Audio2AB:音频驱动的虚拟角色动画协作生成

Q1 Computer Science Virtual Reality Intelligent Hardware Pub Date : 2024-02-01 DOI:10.1016/j.vrih.2023.08.006
Lichao Niu , Wenjun Xie , Dong Wang , Zhongrui Cao , Xiaoping Liu
{"title":"Audio2AB:音频驱动的虚拟角色动画协作生成","authors":"Lichao Niu ,&nbsp;Wenjun Xie ,&nbsp;Dong Wang ,&nbsp;Zhongrui Cao ,&nbsp;Xiaoping Liu","doi":"10.1016/j.vrih.2023.08.006","DOIUrl":null,"url":null,"abstract":"<div><h3>Background</h3><p>Considerable research has been conducted in the areas of audio-driven virtual character gestures and facial animation with some degree of success. However, few methods exist for generating full-body animations, and the portability of virtual character gestures and facial animations has not received sufficient attention.</p></div><div><h3>Methods</h3><p>Therefore, we propose a deep-learning-based audio-to-animation-and-blendshape (Audio2AB) network that generates gesture animations andARK it’s 52 facial expression parameter blendshape weights based on audio, audio-corresponding text, emotion labels, and semantic relevance labels to generate parametric data for full- body animations. This parameterization method can be used to drive full-body animations of virtual characters and improve their portability. In the experiment, we first downsampled the gesture and facial data to achieve the same temporal resolution for the input, output, and facial data. The Audio2AB network then encoded the audio, audio- corresponding text, emotion labels, and semantic relevance labels, and then fused the text, emotion labels, and semantic relevance labels into the audio to obtain better audio features. Finally, we established links between the body, gestures, and facial decoders and generated the corresponding animation sequences through our proposed GAN-GF loss function.</p></div><div><h3>Results</h3><p>By using audio, audio-corresponding text, and emotional and semantic relevance labels as input, the trained Audio2AB network could generate gesture animation data containing blendshape weights. Therefore, different 3D virtual character animations could be created through parameterization.</p></div><div><h3>Conclusions</h3><p>The experimental results showed that the proposed method could generate significant gestures and facial animations.</p></div>","PeriodicalId":33538,"journal":{"name":"Virtual Reality Intelligent Hardware","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2024-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.sciencedirect.com/science/article/pii/S2096579623000578/pdf?md5=643d5833200a7e29b7c69fe6f55dfabf&pid=1-s2.0-S2096579623000578-main.pdf","citationCount":"0","resultStr":"{\"title\":\"Audio2AB: Audio-driven collaborative generation of virtual character animation\",\"authors\":\"Lichao Niu ,&nbsp;Wenjun Xie ,&nbsp;Dong Wang ,&nbsp;Zhongrui Cao ,&nbsp;Xiaoping Liu\",\"doi\":\"10.1016/j.vrih.2023.08.006\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div><h3>Background</h3><p>Considerable research has been conducted in the areas of audio-driven virtual character gestures and facial animation with some degree of success. However, few methods exist for generating full-body animations, and the portability of virtual character gestures and facial animations has not received sufficient attention.</p></div><div><h3>Methods</h3><p>Therefore, we propose a deep-learning-based audio-to-animation-and-blendshape (Audio2AB) network that generates gesture animations andARK it’s 52 facial expression parameter blendshape weights based on audio, audio-corresponding text, emotion labels, and semantic relevance labels to generate parametric data for full- body animations. This parameterization method can be used to drive full-body animations of virtual characters and improve their portability. In the experiment, we first downsampled the gesture and facial data to achieve the same temporal resolution for the input, output, and facial data. The Audio2AB network then encoded the audio, audio- corresponding text, emotion labels, and semantic relevance labels, and then fused the text, emotion labels, and semantic relevance labels into the audio to obtain better audio features. Finally, we established links between the body, gestures, and facial decoders and generated the corresponding animation sequences through our proposed GAN-GF loss function.</p></div><div><h3>Results</h3><p>By using audio, audio-corresponding text, and emotional and semantic relevance labels as input, the trained Audio2AB network could generate gesture animation data containing blendshape weights. Therefore, different 3D virtual character animations could be created through parameterization.</p></div><div><h3>Conclusions</h3><p>The experimental results showed that the proposed method could generate significant gestures and facial animations.</p></div>\",\"PeriodicalId\":33538,\"journal\":{\"name\":\"Virtual Reality Intelligent Hardware\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2024-02-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"https://www.sciencedirect.com/science/article/pii/S2096579623000578/pdf?md5=643d5833200a7e29b7c69fe6f55dfabf&pid=1-s2.0-S2096579623000578-main.pdf\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Virtual Reality Intelligent Hardware\",\"FirstCategoryId\":\"1093\",\"ListUrlMain\":\"https://www.sciencedirect.com/science/article/pii/S2096579623000578\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"Computer Science\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Virtual Reality Intelligent Hardware","FirstCategoryId":"1093","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S2096579623000578","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"Computer Science","Score":null,"Total":0}
引用次数: 0

摘要

背景在音频驱动的虚拟人物手势和面部动画领域已经开展了大量研究,并取得了一定的成功。因此,我们提出了一种基于深度学习的音频到动画和混合形状(Audio2AB)网络,该网络可生成手势动画,并根据音频、音频对应文本、情感标签和语义相关性标签确定其 52 个面部表情参数混合形状权重,从而生成全身动画的参数数据。这种参数化方法可用于驱动虚拟人物的全身动画,并提高其可移植性。在实验中,我们首先对手势和面部数据进行降采样,使输入、输出和面部数据具有相同的时间分辨率。然后,Audio2AB 网络对音频、音频对应的文本、情感标签和语义相关性标签进行编码,再将文本、情感标签和语义相关性标签融合到音频中,以获得更好的音频特征。最后,我们在身体、手势和面部解码器之间建立了联系,并通过我们提出的 GAN-GF 损失函数生成了相应的动画序列。结果通过使用音频、音频对应文本以及情感和语义相关性标签作为输入,经过训练的 Audio2AB 网络可以生成包含混合形状权重的手势动画数据。结论实验结果表明,所提出的方法可以生成重要的手势和面部动画。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
Audio2AB: Audio-driven collaborative generation of virtual character animation

Background

Considerable research has been conducted in the areas of audio-driven virtual character gestures and facial animation with some degree of success. However, few methods exist for generating full-body animations, and the portability of virtual character gestures and facial animations has not received sufficient attention.

Methods

Therefore, we propose a deep-learning-based audio-to-animation-and-blendshape (Audio2AB) network that generates gesture animations andARK it’s 52 facial expression parameter blendshape weights based on audio, audio-corresponding text, emotion labels, and semantic relevance labels to generate parametric data for full- body animations. This parameterization method can be used to drive full-body animations of virtual characters and improve their portability. In the experiment, we first downsampled the gesture and facial data to achieve the same temporal resolution for the input, output, and facial data. The Audio2AB network then encoded the audio, audio- corresponding text, emotion labels, and semantic relevance labels, and then fused the text, emotion labels, and semantic relevance labels into the audio to obtain better audio features. Finally, we established links between the body, gestures, and facial decoders and generated the corresponding animation sequences through our proposed GAN-GF loss function.

Results

By using audio, audio-corresponding text, and emotional and semantic relevance labels as input, the trained Audio2AB network could generate gesture animation data containing blendshape weights. Therefore, different 3D virtual character animations could be created through parameterization.

Conclusions

The experimental results showed that the proposed method could generate significant gestures and facial animations.

求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
Virtual Reality  Intelligent Hardware
Virtual Reality Intelligent Hardware Computer Science-Computer Graphics and Computer-Aided Design
CiteScore
6.40
自引率
0.00%
发文量
35
审稿时长
12 weeks
期刊最新文献
ARGA-Unet: Advanced U-net segmentation model using residual grouped convolution and attention mechanism for brain tumor MRI image segmentation A review of medical ocular image segmentation Intelligent diagnosis of atrial septal defect in children using echocardiography with deep learning Combining machine and deep transfer learning for mediastinal lymph node evaluation in patients with lung cancer Face animation based on multiple sources and perspective alignment
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1