Minglei Li

HC
h-index15
9papers
1,884citations
Novelty44%
AI Score36

9 Papers

16.5HCSep 13, 2023Code
UnifiedGesture: A Unified Gesture Synthesis Model for Multiple Skeletons

Sicheng Yang, Zilin Wang, Zhiyong Wu et al.

The automatic co-speech gesture generation draws much attention in computer animation. Previous works designed network structures on individual datasets, which resulted in a lack of data volume and generalizability across different motion capture standards. In addition, it is a challenging task due to the weak correlation between speech and gestures. To address these problems, we present UnifiedGesture, a novel diffusion model-based speech-driven gesture synthesis approach, trained on multiple gesture datasets with different skeletons. Specifically, we first present a retargeting network to learn latent homeomorphic graphs for different motion capture standards, unifying the representations of various gestures while extending the dataset. We then capture the correlation between speech and gestures based on a diffusion model architecture using cross-local attention and self-attention to generate better speech-matched and realistic gestures. To further align speech and gesture and increase diversity, we incorporate reinforcement learning on the discrete gesture units with a learned reward function. Extensive experiments show that UnifiedGesture outperforms recent approaches on speech-driven gesture generation in terms of CCA, FGD, and human-likeness. All code, pre-trained models, databases, and demos are available to the public at https://github.com/YoungSeng/UnifiedGesture.

15.9HCAug 26, 2023Code
The DiffuseStyleGesture+ entry to the GENEA Challenge 2023

Sicheng Yang, Haiwei Xue, Zhensong Zhang et al.

In this paper, we introduce the DiffuseStyleGesture+, our solution for the Generation and Evaluation of Non-verbal Behavior for Embodied Agents (GENEA) Challenge 2023, which aims to foster the development of realistic, automated systems for generating conversational gestures. Participants are provided with a pre-processed dataset and their systems are evaluated through crowdsourced scoring. Our proposed model, DiffuseStyleGesture+, leverages a diffusion model to generate gestures automatically. It incorporates a variety of modalities, including audio, text, speaker ID, and seed gestures. These diverse modalities are mapped to a hidden space and processed by a modified diffusion model to produce the corresponding gesture for a given speech input. Upon evaluation, the DiffuseStyleGesture+ demonstrated performance on par with the top-tier models in the challenge, showing no significant differences with those models in human-likeness, appropriateness for the interlocutor, and achieving competitive performance with the best model on appropriateness for agent speech. This indicates that our model is competitive and effective in generating realistic and appropriate gestures for given speech. The code, pre-trained models, and demos are available at https://github.com/YoungSeng/DiffuseStyleGesture/tree/DiffuseStyleGesturePlus/BEAT-TWH-main.

16.0HCAug 25, 2022Code
The ReprGesture entry to the GENEA Challenge 2022

Sicheng Yang, Zhiyong Wu, Minglei Li et al.

This paper describes the ReprGesture entry to the Generation and Evaluation of Non-verbal Behaviour for Embodied Agents (GENEA) challenge 2022. The GENEA challenge provides the processed datasets and performs crowdsourced evaluations to compare the performance of different gesture generation systems. In this paper, we explore an automatic gesture generation system based on multimodal representation learning. We use WavLM features for audio, FastText features for text and position and rotation matrix features for gesture. Each modality is projected to two distinct subspaces: modality-invariant and modality-specific. To learn inter-modality-invariant commonalities and capture the characters of modality-specific representations, gradient reversal layer based adversarial classifier and modality reconstruction decoders are used during training. The gesture decoder generates proper gestures using all representations and features related to the rhythm in the audio. Our code, pre-trained models and demo are available at https://github.com/YoungSeng/ReprGesture.

8.7CVSep 5, 2024
SegTalker: Segmentation-based Talking Face Generation with Mask-guided Local Editing

Lingyu Xiong, Xize Cheng, Jintao Tan et al.

Audio-driven talking face generation aims to synthesize video with lip movements synchronized to input audio. However, current generative techniques face challenges in preserving intricate regional textures (skin, teeth). To address the aforementioned challenges, we propose a novel framework called SegTalker to decouple lip movements and image textures by introducing segmentation as intermediate representation. Specifically, given the mask of image employed by a parsing network, we first leverage the speech to drive the mask and generate talking segmentation. Then we disentangle semantic regions of image into style codes using a mask-guided encoder. Ultimately, we inject the previously generated talking segmentation and style codes into a mask-guided StyleGAN to synthesize video frame. In this way, most of textures are fully preserved. Moreover, our approach can inherently achieve background separation and facilitate mask-guided facial local editing. In particular, by editing the mask and swapping the region textures from a given reference image (e.g. hair, lip, eyebrows), our approach enables facial editing seamlessly when generating talking face video. Experiments demonstrate that our proposed approach can effectively preserve texture details and generate temporally consistent video while remaining competitive in lip synchronization. Quantitative and qualitative results on the HDTF and MEAD datasets illustrate the superior performance of our method over existing methods.

5.2CVAug 3, 2024
Landmark-guided Diffusion Model for High-fidelity and Temporally Coherent Talking Head Generation

Jintao Tan, Xize Cheng, Lingyu Xiong et al.

Audio-driven talking head generation is a significant and challenging task applicable to various fields such as virtual avatars, film production, and online conferences. However, the existing GAN-based models emphasize generating well-synchronized lip shapes but overlook the visual quality of generated frames, while diffusion-based models prioritize generating high-quality frames but neglect lip shape matching, resulting in jittery mouth movements. To address the aforementioned problems, we introduce a two-stage diffusion-based model. The first stage involves generating synchronized facial landmarks based on the given speech. In the second stage, these generated landmarks serve as a condition in the denoising process, aiming to optimize mouth jitter issues and generate high-fidelity, well-synchronized, and temporally coherent talking head videos. Extensive experiments demonstrate that our model yields the best performance.

23.7HCMay 18, 2023Code
QPGesture: Quantization-Based and Phase-Guided Motion Matching for Natural Speech-Driven Gesture Generation

Sicheng Yang, Zhiyong Wu, Minglei Li et al.

Speech-driven gesture generation is highly challenging due to the random jitters of human motion. In addition, there is an inherent asynchronous relationship between human speech and gestures. To tackle these challenges, we introduce a novel quantization-based and phase-guided motion-matching framework. Specifically, we first present a gesture VQ-VAE module to learn a codebook to summarize meaningful gesture units. With each code representing a unique gesture, random jittering problems are alleviated effectively. We then use Levenshtein distance to align diverse gestures with different speech. Levenshtein distance based on audio quantization as a similarity metric of corresponding speech of gestures helps match more appropriate gestures with speech, and solves the alignment problem of speech and gestures well. Moreover, we introduce phase to guide the optimal gesture matching based on the semantics of context or rhythm of audio. Phase guides when text-based or speech-based gestures should be performed to make the generated gestures more natural. Extensive experiments show that our method outperforms recent approaches on speech-driven gesture generation. Our code, database, pre-trained models, and demos are available at https://github.com/YoungSeng/QPGesture.

51.2CLFeb 13, 2024
Syllable based DNN-HMM Cantonese Speech to Text System

Timothy Wong, Claire Li, Sam Lam et al.

This paper reports our work on building up a Cantonese Speech-to-Text (STT) system with a syllable based acoustic model. This is a part of an effort in building a STT system to aid dyslexic students who have cognitive deficiency in writing skills but have no problem expressing their ideas through speech. For Cantonese speech recognition, the basic unit of acoustic models can either be the conventional Initial-Final (IF) syllables, or the Onset-Nucleus-Coda (ONC) syllables where finals are further split into nucleus and coda to reflect the intra-syllable variations in Cantonese. By using the Kaldi toolkit, our system is trained using the stochastic gradient descent optimization model with the aid of GPUs for the hybrid Deep Neural Network and Hidden Markov Model (DNN-HMM) with and without I-vector based speaker adaptive training technique. The input features of the same Gaussian Mixture Model with speaker adaptive training (GMM-SAT) to DNN are used in all cases. Experiments show that the ONC-based syllable acoustic modeling with I-vector based DNN-HMM achieves the best performance with the word error rate (WER) of 9.66% and the real time factor (RTF) of 1.38812.

23.2SDDec 23, 2023
TransFace: Unit-Based Audio-Visual Speech Synthesizer for Talking Head Translation

Xize Cheng, Rongjie Huang, Linjun Li et al.

Direct speech-to-speech translation achieves high-quality results through the introduction of discrete units obtained from self-supervised learning. This approach circumvents delays and cascading errors associated with model cascading. However, talking head translation, converting audio-visual speech (i.e., talking head video) from one language into another, still confronts several challenges compared to audio speech: (1) Existing methods invariably rely on cascading, synthesizing via both audio and text, resulting in delays and cascading errors. (2) Talking head translation has a limited set of reference frames. If the generated translation exceeds the length of the original speech, the video sequence needs to be supplemented by repeating frames, leading to jarring video transitions. In this work, we propose a model for talking head translation, \textbf{TransFace}, which can directly translate audio-visual speech into audio-visual speech in other languages. It consists of a speech-to-unit translation model to convert audio speech into discrete units and a unit-based audio-visual speech synthesizer, Unit2Lip, to re-synthesize synchronized audio-visual speech from discrete units in parallel. Furthermore, we introduce a Bounded Duration Predictor, ensuring isometric talking head translation and preventing duplicate reference frames. Experiments demonstrate that our proposed Unit2Lip model significantly improves synchronization (1.601 and 0.982 on LSE-C for the original and generated audio speech, respectively) and boosts inference speed by a factor of 4.35 on LRS2. Additionally, TransFace achieves impressive BLEU scores of 61.93 and 47.55 for Es-En and Fr-En on LRS3-T and 100% isochronous translations.

30.3CLDec 14, 2021
LMTurk: Few-Shot Learners as Crowdsourcing Workers in a Language-Model-as-a-Service Framework

Mengjie Zhao, Fei Mi, Yasheng Wang et al.

Vast efforts have been devoted to creating high-performance few-shot learners, i.e., large-scale pretrained language models (PLMs) that perform well with little downstream task training data. Training PLMs has incurred significant cost, but utilizing the few-shot learners is still challenging due to their enormous size. This work focuses on a crucial question: How to make effective use of these few-shot learners? We propose LMTurk, a novel approach that treats few-shot learners as crowdsourcing workers. The rationale is that crowdsourcing workers are in fact few-shot learners: They are shown a few illustrative examples to learn about a task and then start annotating. LMTurk employs few-shot learners built upon PLMs as workers. We show that the resulting annotations can be utilized to train models that solve the task well and are small enough to be deployable in practical scenarios. Active learning is integrated into LMTurk to reduce the amount of queries made to PLMs, minimizing the computational cost of running PLM inference passes. Altogether, LMTurk is an important step towards making effective use of current PLMs.