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# Computer Science# Computer Vision and Pattern Recognition

Creating Realistic Digital Humans Through Synchronized Movements

A method for generating expressive digital characters using audio and video data.

― 7 min read


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In today’s world, we often communicate through digital platforms. This has become common in many areas like online classes, virtual interviews, therapy sessions, social robots, character design, and creating virtual worlds. To make these experiences more engaging, it is important to create realistic digital humans that can express emotions through their faces and body movements. However, this task is quite challenging because human expressions can be complex and varied.

People show emotions using multiple forms of communication at the same time. This includes their speech, facial expressions, and body gestures. When these different forms work together, they help convey a strong sense of presence. In this discussion, we will focus on generating 3D movements of digital humans, making sure that their facial expressions and body gestures are in sync with the audio of their speech.

Typically, existing methods focus on different parts of this problem, such as making computer-generated characters talk by syncing their lip movements with spoken words or creating gestures that accompany speech. Some newer techniques can manage both body and head movements at the same time, but they usually only focus on a limited number of speakers and their specific emotions. Other methods may use a wider range of motions but do not effectively combine these different forms of communication.

To tackle the issue of creating synchronized facial and body movements, we aim to develop a technique that can generate expressive 3D digital characters using regular video data. Our approach relies on affordable video equipment that can capture the necessary information for animations. By using common video recordings, we can make the generation of expressive digital humans accessible to a wider audience.

Main Contributions

Our work focuses on developing a method for generating synchronized facial expressions and body movements based on speech. Some of the key highlights of our approach include:

  1. Synchronized Expression Creation: Our method generates both facial expressions and upper-body gestures that match the speech audio. This is achieved through a learning process that captures the relationships between different elements.

  2. Improved Accuracy: We have shown that our method reduces errors in both facial and body movements compared to existing techniques. This demonstrates the advantages of synchronizing the two outputs rather than treating them separately.

  3. Use of Common Technology: Unlike other methods that require expensive equipment, our approach uses data obtained from regular video cameras. This makes it possible to create expressive digital characters without the need for specialized hardware.

  4. Quality Assessment of Motions: Through various evaluations and studies, we have confirmed that the motions produced by our method are perceived positively by observers. We also proposed a new way to gauge the quality of the facial movements.

  5. Dataset Development: We expanded an existing dataset to include facial landmarks along with body gestures. This newly created dataset can be valuable for future studies and advancements in this area.

Understanding the Problem

To effectively communicate in a digital space, human avatars need to represent emotions realistically. This involves creating facial and body movements that not only appear natural but also match the rhythm and tone of the speech. However, generating these synchronized movements is a complex problem. We must consider both the diversity of human emotions and the need for distinct expressions for different individuals.

In many cases, previous methods have tackled aspects of this problem separately. Some focus solely on lip movements while others address gestures. This separation can lead to outputs that do not effectively combine the two elements, resulting in less convincing digital characters.

What makes this task so difficult is the wide range of expressions that a human can display while speaking. Additionally, capturing the nuanced relationship between speech and non-verbal cues is essential for creating characters that feel real and engaging.

The Approach

Our method uses audio recordings of speech along with video footage to synthesize synchronized facial expressions and body movements. Here’s an overview of how it works:

Data Collection and Processing

  1. Video Input: We start with regular RGB video data. This footage includes the speaker’s face and body, and we focus on extracting specific points of interest known as landmarks.

  2. Landmarks Identification: Using specialized techniques, we identify sparse 3D landmarks on the face and upper body. This helps us establish a foundation for the movements we want to create.

  3. Data Normalization: To improve consistency, we normalize the view of the video footage. This means we adjust the positioning of the landmarks to ensure they remain steady and recognizable throughout the recording.

Learning and Synthesis

Once we have our data prepared, we proceed with the learning process:

  1. Multimodal Learning: Our approach combines different forms of data, including audio, text transcripts of speech, speaker identity, and the identified landmarks. This helps the system learn how these different elements relate to each other.

  2. Motion Generation: We then create the necessary sequences for both facial expressions and body gestures. This involves ensuring that the movements are in sync with what is being said.

  3. Quality Control: To ensure the quality of the generated movements, we use a discriminator. This component evaluates the synthesized motions and provides feedback to improve their realism and coherence.

Evaluation

After the synthesis process, we perform a thorough evaluation to assess how well our method works. This involves both quantitative and qualitative assessments:

  1. Quantitative Metrics: We measure the quality of the generated movements using specific metrics that evaluate the accuracy of the facial landmarks and body poses.

  2. User Studies: We conduct studies with human participants to gauge their perception of the synthesized motions. This gives us insight into how realistic and engaging our digital characters appear to viewers.

Related Work

There has been a wealth of research on how humans express emotions through various means. Previous studies have shown that emotions are expressed simultaneously through facial expressions, vocal tones, and gestures. Understanding these multimodal expressions is essential for creating convincing digital avatars.

Motion Synthesis Techniques

Numerous techniques have been proposed for synthesizing facial expressions and body movements. Some focus on specific aspects like lip synchronization or using dense facial data. Others try to generate gestures based on different input modalities.

However, most existing approaches struggle to effectively combine facial expressions and body movements while ensuring they are aligned with the speech audio. Our method seeks to bridge this gap by utilizing a comprehensive integration of both visual and audio data.

Experiments and Results

We conducted several experiments to evaluate the effectiveness of our method. The results were promising and indicated improvements over existing techniques.

Quantitative Evaluations

  1. Accuracy Measurements: We compared our method with other existing synthesis approaches and observed significant reductions in errors related to facial landmarks and body movements.

  2. Quality of Synchronized Motion: Our evaluations confirmed that synchronizing the facial and body expressions led to more natural and believable motions.

User Study Findings

Participants in our user studies rated the synthesized motions highly regarding their plausibility and synchronization. This indicates that our digital characters were perceived as realistic and emotionally expressive.

Conclusion

Our work presents a significant advancement in the synthesis of synchronized facial and body expressions for digital characters. By relying on regular video data and employing a multimodal learning approach, we have created a method that can generate expressive and engaging digital humans.

Despite the successes noted, there are still limitations to our work. The reliance on sparse landmarks may not capture the same level of detail as high-end facial scans. Future improvements will involve extracting more detailed representations to enhance the quality of the synthesized expressions.

Additionally, we plan to explore the incorporation of lower-body movements to create fully interactive 3D characters that can engage in various scenarios. Real-time performance on everyday devices is also an area we wish to explore further.

By developing these techniques, we hope to make the creation of expressive digital humans more accessible and effective for various applications in the digital world.

Original Source

Title: Speech2UnifiedExpressions: Synchronous Synthesis of Co-Speech Affective Face and Body Expressions from Affordable Inputs

Abstract: We present a multimodal learning-based method to simultaneously synthesize co-speech facial expressions and upper-body gestures for digital characters using RGB video data captured using commodity cameras. Our approach learns from sparse face landmarks and upper-body joints, estimated directly from video data, to generate plausible emotive character motions. Given a speech audio waveform and a token sequence of the speaker's face landmark motion and body-joint motion computed from a video, our method synthesizes the motion sequences for the speaker's face landmarks and body joints to match the content and the affect of the speech. We design a generator consisting of a set of encoders to transform all the inputs into a multimodal embedding space capturing their correlations, followed by a pair of decoders to synthesize the desired face and pose motions. To enhance the plausibility of synthesis, we use an adversarial discriminator that learns to differentiate between the face and pose motions computed from the original videos and our synthesized motions based on their affective expressions. To evaluate our approach, we extend the TED Gesture Dataset to include view-normalized, co-speech face landmarks in addition to body gestures. We demonstrate the performance of our method through thorough quantitative and qualitative experiments on multiple evaluation metrics and via a user study. We observe that our method results in low reconstruction error and produces synthesized samples with diverse facial expressions and body gestures for digital characters.

Authors: Uttaran Bhattacharya, Aniket Bera, Dinesh Manocha

Last Update: 2024-11-22 00:00:00

Language: English

Source URL: https://arxiv.org/abs/2406.18068

Source PDF: https://arxiv.org/pdf/2406.18068

Licence: https://creativecommons.org/licenses/by-nc-sa/4.0/

Changes: This summary was created with assistance from AI and may have inaccuracies. For accurate information, please refer to the original source documents linked here.

Thank you to arxiv for use of its open access interoperability.

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