SynGauss:实时三维高斯飞溅音频驱动的说话头合成

IF 3.6 3区 计算机科学 Q2 COMPUTER SCIENCE, INFORMATION SYSTEMS IEEE Access Pub Date : 2025-03-05 DOI:10.1109/ACCESS.2025.3548015
Zhanyi Zhou;Quandong Feng;Hongjun Li
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引用次数: 0

摘要

在虚拟人生成领域,神经辐射场(NeRF)在精确几何建模和色彩精度方面取得了重大进展,为复杂视点合成和3D重建建立了新的基准。尽管有这些进步,现有的方法在实时动态面部表情捕捉和管理高频细节方面面临着很大的局限性,特别是在快速面部运动和准确的嘴唇同步方面。这些限制很大程度上是由于高计算负荷和密集的数据需求阻碍了实时呈现。此外,传统的亮度场难以捕捉由音频驱动的细微面部变化,通常导致动画缺乏表现力和自然性。在TalkingGaussian的基础上,本文介绍了一个名为SynGauss的高级框架,该框架采用三维高斯飞溅来精确解耦面部和嘴唇的运动。我们通过结合嘴唇表情系数和区域多头注意机制增强了这种方法,这允许复杂面部动态的详细和可控动画。我们的修改提供了对嘴唇运动和面部表情的更精细的控制,显着提高了动画的现实性和表现力,同时保持了实时应用所需的效率。这种方法对虚拟助手和沉浸式娱乐体验等实时应用具有很大的前景,可以提供更逼真和可控的动画生成。(项目地址https://github.com/zzyfight0703/SynGauss/tree/main)
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SynGauss: Real-Time 3D Gaussian Splatting for Audio-Driven Talking Head Synthesis
In the field of virtual human generation, Neural Radiance Fields (NeRF) have made significant strides in precise geometric modeling and color accuracy, establishing new benchmarks for complex viewpoint synthesis and 3D reconstruction. Despite these advancements, existing methods face substantial limitations in real-time dynamic facial expression capture and managing high-frequency details, particularly in rapid facial movements and accurate lip synchronization. These constraints are largely due to the high computational load and the dense data requirements hamper real-time rendering. Additionally, traditional radiance fields struggle to capture subtle facial changes driven by audio, often resulting in animations that lack expressiveness and naturalness. Building upon the foundation laid by TalkingGaussian,this paper introduces an advanced framework named SynGauss that employs 3D Gaussian Splatting to precisely decouple facial and lip movements. We have enhanced this approach by incorporating lip expression coefficients and a regional multi-head attention mechanism, which allow for detailed and controlled animation of complex facial dynamics. Our modifications provide a more refined control over lip movements and facial expressions, significantly improving the realism and expressiveness of the animations while maintaining the efficiency required for real-time applications. This approach holds great promise for real-time applications such as virtual assistants and immersive entertainment experiences, offering more realistic and controllable animation generation.(Project address https://github.com/zzyfight0703/SynGauss/tree/main)
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来源期刊
IEEE Access
IEEE Access COMPUTER SCIENCE, INFORMATION SYSTEMSENGIN-ENGINEERING, ELECTRICAL & ELECTRONIC
CiteScore
9.80
自引率
7.70%
发文量
6673
审稿时长
6 weeks
期刊介绍: IEEE Access® is a multidisciplinary, open access (OA), applications-oriented, all-electronic archival journal that continuously presents the results of original research or development across all of IEEE''s fields of interest. IEEE Access will publish articles that are of high interest to readers, original, technically correct, and clearly presented. Supported by author publication charges (APC), its hallmarks are a rapid peer review and publication process with open access to all readers. Unlike IEEE''s traditional Transactions or Journals, reviews are "binary", in that reviewers will either Accept or Reject an article in the form it is submitted in order to achieve rapid turnaround. Especially encouraged are submissions on: Multidisciplinary topics, or applications-oriented articles and negative results that do not fit within the scope of IEEE''s traditional journals. Practical articles discussing new experiments or measurement techniques, interesting solutions to engineering. Development of new or improved fabrication or manufacturing techniques. Reviews or survey articles of new or evolving fields oriented to assist others in understanding the new area.
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