-based model capable of recovering coarse 3D human geometry. To compensate for the loss of fine-grained details caused by this simplified architecture, we introduce pixel-level supervision to optimize the geometry, significantly improving the reconstruction accuracy of fine-grained human details. To make this approach practical, we further propose a modular data annotation strategy that enriches the training data and enhances the robustness of the model. Overall, PEAR is a preprocessing-free framework that can simultaneously infer EHM-s (SMPLX and scaled-FLAME) parameters at over 100 FPS. Extensive experiments on multiple benchmark datasets demonstrate that our method achieves substantial improvements in pose estimation accuracy compared to previous SMPLX-based approaches. Project page: https://wujh2001.github.io/PEAR

  • 7 authors
·
Jan 30

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

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

UGotMe: An Embodied System for Affective Human-Robot Interaction

Equipping humanoid robots with the capability to understand emotional states of human interactants and express emotions appropriately according to situations is essential for affective human-robot interaction. However, enabling current vision-aware multimodal emotion recognition models for affective human-robot interaction in the real-world raises embodiment challenges: addressing the environmental noise issue and meeting real-time requirements. First, in multiparty conversation scenarios, the noises inherited in the visual observation of the robot, which may come from either 1) distracting objects in the scene or 2) inactive speakers appearing in the field of view of the robot, hinder the models from extracting emotional cues from vision inputs. Secondly, realtime response, a desired feature for an interactive system, is also challenging to achieve. To tackle both challenges, we introduce an affective human-robot interaction system called UGotMe designed specifically for multiparty conversations. Two denoising strategies are proposed and incorporated into the system to solve the first issue. Specifically, to filter out distracting objects in the scene, we propose extracting face images of the speakers from the raw images and introduce a customized active face extraction strategy to rule out inactive speakers. As for the second issue, we employ efficient data transmission from the robot to the local server to improve realtime response capability. We deploy UGotMe on a human robot named Ameca to validate its real-time inference capabilities in practical scenarios. Videos demonstrating real-world deployment are available at https://pi3-141592653.github.io/UGotMe/.

  • 5 authors
·
Oct 23, 2024

OmniHuman-1.5: Instilling an Active Mind in Avatars via Cognitive Simulation

Existing video avatar models can produce fluid human animations, yet they struggle to move beyond mere physical likeness to capture a character's authentic essence. Their motions typically synchronize with low-level cues like audio rhythm, lacking a deeper semantic understanding of emotion, intent, or context. To bridge this gap, we propose a framework designed to generate character animations that are not only physically plausible but also semantically coherent and expressive. Our model, OmniHuman-1.5, is built upon two key technical contributions. First, we leverage Multimodal Large Language Models to synthesize a structured textual representation of conditions that provides high-level semantic guidance. This guidance steers our motion generator beyond simplistic rhythmic synchronization, enabling the production of actions that are contextually and emotionally resonant. Second, to ensure the effective fusion of these multimodal inputs and mitigate inter-modality conflicts, we introduce a specialized Multimodal DiT architecture with a novel Pseudo Last Frame design. The synergy of these components allows our model to accurately interpret the joint semantics of audio, images, and text, thereby generating motions that are deeply coherent with the character, scene, and linguistic content. Extensive experiments demonstrate that our model achieves leading performance across a comprehensive set of metrics, including lip-sync accuracy, video quality, motion naturalness and semantic consistency with textual prompts. Furthermore, our approach shows remarkable extensibility to complex scenarios, such as those involving multi-person and non-human subjects. Homepage: https://omnihuman-lab.github.io/v1_5/

  • 9 authors
·
Aug 26, 2025 3

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

Emotional Speech-driven 3D Body Animation via Disentangled Latent Diffusion

Existing methods for synthesizing 3D human gestures from speech have shown promising results, but they do not explicitly model the impact of emotions on the generated gestures. Instead, these methods directly output animations from speech without control over the expressed emotion. To address this limitation, we present AMUSE, an emotional speech-driven body animation model based on latent diffusion. Our observation is that content (i.e., gestures related to speech rhythm and word utterances), emotion, and personal style are separable. To account for this, AMUSE maps the driving audio to three disentangled latent vectors: one for content, one for emotion, and one for personal style. A latent diffusion model, trained to generate gesture motion sequences, is then conditioned on these latent vectors. Once trained, AMUSE synthesizes 3D human gestures directly from speech with control over the expressed emotions and style by combining the content from the driving speech with the emotion and style of another speech sequence. Randomly sampling the noise of the diffusion model further generates variations of the gesture with the same emotional expressivity. Qualitative, quantitative, and perceptual evaluations demonstrate that AMUSE outputs realistic gesture sequences. Compared to the state of the art, the generated gestures are better synchronized with the speech content and better represent the emotion expressed by the input speech. Our project website is amuse.is.tue.mpg.de.

KTH KTH
·
Dec 7, 2023

NeRSemble: Multi-view Radiance Field Reconstruction of Human Heads

We focus on reconstructing high-fidelity radiance fields of human heads, capturing their animations over time, and synthesizing re-renderings from novel viewpoints at arbitrary time steps. To this end, we propose a new multi-view capture setup composed of 16 calibrated machine vision cameras that record time-synchronized images at 7.1 MP resolution and 73 frames per second. With our setup, we collect a new dataset of over 4700 high-resolution, high-framerate sequences of more than 220 human heads, from which we introduce a new human head reconstruction benchmark. The recorded sequences cover a wide range of facial dynamics, including head motions, natural expressions, emotions, and spoken language. In order to reconstruct high-fidelity human heads, we propose Dynamic Neural Radiance Fields using Hash Ensembles (NeRSemble). We represent scene dynamics by combining a deformation field and an ensemble of 3D multi-resolution hash encodings. The deformation field allows for precise modeling of simple scene movements, while the ensemble of hash encodings helps to represent complex dynamics. As a result, we obtain radiance field representations of human heads that capture motion over time and facilitate re-rendering of arbitrary novel viewpoints. In a series of experiments, we explore the design choices of our method and demonstrate that our approach outperforms state-of-the-art dynamic radiance field approaches by a significant margin.

  • 5 authors
·
May 4, 2023

Facial Dynamics in Video: Instruction Tuning for Improved Facial Expression Perception and Contextual Awareness

Facial expression captioning has found widespread application across various domains. Recently, the emergence of video Multimodal Large Language Models (MLLMs) has shown promise in general video understanding tasks. However, describing facial expressions within videos poses two major challenges for these models: (1) the lack of adequate datasets and benchmarks, and (2) the limited visual token capacity of video MLLMs. To address these issues, this paper introduces a new instruction-following dataset tailored for dynamic facial expression caption. The dataset comprises 5,033 high-quality video clips annotated manually, containing over 700,000 tokens. Its purpose is to improve the capability of video MLLMs to discern subtle facial nuances. Furthermore, we propose FaceTrack-MM, which leverages a limited number of tokens to encode the main character's face. This model demonstrates superior performance in tracking faces and focusing on the facial expressions of the main characters, even in intricate multi-person scenarios. Additionally, we introduce a novel evaluation metric combining event extraction, relation classification, and the longest common subsequence (LCS) algorithm to assess the content consistency and temporal sequence consistency of generated text. Moreover, we present FEC-Bench, a benchmark designed to assess the performance of existing video MLLMs in this specific task. All data and source code will be made publicly available.

  • 4 authors
·
Jan 14, 2025

ChatAnyone: Stylized Real-time Portrait Video Generation with Hierarchical Motion Diffusion Model

Real-time interactive video-chat portraits have been increasingly recognized as the future trend, particularly due to the remarkable progress made in text and voice chat technologies. However, existing methods primarily focus on real-time generation of head movements, but struggle to produce synchronized body motions that match these head actions. Additionally, achieving fine-grained control over the speaking style and nuances of facial expressions remains a challenge. To address these limitations, we introduce a novel framework for stylized real-time portrait video generation, enabling expressive and flexible video chat that extends from talking head to upper-body interaction. Our approach consists of the following two stages. The first stage involves efficient hierarchical motion diffusion models, that take both explicit and implicit motion representations into account based on audio inputs, which can generate a diverse range of facial expressions with stylistic control and synchronization between head and body movements. The second stage aims to generate portrait video featuring upper-body movements, including hand gestures. We inject explicit hand control signals into the generator to produce more detailed hand movements, and further perform face refinement to enhance the overall realism and expressiveness of the portrait video. Additionally, our approach supports efficient and continuous generation of upper-body portrait video in maximum 512 * 768 resolution at up to 30fps on 4090 GPU, supporting interactive video-chat in real-time. Experimental results demonstrate the capability of our approach to produce portrait videos with rich expressiveness and natural upper-body movements.

  • 6 authors
·
Mar 27, 2025 3

HumanVid: Demystifying Training Data for Camera-controllable Human Image Animation

Human image animation involves generating videos from a character photo, allowing user control and unlocking potential for video and movie production. While recent approaches yield impressive results using high-quality training data, the inaccessibility of these datasets hampers fair and transparent benchmarking. Moreover, these approaches prioritize 2D human motion and overlook the significance of camera motions in videos, leading to limited control and unstable video generation.To demystify the training data, we present HumanVid, the first large-scale high-quality dataset tailored for human image animation, which combines crafted real-world and synthetic data. For the real-world data, we compile a vast collection of copyright-free real-world videos from the internet. Through a carefully designed rule-based filtering strategy, we ensure the inclusion of high-quality videos, resulting in a collection of 20K human-centric videos in 1080P resolution. Human and camera motion annotation is accomplished using a 2D pose estimator and a SLAM-based method. For the synthetic data, we gather 2,300 copyright-free 3D avatar assets to augment existing available 3D assets. Notably, we introduce a rule-based camera trajectory generation method, enabling the synthetic pipeline to incorporate diverse and precise camera motion annotation, which can rarely be found in real-world data. To verify the effectiveness of HumanVid, we establish a baseline model named CamAnimate, short for Camera-controllable Human Animation, that considers both human and camera motions as conditions. Through extensive experimentation, we demonstrate that such simple baseline training on our HumanVid achieves state-of-the-art performance in controlling both human pose and camera motions, setting a new benchmark. Code and data will be publicly available at https://github.com/zhenzhiwang/HumanVid/.

  • 11 authors
·
Jul 24, 2024 3

GestureDiffuCLIP: Gesture Diffusion Model with CLIP Latents

The automatic generation of stylized co-speech gestures has recently received increasing attention. Previous systems typically allow style control via predefined text labels or example motion clips, which are often not flexible enough to convey user intent accurately. In this work, we present GestureDiffuCLIP, a neural network framework for synthesizing realistic, stylized co-speech gestures with flexible style control. We leverage the power of the large-scale Contrastive-Language-Image-Pre-training (CLIP) model and present a novel CLIP-guided mechanism that extracts efficient style representations from multiple input modalities, such as a piece of text, an example motion clip, or a video. Our system learns a latent diffusion model to generate high-quality gestures and infuses the CLIP representations of style into the generator via an adaptive instance normalization (AdaIN) layer. We further devise a gesture-transcript alignment mechanism that ensures a semantically correct gesture generation based on contrastive learning. Our system can also be extended to allow fine-grained style control of individual body parts. We demonstrate an extensive set of examples showing the flexibility and generalizability of our model to a variety of style descriptions. In a user study, we show that our system outperforms the state-of-the-art approaches regarding human likeness, appropriateness, and style correctness.

  • 3 authors
·
Mar 25, 2023

MIBURI: Towards Expressive Interactive Gesture Synthesis

Embodied Conversational Agents (ECAs) aim to emulate human face-to-face interaction through speech, gestures, and facial expressions. Current large language model (LLM)-based conversational agents lack embodiment and the expressive gestures essential for natural interaction. Existing solutions for ECAs often produce rigid, low-diversity motions, that are unsuitable for human-like interaction. Alternatively, generative methods for co-speech gesture synthesis yield natural body gestures but depend on future speech context and require long run-times. To bridge this gap, we present MIBURI, the first online, causal framework for generating expressive full-body gestures and facial expressions synchronized with real-time spoken dialogue. We employ body-part aware gesture codecs that encode hierarchical motion details into multi-level discrete tokens. These tokens are then autoregressively generated by a two-dimensional causal framework conditioned on LLM-based speech-text embeddings, modeling both temporal dynamics and part-level motion hierarchy in real time. Further, we introduce auxiliary objectives to encourage expressive and diverse gestures while preventing convergence to static poses. Comparative evaluations demonstrate that our causal and real-time approach produces natural and contextually aligned gestures against recent baselines. We urge the reader to explore demo videos on https://vcai.mpi-inf.mpg.de/projects/MIBURI/.

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

Human-Centered Editable Speech-to-Sign-Language Generation via Streaming Conformer-Transformer and Resampling Hook

Existing end-to-end sign-language animation systems suffer from low naturalness, limited facial/body expressivity, and no user control. We propose a human-centered, real-time speech-to-sign animation framework that integrates (1) a streaming Conformer encoder with an autoregressive Transformer-MDN decoder for synchronized upper-body and facial motion generation, (2) a transparent, editable JSON intermediate representation empowering deaf users and experts to inspect and modify each sign segment, and (3) a human-in-the-loop optimization loop that refines the model based on user edits and ratings. Deployed on Unity3D, our system achieves a 13 ms average frame-inference time and a 103 ms end-to-end latency on an RTX 4070. Our key contributions include the design of a JSON-centric editing mechanism for fine-grained sign-level personalization and the first application of an MDN-based feedback loop for continuous model adaptation. This combination establishes a generalizable, explainable AI paradigm for user-adaptive, low-latency multimodal systems. In studies with 20 deaf signers and 5 professional interpreters, we observe a +13 point SUS improvement, 6.7 point reduction in cognitive load, and significant gains in naturalness and trust (p < .001) over baselines. This work establishes a scalable, explainable AI paradigm for accessible sign-language technologies.

  • 1 authors
·
Jun 17, 2025

OpenHumanVid: A Large-Scale High-Quality Dataset for Enhancing Human-Centric Video Generation

Recent advancements in visual generation technologies have markedly increased the scale and availability of video datasets, which are crucial for training effective video generation models. However, a significant lack of high-quality, human-centric video datasets presents a challenge to progress in this field. To bridge this gap, we introduce OpenHumanVid, a large-scale and high-quality human-centric video dataset characterized by precise and detailed captions that encompass both human appearance and motion states, along with supplementary human motion conditions, including skeleton sequences and speech audio. To validate the efficacy of this dataset and the associated training strategies, we propose an extension of existing classical diffusion transformer architectures and conduct further pretraining of our models on the proposed dataset. Our findings yield two critical insights: First, the incorporation of a large-scale, high-quality dataset substantially enhances evaluation metrics for generated human videos while preserving performance in general video generation tasks. Second, the effective alignment of text with human appearance, human motion, and facial motion is essential for producing high-quality video outputs. Based on these insights and corresponding methodologies, the straightforward extended network trained on the proposed dataset demonstrates an obvious improvement in the generation of human-centric videos. Project page https://fudan-generative-vision.github.io/OpenHumanVid

  • 11 authors
·
Nov 28, 2024

HRM^2Avatar: High-Fidelity Real-Time Mobile Avatars from Monocular Phone Scans

We present HRM^2Avatar, a framework for creating high-fidelity avatars from monocular phone scans, which can be rendered and animated in real time on mobile devices. Monocular capture with smartphones provides a low-cost alternative to studio-grade multi-camera rigs, making avatar digitization accessible to non-expert users. Reconstructing high-fidelity avatars from single-view video sequences poses challenges due to limited visual and geometric data. To address these limitations, at the data level, our method leverages two types of data captured with smartphones: static pose sequences for texture reconstruction and dynamic motion sequences for learning pose-dependent deformations and lighting changes. At the representation level, we employ a lightweight yet expressive representation to reconstruct high-fidelity digital humans from sparse monocular data. We extract garment meshes from monocular data to model clothing deformations effectively, and attach illumination-aware Gaussians to the mesh surface, enabling high-fidelity rendering and capturing pose-dependent lighting. This representation efficiently learns high-resolution and dynamic information from monocular data, enabling the creation of detailed avatars. At the rendering level, real-time performance is critical for animating high-fidelity avatars in AR/VR, social gaming, and on-device creation. Our GPU-driven rendering pipeline delivers 120 FPS on mobile devices and 90 FPS on standalone VR devices at 2K resolution, over 2.7times faster than representative mobile-engine baselines. Experiments show that HRM^2Avatar delivers superior visual realism and real-time interactivity, outperforming state-of-the-art monocular methods.

  • 9 authors
·
Oct 15, 2025

Voila: Voice-Language Foundation Models for Real-Time Autonomous Interaction and Voice Role-Play

A voice AI agent that blends seamlessly into daily life would interact with humans in an autonomous, real-time, and emotionally expressive manner. Rather than merely reacting to commands, it would continuously listen, reason, and respond proactively, fostering fluid, dynamic, and emotionally resonant interactions. We introduce Voila, a family of large voice-language foundation models that make a step towards this vision. Voila moves beyond traditional pipeline systems by adopting a new end-to-end architecture that enables full-duplex, low-latency conversations while preserving rich vocal nuances such as tone, rhythm, and emotion. It achieves a response latency of just 195 milliseconds, surpassing the average human response time. Its hierarchical multi-scale Transformer integrates the reasoning capabilities of large language models (LLMs) with powerful acoustic modeling, enabling natural, persona-aware voice generation -- where users can simply write text instructions to define the speaker's identity, tone, and other characteristics. Moreover, Voila supports over one million pre-built voices and efficient customization of new ones from brief audio samples as short as 10 seconds. Beyond spoken dialogue, Voila is designed as a unified model for a wide range of voice-based applications, including automatic speech recognition (ASR), Text-to-Speech (TTS), and, with minimal adaptation, multilingual speech translation. Voila is fully open-sourced to support open research and accelerate progress toward next-generation human-machine interactions.

  • 7 authors
·
May 5, 2025 4

Text2Performer: Text-Driven Human Video Generation

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

  • 6 authors
·
Apr 17, 2023

BEAT: A Large-Scale Semantic and Emotional Multi-Modal Dataset for Conversational Gestures Synthesis

Achieving realistic, vivid, and human-like synthesized conversational gestures conditioned on multi-modal data is still an unsolved problem due to the lack of available datasets, models and standard evaluation metrics. To address this, we build Body-Expression-Audio-Text dataset, BEAT, which has i) 76 hours, high-quality, multi-modal data captured from 30 speakers talking with eight different emotions and in four different languages, ii) 32 millions frame-level emotion and semantic relevance annotations. Our statistical analysis on BEAT demonstrates the correlation of conversational gestures with facial expressions, emotions, and semantics, in addition to the known correlation with audio, text, and speaker identity. Based on this observation, we propose a baseline model, Cascaded Motion Network (CaMN), which consists of above six modalities modeled in a cascaded architecture for gesture synthesis. To evaluate the semantic relevancy, we introduce a metric, Semantic Relevance Gesture Recall (SRGR). Qualitative and quantitative experiments demonstrate metrics' validness, ground truth data quality, and baseline's state-of-the-art performance. To the best of our knowledge, BEAT is the largest motion capture dataset for investigating human gestures, which may contribute to a number of different research fields, including controllable gesture synthesis, cross-modality analysis, and emotional gesture recognition. The data, code and model are available on https://pantomatrix.github.io/BEAT/.

  • 8 authors
·
Mar 10, 2022

ARC-Hunyuan-Video-7B: Structured Video Comprehension of Real-World Shorts

Real-world user-generated short videos, especially those distributed on platforms such as WeChat Channel and TikTok, dominate the mobile internet. However, current large multimodal models lack essential temporally-structured, detailed, and in-depth video comprehension capabilities, which are the cornerstone of effective video search and recommendation, as well as emerging video applications. Understanding real-world shorts is actually challenging due to their complex visual elements, high information density in both visuals and audio, and fast pacing that focuses on emotional expression and viewpoint delivery. This requires advanced reasoning to effectively integrate multimodal information, including visual, audio, and text. In this work, we introduce ARC-Hunyuan-Video, a multimodal model that processes visual, audio, and textual signals from raw video inputs end-to-end for structured comprehension. The model is capable of multi-granularity timestamped video captioning and summarization, open-ended video question answering, temporal video grounding, and video reasoning. Leveraging high-quality data from an automated annotation pipeline, our compact 7B-parameter model is trained through a comprehensive regimen: pre-training, instruction fine-tuning, cold start, reinforcement learning (RL) post-training, and final instruction fine-tuning. Quantitative evaluations on our introduced benchmark ShortVid-Bench and qualitative comparisons demonstrate its strong performance in real-world video comprehension, and it supports zero-shot or fine-tuning with a few samples for diverse downstream applications. The real-world production deployment of our model has yielded tangible and measurable improvements in user engagement and satisfaction, a success supported by its remarkable efficiency, with stress tests indicating an inference time of just 10 seconds for a one-minute video on H20 GPU.

  • 18 authors
·
Jul 28, 2025 2

Static for Dynamic: Towards a Deeper Understanding of Dynamic Facial Expressions Using Static Expression Data

Dynamic facial expression recognition (DFER) infers emotions from the temporal evolution of expressions, unlike static facial expression recognition (SFER), which relies solely on a single snapshot. This temporal analysis provides richer information and promises greater recognition capability. However, current DFER methods often exhibit unsatisfied performance largely due to fewer training samples compared to SFER. Given the inherent correlation between static and dynamic expressions, we hypothesize that leveraging the abundant SFER data can enhance DFER. To this end, we propose Static-for-Dynamic (S4D), a unified dual-modal learning framework that integrates SFER data as a complementary resource for DFER. Specifically, S4D employs dual-modal self-supervised pre-training on facial images and videos using a shared Vision Transformer (ViT) encoder-decoder architecture, yielding improved spatiotemporal representations. The pre-trained encoder is then fine-tuned on static and dynamic expression datasets in a multi-task learning setup to facilitate emotional information interaction. Unfortunately, vanilla multi-task learning in our study results in negative transfer. To address this, we propose an innovative Mixture of Adapter Experts (MoAE) module that facilitates task-specific knowledge acquisition while effectively extracting shared knowledge from both static and dynamic expression data. Extensive experiments demonstrate that S4D achieves a deeper understanding of DFER, setting new state-of-the-art performance on FERV39K, MAFW, and DFEW benchmarks, with weighted average recall (WAR) of 53.65\%, 58.44\%, and 76.68\%, respectively. Additionally, a systematic correlation analysis between SFER and DFER tasks is presented, which further elucidates the potential benefits of leveraging SFER.

  • 7 authors
·
Sep 9, 2024

EvAnimate: Event-conditioned Image-to-Video Generation for Human Animation

Conditional human animation transforms a static reference image into a dynamic sequence by applying motion cues such as poses. These motion cues are typically derived from video data but are susceptible to limitations including low temporal resolution, motion blur, overexposure, and inaccuracies under low-light conditions. In contrast, event cameras provide data streams with exceptionally high temporal resolution, a wide dynamic range, and inherent resistance to motion blur and exposure issues. In this work, we propose EvAnimate, a framework that leverages event streams as motion cues to animate static human images. Our approach employs a specialized event representation that transforms asynchronous event streams into 3-channel slices with controllable slicing rates and appropriate slice density, ensuring compatibility with diffusion models. Subsequently, a dual-branch architecture generates high-quality videos by harnessing the inherent motion dynamics of the event streams, thereby enhancing both video quality and temporal consistency. Specialized data augmentation strategies further enhance cross-person generalization. Finally, we establish a new benchmarking, including simulated event data for training and validation, and a real-world event dataset capturing human actions under normal and extreme scenarios. The experiment results demonstrate that EvAnimate achieves high temporal fidelity and robust performance in scenarios where traditional video-derived cues fall short.

  • 4 authors
·
Mar 24, 2025

Facial Expression Recognition with Visual Transformers and Attentional Selective Fusion

Facial Expression Recognition (FER) in the wild is extremely challenging due to occlusions, variant head poses, face deformation and motion blur under unconstrained conditions. Although substantial progresses have been made in automatic FER in the past few decades, previous studies were mainly designed for lab-controlled FER. Real-world occlusions, variant head poses and other issues definitely increase the difficulty of FER on account of these information-deficient regions and complex backgrounds. Different from previous pure CNNs based methods, we argue that it is feasible and practical to translate facial images into sequences of visual words and perform expression recognition from a global perspective. Therefore, we propose the Visual Transformers with Feature Fusion (VTFF) to tackle FER in the wild by two main steps. First, we propose the attentional selective fusion (ASF) for leveraging two kinds of feature maps generated by two-branch CNNs. The ASF captures discriminative information by fusing multiple features with the global-local attention. The fused feature maps are then flattened and projected into sequences of visual words. Second, inspired by the success of Transformers in natural language processing, we propose to model relationships between these visual words with the global self-attention. The proposed method is evaluated on three public in-the-wild facial expression datasets (RAF-DB, FERPlus and AffectNet). Under the same settings, extensive experiments demonstrate that our method shows superior performance over other methods, setting new state of the art on RAF-DB with 88.14%, FERPlus with 88.81% and AffectNet with 61.85%. The cross-dataset evaluation on CK+ shows the promising generalization capability of the proposed method.

  • 3 authors
·
Mar 31, 2021

Dispider: Enabling Video LLMs with Active Real-Time Interaction via Disentangled Perception, Decision, and Reaction

Active Real-time interaction with video LLMs introduces a new paradigm for human-computer interaction, where the model not only understands user intent but also responds while continuously processing streaming video on the fly. Unlike offline video LLMs, which analyze the entire video before answering questions, active real-time interaction requires three capabilities: 1) Perception: real-time video monitoring and interaction capturing. 2) Decision: raising proactive interaction in proper situations, 3) Reaction: continuous interaction with users. However, inherent conflicts exist among the desired capabilities. The Decision and Reaction require a contrary Perception scale and grain, and the autoregressive decoding blocks the real-time Perception and Decision during the Reaction. To unify the conflicted capabilities within a harmonious system, we present Dispider, a system that disentangles Perception, Decision, and Reaction. Dispider features a lightweight proactive streaming video processing module that tracks the video stream and identifies optimal moments for interaction. Once the interaction is triggered, an asynchronous interaction module provides detailed responses, while the processing module continues to monitor the video in the meantime. Our disentangled and asynchronous design ensures timely, contextually accurate, and computationally efficient responses, making Dispider ideal for active real-time interaction for long-duration video streams. Experiments show that Dispider not only maintains strong performance in conventional video QA tasks, but also significantly surpasses previous online models in streaming scenario responses, thereby validating the effectiveness of our architecture. The code and model are released at https://github.com/Mark12Ding/Dispider.

  • 8 authors
·
Jan 6, 2025 6

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

Expressive Gaussian Human Avatars from Monocular RGB Video

Nuanced expressiveness, particularly through fine-grained hand and facial expressions, is pivotal for enhancing the realism and vitality of digital human representations. In this work, we focus on investigating the expressiveness of human avatars when learned from monocular RGB video; a setting that introduces new challenges in capturing and animating fine-grained details. To this end, we introduce EVA, a drivable human model that meticulously sculpts fine details based on 3D Gaussians and SMPL-X, an expressive parametric human model. Focused on enhancing expressiveness, our work makes three key contributions. First, we highlight the critical importance of aligning the SMPL-X model with RGB frames for effective avatar learning. Recognizing the limitations of current SMPL-X prediction methods for in-the-wild videos, we introduce a plug-and-play module that significantly ameliorates misalignment issues. Second, we propose a context-aware adaptive density control strategy, which is adaptively adjusting the gradient thresholds to accommodate the varied granularity across body parts. Last but not least, we develop a feedback mechanism that predicts per-pixel confidence to better guide the learning of 3D Gaussians. Extensive experiments on two benchmarks demonstrate the superiority of our framework both quantitatively and qualitatively, especially on the fine-grained hand and facial details. See the project website at https://evahuman.github.io

  • 7 authors
·
Jul 3, 2024

FineCLIPER: Multi-modal Fine-grained CLIP for Dynamic Facial Expression Recognition with AdaptERs

Dynamic Facial Expression Recognition (DFER) is crucial for understanding human behavior. However, current methods exhibit limited performance mainly due to the scarcity of high-quality data, the insufficient utilization of facial dynamics, and the ambiguity of expression semantics, etc. To this end, we propose a novel framework, named Multi-modal Fine-grained CLIP for Dynamic Facial Expression Recognition with AdaptERs (FineCLIPER), incorporating the following novel designs: 1) To better distinguish between similar facial expressions, we extend the class labels to textual descriptions from both positive and negative aspects, and obtain supervision by calculating the cross-modal similarity based on the CLIP model; 2) Our FineCLIPER adopts a hierarchical manner to effectively mine useful cues from DFE videos. Specifically, besides directly embedding video frames as input (low semantic level), we propose to extract the face segmentation masks and landmarks based on each frame (middle semantic level) and utilize the Multi-modal Large Language Model (MLLM) to further generate detailed descriptions of facial changes across frames with designed prompts (high semantic level). Additionally, we also adopt Parameter-Efficient Fine-Tuning (PEFT) to enable efficient adaptation of large pre-trained models (i.e., CLIP) for this task. Our FineCLIPER achieves SOTA performance on the DFEW, FERV39k, and MAFW datasets in both supervised and zero-shot settings with few tunable parameters. Project Page: https://haroldchen19.github.io/FineCLIPER-Page/

  • 5 authors
·
Jul 2, 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

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

Dynamic Typography: Bringing Words to Life

Text animation serves as an expressive medium, transforming static communication into dynamic experiences by infusing words with motion to evoke emotions, emphasize meanings, and construct compelling narratives. Crafting animations that are semantically aware poses significant challenges, demanding expertise in graphic design and animation. We present an automated text animation scheme, termed "Dynamic Typography", which combines two challenging tasks. It deforms letters to convey semantic meaning and infuses them with vibrant movements based on user prompts. Our technique harnesses vector graphics representations and an end-to-end optimization-based framework. This framework employs neural displacement fields to convert letters into base shapes and applies per-frame motion, encouraging coherence with the intended textual concept. Shape preservation techniques and perceptual loss regularization are employed to maintain legibility and structural integrity throughout the animation process. We demonstrate the generalizability of our approach across various text-to-video models and highlight the superiority of our end-to-end methodology over baseline methods, which might comprise separate tasks. Through quantitative and qualitative evaluations, we demonstrate the effectiveness of our framework in generating coherent text animations that faithfully interpret user prompts while maintaining readability. Our code is available at: https://animate-your-word.github.io/demo/.

  • 7 authors
·
Apr 17, 2024 4

Hallo2: Long-Duration and High-Resolution Audio-Driven Portrait Image Animation

Recent advances in latent diffusion-based generative models for portrait image animation, such as Hallo, have achieved impressive results in short-duration video synthesis. In this paper, we present updates to Hallo, introducing several design enhancements to extend its capabilities. First, we extend the method to produce long-duration videos. To address substantial challenges such as appearance drift and temporal artifacts, we investigate augmentation strategies within the image space of conditional motion frames. Specifically, we introduce a patch-drop technique augmented with Gaussian noise to enhance visual consistency and temporal coherence over long duration. Second, we achieve 4K resolution portrait video generation. To accomplish this, we implement vector quantization of latent codes and apply temporal alignment techniques to maintain coherence across the temporal dimension. By integrating a high-quality decoder, we realize visual synthesis at 4K resolution. Third, we incorporate adjustable semantic textual labels for portrait expressions as conditional inputs. This extends beyond traditional audio cues to improve controllability and increase the diversity of the generated content. To the best of our knowledge, Hallo2, proposed in this paper, is the first method to achieve 4K resolution and generate hour-long, audio-driven portrait image animations enhanced with textual prompts. We have conducted extensive experiments to evaluate our method on publicly available datasets, including HDTF, CelebV, and our introduced "Wild" dataset. The experimental results demonstrate that our approach achieves state-of-the-art performance in long-duration portrait video animation, successfully generating rich and controllable content at 4K resolution for duration extending up to tens of minutes. Project page https://fudan-generative-vision.github.io/hallo2

  • 9 authors
·
Oct 10, 2024

EmoVid: A Multimodal Emotion Video Dataset for Emotion-Centric Video Understanding and Generation

Emotion plays a pivotal role in video-based expression, but existing video generation systems predominantly focus on low-level visual metrics while neglecting affective dimensions. Although emotion analysis has made progress in the visual domain, the video community lacks dedicated resources to bridge emotion understanding with generative tasks, particularly for stylized and non-realistic contexts. To address this gap, we introduce EmoVid, the first multimodal, emotion-annotated video dataset specifically designed for creative media, which includes cartoon animations, movie clips, and animated stickers. Each video is annotated with emotion labels, visual attributes (brightness, colorfulness, hue), and text captions. Through systematic analysis, we uncover spatial and temporal patterns linking visual features to emotional perceptions across diverse video forms. Building on these insights, we develop an emotion-conditioned video generation technique by fine-tuning the Wan2.1 model. The results show a significant improvement in both quantitative metrics and the visual quality of generated videos for text-to-video and image-to-video tasks. EmoVid establishes a new benchmark for affective video computing. Our work not only offers valuable insights into visual emotion analysis in artistically styled videos, but also provides practical methods for enhancing emotional expression in video generation.

  • 5 authors
·
Nov 14, 2025 1

Timing In stand-up Comedy: Text, Audio, Laughter, Kinesics (TIC-TALK): Pipeline and Database for the Multimodal Study of Comedic Timing

Stand-up comedy, and humor in general, are often studied through their verbal content. Yet live performance relies just as much on embodied presence and audience feedback. We introduce TIC-TALK, a multimodal resource with 5,400+ temporally aligned topic segments capturing language, gesture, and audience response across 90 professionally filmed stand-up comedy specials (2015-2024). The pipeline combines BERTopic for 60 s thematic segmentation with dense sentence embeddings, Whisper-AT for 0.8 s laughter detection, a fine-tuned YOLOv8-cls shot classifier, and YOLOv8s-pose for raw keypoint extraction at 1 fps. Raw 17-joint skeletal coordinates are retained without prior clustering, enabling the computation of continuous kinematic signals-arm spread, kinetic energy, and trunk lean-that serve as proxies for performance dynamics. All streams are aligned by hierarchical temporal containment without resampling, and each topic segment stores its sentence-BERT embedding for downstream similarity and clustering tasks. As a concrete use case, we study laughter dynamics across 24 thematic topics: kinetic energy negatively predicts audience laughter rate (r = -0.75, N = 24), consistent with a stillness-before-punchline pattern; personal and bodily content elicits more laughter than geopolitical themes; and shot close-up proportion correlates positively with laughter (r = +0.28), consistent with reactive montage.

  • 4 authors
·
Mar 22

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/

Emotional Speech-Driven Animation with Content-Emotion Disentanglement

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

LivePhoto: Real Image Animation with Text-guided Motion Control

Despite the recent progress in text-to-video generation, existing studies usually overlook the issue that only spatial contents but not temporal motions in synthesized videos are under the control of text. Towards such a challenge, this work presents a practical system, named LivePhoto, which allows users to animate an image of their interest with text descriptions. We first establish a strong baseline that helps a well-learned text-to-image generator (i.e., Stable Diffusion) take an image as a further input. We then equip the improved generator with a motion module for temporal modeling and propose a carefully designed training pipeline to better link texts and motions. In particular, considering the facts that (1) text can only describe motions roughly (e.g., regardless of the moving speed) and (2) text may include both content and motion descriptions, we introduce a motion intensity estimation module as well as a text re-weighting module to reduce the ambiguity of text-to-motion mapping. Empirical evidence suggests that our approach is capable of well decoding motion-related textual instructions into videos, such as actions, camera movements, or even conjuring new contents from thin air (e.g., pouring water into an empty glass). Interestingly, thanks to the proposed intensity learning mechanism, our system offers users an additional control signal (i.e., the motion intensity) besides text for video customization.

  • 7 authors
·
Dec 5, 2023 3

AiOS: All-in-One-Stage Expressive Human Pose and Shape Estimation

Expressive human pose and shape estimation (a.k.a. 3D whole-body mesh recovery) involves the human body, hand, and expression estimation. Most existing methods have tackled this task in a two-stage manner, first detecting the human body part with an off-the-shelf detection model and inferring the different human body parts individually. Despite the impressive results achieved, these methods suffer from 1) loss of valuable contextual information via cropping, 2) introducing distractions, and 3) lacking inter-association among different persons and body parts, inevitably causing performance degradation, especially for crowded scenes. To address these issues, we introduce a novel all-in-one-stage framework, AiOS, for multiple expressive human pose and shape recovery without an additional human detection step. Specifically, our method is built upon DETR, which treats multi-person whole-body mesh recovery task as a progressive set prediction problem with various sequential detection. We devise the decoder tokens and extend them to our task. Specifically, we first employ a human token to probe a human location in the image and encode global features for each instance, which provides a coarse location for the later transformer block. Then, we introduce a joint-related token to probe the human joint in the image and encoder a fine-grained local feature, which collaborates with the global feature to regress the whole-body mesh. This straightforward but effective model outperforms previous state-of-the-art methods by a 9% reduction in NMVE on AGORA, a 30% reduction in PVE on EHF, a 10% reduction in PVE on ARCTIC, and a 3% reduction in PVE on EgoBody.

  • 11 authors
·
Mar 26, 2024 1

MoCo: Motion-Consistent Human Video Generation via Structure-Appearance Decoupling

Generating human videos with consistent motion from text prompts remains a significant challenge, particularly for whole-body or long-range motion. Existing video generation models prioritize appearance fidelity, resulting in unrealistic or physically implausible human movements with poor structural coherence. Additionally, most existing human video datasets primarily focus on facial or upper-body motions, or consist of vertically oriented dance videos, limiting the scope of corresponding generation methods to simple movements. To overcome these challenges, we propose MoCo, which decouples the process of human video generation into two components: structure generation and appearance generation. Specifically, our method first employs an efficient 3D structure generator to produce a human motion sequence from a text prompt. The remaining video appearance is then synthesized under the guidance of the generated structural sequence. To improve fine-grained control over sparse human structures, we introduce Human-Aware Dynamic Control modules and integrate dense tracking constraints during training. Furthermore, recognizing the limitations of existing datasets, we construct a large-scale whole-body human video dataset featuring complex and diverse motions. Extensive experiments demonstrate that MoCo outperforms existing approaches in generating realistic and structurally coherent human videos.

  • 8 authors
·
Aug 24, 2025

DeepGesture: A conversational gesture synthesis system based on emotions and semantics

Along with the explosion of large language models, improvements in speech synthesis, advancements in hardware, and the evolution of computer graphics, the current bottleneck in creating digital humans lies in generating character movements that correspond naturally to text or speech inputs. In this work, we present DeepGesture, a diffusion-based gesture synthesis framework for generating expressive co-speech gestures conditioned on multimodal signals - text, speech, emotion, and seed motion. Built upon the DiffuseStyleGesture model, DeepGesture introduces novel architectural enhancements that improve semantic alignment and emotional expressiveness in generated gestures. Specifically, we integrate fast text transcriptions as semantic conditioning and implement emotion-guided classifier-free diffusion to support controllable gesture generation across affective states. To visualize results, we implement a full rendering pipeline in Unity based on BVH output from the model. Evaluation on the ZeroEGGS dataset shows that DeepGesture produces gestures with improved human-likeness and contextual appropriateness. Our system supports interpolation between emotional states and demonstrates generalization to out-of-distribution speech, including synthetic voices - marking a step forward toward fully multimodal, emotionally aware digital humans. Project page: https://deepgesture.github.io

  • 1 authors
·
Jul 3, 2025

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

Reenact Anything: Semantic Video Motion Transfer Using Motion-Textual Inversion

Recent years have seen a tremendous improvement in the quality of video generation and editing approaches. While several techniques focus on editing appearance, few address motion. Current approaches using text, trajectories, or bounding boxes are limited to simple motions, so we specify motions with a single motion reference video instead. We further propose to use a pre-trained image-to-video model rather than a text-to-video model. This approach allows us to preserve the exact appearance and position of a target object or scene and helps disentangle appearance from motion. Our method, called motion-textual inversion, leverages our observation that image-to-video models extract appearance mainly from the (latent) image input, while the text/image embedding injected via cross-attention predominantly controls motion. We thus represent motion using text/image embedding tokens. By operating on an inflated motion-text embedding containing multiple text/image embedding tokens per frame, we achieve a high temporal motion granularity. Once optimized on the motion reference video, this embedding can be applied to various target images to generate videos with semantically similar motions. Our approach does not require spatial alignment between the motion reference video and target image, generalizes across various domains, and can be applied to various tasks such as full-body and face reenactment, as well as controlling the motion of inanimate objects and the camera. We empirically demonstrate the effectiveness of our method in the semantic video motion transfer task, significantly outperforming existing methods in this context.

  • 5 authors
·
Aug 1, 2024 2

Deep Learning Technique for Human Parsing: A Survey and Outlook

Human parsing aims to partition humans in image or video into multiple pixel-level semantic parts. In the last decade, it has gained significantly increased interest in the computer vision community and has been utilized in a broad range of practical applications, from security monitoring, to social media, to visual special effects, just to name a few. Although deep learning-based human parsing solutions have made remarkable achievements, many important concepts, existing challenges, and potential research directions are still confusing. In this survey, we comprehensively review three core sub-tasks: single human parsing, multiple human parsing, and video human parsing, by introducing their respective task settings, background concepts, relevant problems and applications, representative literature, and datasets. We also present quantitative performance comparisons of the reviewed methods on benchmark datasets. Additionally, to promote sustainable development of the community, we put forward a transformer-based human parsing framework, providing a high-performance baseline for follow-up research through universal, concise, and extensible solutions. Finally, we point out a set of under-investigated open issues in this field and suggest new directions for future study. We also provide a regularly updated project page, to continuously track recent developments in this fast-advancing field: https://github.com/soeaver/awesome-human-parsing.

  • 4 authors
·
Jan 1, 2023

X-Actor: Emotional and Expressive Long-Range Portrait Acting from Audio

We present X-Actor, a novel audio-driven portrait animation framework that generates lifelike, emotionally expressive talking head videos from a single reference image and an input audio clip. Unlike prior methods that emphasize lip synchronization and short-range visual fidelity in constrained speaking scenarios, X-Actor enables actor-quality, long-form portrait performance capturing nuanced, dynamically evolving emotions that flow coherently with the rhythm and content of speech. Central to our approach is a two-stage decoupled generation pipeline: an audio-conditioned autoregressive diffusion model that predicts expressive yet identity-agnostic facial motion latent tokens within a long temporal context window, followed by a diffusion-based video synthesis module that translates these motions into high-fidelity video animations. By operating in a compact facial motion latent space decoupled from visual and identity cues, our autoregressive diffusion model effectively captures long-range correlations between audio and facial dynamics through a diffusion-forcing training paradigm, enabling infinite-length emotionally-rich motion prediction without error accumulation. Extensive experiments demonstrate that X-Actor produces compelling, cinematic-style performances that go beyond standard talking head animations and achieves state-of-the-art results in long-range, audio-driven emotional portrait acting.

  • 11 authors
·
Aug 4, 2025

VividPose: Advancing Stable Video Diffusion for Realistic Human Image Animation

Human image animation involves generating a video from a static image by following a specified pose sequence. Current approaches typically adopt a multi-stage pipeline that separately learns appearance and motion, which often leads to appearance degradation and temporal inconsistencies. To address these issues, we propose VividPose, an innovative end-to-end pipeline based on Stable Video Diffusion (SVD) that ensures superior temporal stability. To enhance the retention of human identity, we propose an identity-aware appearance controller that integrates additional facial information without compromising other appearance details such as clothing texture and background. This approach ensures that the generated videos maintain high fidelity to the identity of human subject, preserving key facial features across various poses. To accommodate diverse human body shapes and hand movements, we introduce a geometry-aware pose controller that utilizes both dense rendering maps from SMPL-X and sparse skeleton maps. This enables accurate alignment of pose and shape in the generated videos, providing a robust framework capable of handling a wide range of body shapes and dynamic hand movements. Extensive qualitative and quantitative experiments on the UBCFashion and TikTok benchmarks demonstrate that our method achieves state-of-the-art performance. Furthermore, VividPose exhibits superior generalization capabilities on our proposed in-the-wild dataset. Codes and models will be available.

  • 10 authors
·
May 28, 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

EmbodMocap: In-the-Wild 4D Human-Scene Reconstruction for Embodied Agents

Human behaviors in the real world naturally encode rich, long-term contextual information that can be leveraged to train embodied agents for perception, understanding, and acting. However, existing capture systems typically rely on costly studio setups and wearable devices, limiting the large-scale collection of scene-conditioned human motion data in the wild. To address this, we propose EmbodMocap, a portable and affordable data collection pipeline using two moving iPhones. Our key idea is to jointly calibrate dual RGB-D sequences to reconstruct both humans and scenes within a unified metric world coordinate frame. The proposed method allows metric-scale and scene-consistent capture in everyday environments without static cameras or markers, bridging human motion and scene geometry seamlessly. Compared with optical capture ground truth, we demonstrate that the dual-view setting exhibits a remarkable ability to mitigate depth ambiguity, achieving superior alignment and reconstruction performance over single iphone or monocular models. Based on the collected data, we empower three embodied AI tasks: monocular human-scene-reconstruction, where we fine-tune on feedforward models that output metric-scale, world-space aligned humans and scenes; physics-based character animation, where we prove our data could be used to scale human-object interaction skills and scene-aware motion tracking; and robot motion control, where we train a humanoid robot via sim-to-real RL to replicate human motions depicted in videos. Experimental results validate the effectiveness of our pipeline and its contributions towards advancing embodied AI research.

  • 11 authors
·
Feb 26 2