TY - GEN
T1 - Emotional Conversation
T2 - International Conference on Extended Reality, ICXR 2025
AU - Liang, Jiadong
AU - Lu, Feng
N1 - Publisher Copyright:
© The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd. 2026.
PY - 2026
Y1 - 2026
N2 - Vivid talking face generation holds immense potential applications across diverse multimedia domains, such as film and game production. While existing methods accurately synchronize lip movements with input audio, they typically ignore crucial alignments between emotion and facial cues, which include expression, gaze, and head pose. These alignments are indispensable for synthesizing realistic videos. To address these issues, we propose a two-stage audio-driven talking face generation framework that employs 3D facial landmarks as intermediate variables. This framework achieves collaborative alignment of expression, gaze, and pose with emotions through self-supervised learning. Specifically, we decompose this task into two key steps, namely speech-to-landmarks synthesis and landmarks-to-face generation. The first step focuses on simultaneously synthesizing emotionally aligned facial cues, including normalized landmarks that represent expressions, gaze, and head pose. These cues are subsequently reassembled into relocated facial landmarks. In the second step, these relocated landmarks are mapped to latent key points using self-supervised learning and then input into a pretrained model to create high-quality face images. Extensive experiments on the MEAD dataset demonstrate that our model significantly advances the state-of-the-art performance in both visual quality and emotional alignment.
AB - Vivid talking face generation holds immense potential applications across diverse multimedia domains, such as film and game production. While existing methods accurately synchronize lip movements with input audio, they typically ignore crucial alignments between emotion and facial cues, which include expression, gaze, and head pose. These alignments are indispensable for synthesizing realistic videos. To address these issues, we propose a two-stage audio-driven talking face generation framework that employs 3D facial landmarks as intermediate variables. This framework achieves collaborative alignment of expression, gaze, and pose with emotions through self-supervised learning. Specifically, we decompose this task into two key steps, namely speech-to-landmarks synthesis and landmarks-to-face generation. The first step focuses on simultaneously synthesizing emotionally aligned facial cues, including normalized landmarks that represent expressions, gaze, and head pose. These cues are subsequently reassembled into relocated facial landmarks. In the second step, these relocated landmarks are mapped to latent key points using self-supervised learning and then input into a pretrained model to create high-quality face images. Extensive experiments on the MEAD dataset demonstrate that our model significantly advances the state-of-the-art performance in both visual quality and emotional alignment.
KW - AIGC
KW - Digital Human
KW - Talking Face Generation
UR - https://www.scopus.com/pages/publications/105041940166
U2 - 10.1007/978-981-95-7195-6_35
DO - 10.1007/978-981-95-7195-6_35
M3 - 会议稿件
AN - SCOPUS:105041940166
SN - 9789819571949
T3 - Lecture Notes in Computer Science
SP - 477
EP - 489
BT - Extended Reality - International Conference, ICXR 2025, Proceedings
A2 - Hinkenjan, Andre
A2 - Liang, Hai-Ning
A2 - Qin, Xueying
A2 - Zhang, Song-Hai
PB - Springer Science and Business Media Deutschland GmbH
Y2 - 1 November 2025 through 2 November 2025
ER -