We present a deep learning framework for real-time speech-driven 3D facial animation from just raw waveforms. Our deep neural network directly maps an input sequence of speech audio to a series of micro facial action unit activations and head rotations to drive a 3D blendshape face model. In particular, our deep model is able to learn the latent representations of time-varying contextual information and affective states within the speech. Hence, our model not only activates appropriate facial action units at inference to depict different utterance generating actions, in the form of lip movements, but also, without any assumption, automatically estimates emotional intensity of the speaker and reproduces her ever-changing affective states by adjusting strength of facial unit activations. For example, in a happy speech, the mouth opens wider than normal, while other facial units are relaxed; or in a surprised state, both eyebrows raise higher. Experiments on a diverse audiovisual corpus of different actors across a wide range of emotional states show interesting and promising results of our approach. Being speaker-independent, our generalized model is readily applicable to various tasks in human-machine interaction and animation.
Deep Neural Network (DNN), which can model a long-span, intricate transform compactly with a deep-layered structure, has recently been investigated for parametric TTS synthesis with a fairly large corpus (33,000 utterances) [6]. In this paper, we examine DNN TTS synthesis with a moderate size corpus of 5 hours, which is more commonly used for parametric TTS training. DNN is used to map input text features into output acoustic features (LSP, F0 and V U). Experimental results show that DNN can outperform the conventional HMM, which is trained in ML first and then refined by MGE. Both objective and subjective measures indicate that DNN can synthesize speech better than HMM-based baseline. The improvement is mainly on the prosody, i.e., the RMSE of natural and generated F0 trajectories by DNN is improved by 2 Hz. This benefit is likely from the key characteristics of DNN, which can exploit feature correlations, e.g., between F0 and spectrum, without using a more restricted, e.g. diagonal Gaussian probability family. Our experimental results also show: the layer-wise BP pre-training can drive weights to a better starting point than random initialization and result in a more effective DNN; state boundary info is important for training DNN to yield better synthesized speech; and a hyperbolic tangent activation function in DNN hidden layers yields faster convergence than a sigmoidal one. This paper presents a deep neural network (DNN) approach for head motion synthesis, which can automatically predict head movement of a speaker from his her speech. Specifically, we realize speech-to-head-motion mapping by learning a DNN from audio-visual broadcast news data. We first show that a generatively pre-trained neural network significantly outperforms a conventional randomly initialized network. We then demonstrate that filter bank (FBank) features outperform mel frequency cepstral coefficients (MFCC) and linear prediction coefficients (LPC) in head motion prediction. Finally, we discover that extra training data from other speakers used in the pre-training stage can improve the head motion prediction performance of a target speaker. Our promising results in speech-to-head-motion prediction can be used in talking avatar animation. Conventional approaches to statistical parametric speech synthesis typically use decision tree-clustered context-dependent hidden Markov models (HMMs) to represent probability densities of speech parameters given texts. Speech parameters are generated from the probability densities to maximize their output probabilities, then a speech waveform is reconstructed from the generated parameters. This approach is reasonably effective but has a couple of limitations, e.g. decision trees are inefficient to model complex context dependencies. This paper examines an alternative scheme that is based on a deep neural network (DNN). The relationship between input texts and their acoustic realizations is modeled by a DNN. The use of the DNN can address some limitations of the conventional approach. Experimental results show that the DNN-based systems outperformed the HMM-based systems with similar numbers of parameters. This paper proposes a deep bidirectional long short-term memory approach in modeling the long contextual, nonlinear mapping between audio and visual streams for video-realistic talking head. In training stage, an audio-visual stereo database is firstly recorded as a subject talking to a camera. The audio streams are converted into acoustic feature, i.e. Mel-Frequency Cepstrum Coefficients (MFCCs), and their textual labels are also extracted. The visual streams, in particular, the lower face region, are compactly represented by active appearance model (AAM) parameters by which the shape and texture variations can be jointly modeled. Given pairs of the audio and visual parameter sequence, a DBLSTM model is trained to learn the sequence mapping from audio to visual space. For any unseen speech audio, whether it is original recorded or synthesized by text-to-speech (TTS), the trained DBLSTM model can predict a convincing AAM parameter trajectory for the lower face animation. To further improve the realism of the proposed talking head, the trajectory tiling method is adopted to use the DBLSTM predicted AAM trajectory as a guide to select a smooth real sample image sequence from the recorded database. We then stitch the selected lower face image sequence back to a background face video of the same subject, resulting in a video-realistic talking head. Experimental results show that the proposed DBLSTM approach outperforms the existing HMM-based approach in both objective and subjective evaluations. We introduce a simple and effective deep learning approach to automatically generate natural looking speech animation that synchronizes to input speech. Our approach uses a sliding window predictor that learns arbitrary nonlinear mappings from phoneme label input sequences to mouth movements in a way that accurately captures natural motion and visual coarticulation effects. Our deep learning approach enjoys several attractive properties: it runs in real-time, requires minimal parameter tuning, generalizes well to novel input speech sequences, is easily edited to create stylized and emotional speech, and is compatible with existing animation retargeting approaches. One important focus of our work is to develop an effective approach for speech animation that can be easily integrated into existing production pipelines. We provide a detailed description of our end-to-end approach, including machine learning design decisions. Generalized speech animation results are demonstrated over a wide range of animation clips on a variety of characters and voices, including singing and foreign language input. Our approach can also generate on-demand speech animation in real-time from user speech input. We propose a new photo-realistic, voice driven only (i.e. no linguistic info of the voice input is needed) talking head. The core of the new talking head is a context-dependent, multilayer, Deep Neural Network (DNN), which is discriminatively trained over hundreds of hours, speaker independent speech data. The trained DNN is then used to map acoustic speech input to 9,000 tied “senone” states probabilistically. For each photo-realistic talking head, an HMM-based lips motion synthesizer is trained over the speaker’s audio visual training data where states are statistically mapped to the corresponding lips images. In test, for given speech input, DNN predicts the likely states in their posterior probabilities and photo-realistic lips animation is then rendered through the DNN predicted state lattice. The DNN trained on English, speaker independent data has also been tested with other language input, e.g. Mandarin, Spanish, etc. to mimic the lips movements cross-lingually. Subjective experiments show that lip motions thus rendered for 15 non-English languages are highly synchronized with the audio input and photo-realistic to human eyes perceptually. Given audio of President Barack Obama, we synthesize a high quality video of him speaking with accurate lip sync, composited into a target video clip. Trained on many hours of his weekly address footage, a recurrent neural network learns the mapping from raw audio features to mouth shapes. Given the mouth shape at each time instant, we synthesize high quality mouth texture, and composite it with proper 3D pose matching to change what he appears to be saying in a target video to match the input audio track. Our approach produces photorealistic results. We present a machine learning technique for driving 3D facial animation by audio input in real time and with low latency. Our deep neural network learns a mapping from input waveforms to the 3D vertex coordinates of a face model, and simultaneously discovers a compact, latent code that disambiguates the variations in facial expression that cannot be explained by the audio alone. During inference, the latent code can be used as an intuitive control for the emotional state of the face puppet. We train our network with 3--5 minutes of high-quality animation data obtained using traditional, vision-based performance capture methods. Even though our primary goal is to model the speaking style of a single actor, our model yields reasonable results even when driven with audio from other speakers with different gender, accent, or language, as we demonstrate with a user study. The results are applicable to in-game dialogue, low-cost localization, virtual reality avatars, and telepresence.