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Learning Speech-driven 3D Conversational Gestures from Video

MPS-Authors
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Habibie,  Ikhsanul
Computer Graphics, MPI for Informatics, Max Planck Society;

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Mehta,  Dushyant
Computer Graphics, MPI for Informatics, Max Planck Society;

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Liu,  Lingjie
Computer Graphics, MPI for Informatics, Max Planck Society;

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Seidel,  Hans-Peter       
Computer Graphics, MPI for Informatics, Max Planck Society;

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Pons-Moll,  Gerard       
Computer Vision and Machine Learning, MPI for Informatics, Max Planck Society;

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Elgharib,  Mohamed
Visual Computing and Artificial Intelligence, MPI for Informatics, Max Planck Society;

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Theobalt,  Christian       
Visual Computing and Artificial Intelligence, MPI for Informatics, Max Planck Society;

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arXiv:2102.06837.pdf
(Preprint), 12MB

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Citation

Habibie, I., Xu, W., Mehta, D., Liu, L., Seidel, H.-P., Pons-Moll, G., et al. (2021). Learning Speech-driven 3D Conversational Gestures from Video. Retrieved from https://arxiv.org/abs/2102.06837.


Cite as: https://hdl.handle.net/21.11116/0000-0009-70C7-8
Abstract
We propose the first approach to automatically and jointly synthesize both
the synchronous 3D conversational body and hand gestures, as well as 3D face
and head animations, of a virtual character from speech input. Our algorithm
uses a CNN architecture that leverages the inherent correlation between facial
expression and hand gestures. Synthesis of conversational body gestures is a
multi-modal problem since many similar gestures can plausibly accompany the
same input speech. To synthesize plausible body gestures in this setting, we
train a Generative Adversarial Network (GAN) based model that measures the
plausibility of the generated sequences of 3D body motion when paired with the
input audio features. We also contribute a new way to create a large corpus of
more than 33 hours of annotated body, hand, and face data from in-the-wild
videos of talking people. To this end, we apply state-of-the-art monocular
approaches for 3D body and hand pose estimation as well as dense 3D face
performance capture to the video corpus. In this way, we can train on orders of
magnitude more data than previous algorithms that resort to complex in-studio
motion capture solutions, and thereby train more expressive synthesis
algorithms. Our experiments and user study show the state-of-the-art quality of
our speech-synthesized full 3D character animations.