Given an arbitrary speech clip and a facial image, talking face generation aims to synthesize a talking face video with precise lip synchronization as well as a smooth transition of facial motion over the entire video speech. Most existing methods mainly focus on either disentangling the information in a single image or learning temporal information between frames. However, speech audio and video often have cross-modality coherence that has not been well addressed during synthesis. Therefore, this paper proposes a novel high-resolution talking face generation model for arbitrary person by discovering the cross-modality coherence via Mutual Information Approximation (MIA). By assuming the modality difference between audio and video is larger that of real video and generated video, we estimate mutual information between real audio and video, and then use a discriminator to enforce generated video distribution approach real video distribution. Furthermore, we introduce a dynamic attention technique on the mouth to enhance the robustness during the training stage. Experimental results on benchmark dataset LRW transcend the state-of-the-art methods on prevalent metrics with robustness on gender, pose variations and high-resolution synthesizing.
 We propose a new framework for estimating generative models via an adversarial process, in which we simultaneously train two models: a generative model G that captures the data distribution, and a discriminative model D that estimates the probability that a sample came from the training data rather than G. The training procedure for G is to maximize the probability of D making a mistake. This framework corresponds to a minimax two-player game. In the space of arbitrary functions G and D, a unique solution exists, with G recovering the training data distribution and D equal to ½ everywhere. In the case where G and D are defined by multilayer perceptrons, the entire system can be trained with backpropagation. There is no need for any Markov chains or unrolled approximate inference networks during either training or generation of samples. Experiments demonstrate the potential of the framework through qualitative and quantitative evaluation of the generated samples. Speech-driven facial animation is the process which uses speech signals to automatically synthesize a talking character. The majority of work in this domain creates a mapping from audio features to visual features. This often requires post-processing using computer graphics techniques to produce realistic albeit subject dependent results. We present a system for generating videos of a talking head, using a still image of a person and an audio clip containing speech, that doesn't rely on any handcrafted intermediate features. To the best of our knowledge, this is the first method capable of generating subject independent realistic videos directly from raw audio. Our method can generate videos which have (a) lip movements that are in sync with the audio and (b) natural facial expressions such as blinks and eyebrow movements. We achieve this by using a temporal GAN with 2 discriminators, which are capable of capturing different aspects of the video. The effect of each component in our system is quantified through an ablation study. The generated videos are evaluated based on their sharpness, reconstruction quality, and lip-reading accuracy. Finally, a user study is conducted, confirming that temporal GANs lead to more natural sequences than a static GAN-based approach. Long short-term memory (LSTM) is a specific recurrent neural network (RNN) architecture that is designed to model temporal sequences and their long-range dependencies more accurately than conventional RNNs. In this paper, we propose to use deep bidirectional LSTM (BLSTM) for audio visual modeling in our photo-real talking head system. An audio visual database of a subject's talking is firstly recorded as our training data. The audio visual stereo data are converted into two parallel temporal sequences, i.e., contextual label sequences obtained by forced aligning audio against text, and visual feature sequences by applying active-appearance-model (AAM) on the lower face region among all the training image samples. The deep BLSTM is then trained to learn the regression model by minimizing the sum of square error (SSE) of predicting visual sequence from label sequence. After testing different network topologies, we interestingly found the best network is two BLSTM layers sitting on top of one feed-forward layer on our datasets. Compared with our previous HMM-based system, the newly proposed deep BLSTM-based one is better on both objective measurement and subjective A B test.