Steven Krenn

CV
h-index12
7papers
312citations
Novelty39%
AI Score42

7 Papers

CVJul 22, 2022Code
Multiface: A Dataset for Neural Face Rendering

Cheng-hsin Wuu, Ningyuan Zheng, Scott Ardisson et al. · cmu

Photorealistic avatars of human faces have come a long way in recent years, yet research along this area is limited by a lack of publicly available, high-quality datasets covering both, dense multi-view camera captures, and rich facial expressions of the captured subjects. In this work, we present Multiface, a new multi-view, high-resolution human face dataset collected from 13 identities at Reality Labs Research for neural face rendering. We introduce Mugsy, a large scale multi-camera apparatus to capture high-resolution synchronized videos of a facial performance. The goal of Multiface is to close the gap in accessibility to high quality data in the academic community and to enable research in VR telepresence. Along with the release of the dataset, we conduct ablation studies on the influence of different model architectures toward the model's interpolation capacity of novel viewpoint and expressions. With a conditional VAE model serving as our baseline, we found that adding spatial bias, texture warp field, and residual connections improves performance on novel view synthesis. Our code and data is available at: https://github.com/facebookresearch/multiface

CVNov 1, 2023
Sounding Bodies: Modeling 3D Spatial Sound of Humans Using Body Pose and Audio

Xudong Xu, Dejan Markovic, Jacob Sandakly et al.

While 3D human body modeling has received much attention in computer vision, modeling the acoustic equivalent, i.e. modeling 3D spatial audio produced by body motion and speech, has fallen short in the community. To close this gap, we present a model that can generate accurate 3D spatial audio for full human bodies. The system consumes, as input, audio signals from headset microphones and body pose, and produces, as output, a 3D sound field surrounding the transmitter's body, from which spatial audio can be rendered at any arbitrary position in the 3D space. We collect a first-of-its-kind multimodal dataset of human bodies, recorded with multiple cameras and a spherical array of 345 microphones. In an empirical evaluation, we demonstrate that our model can produce accurate body-induced sound fields when trained with a suitable loss. Dataset and code are available online.

CVMar 31, 2022Code
Audio-Visual Speech Codecs: Rethinking Audio-Visual Speech Enhancement by Re-Synthesis

Karren Yang, Dejan Markovic, Steven Krenn et al.

Since facial actions such as lip movements contain significant information about speech content, it is not surprising that audio-visual speech enhancement methods are more accurate than their audio-only counterparts. Yet, state-of-the-art approaches still struggle to generate clean, realistic speech without noise artifacts and unnatural distortions in challenging acoustic environments. In this paper, we propose a novel audio-visual speech enhancement framework for high-fidelity telecommunications in AR/VR. Our approach leverages audio-visual speech cues to generate the codes of a neural speech codec, enabling efficient synthesis of clean, realistic speech from noisy signals. Given the importance of speaker-specific cues in speech, we focus on developing personalized models that work well for individual speakers. We demonstrate the efficacy of our approach on a new audio-visual speech dataset collected in an unconstrained, large vocabulary setting, as well as existing audio-visual datasets, outperforming speech enhancement baselines on both quantitative metrics and human evaluation studies. Please see the supplemental video for qualitative results at https://github.com/facebookresearch/facestar/releases/download/paper_materials/video.mp4.

SDMay 28, 2025
BinauralFlow: A Causal and Streamable Approach for High-Quality Binaural Speech Synthesis with Flow Matching Models

Susan Liang, Dejan Markovic, Israel D. Gebru et al.

Binaural rendering aims to synthesize binaural audio that mimics natural hearing based on a mono audio and the locations of the speaker and listener. Although many methods have been proposed to solve this problem, they struggle with rendering quality and streamable inference. Synthesizing high-quality binaural audio that is indistinguishable from real-world recordings requires precise modeling of binaural cues, room reverb, and ambient sounds. Additionally, real-world applications demand streaming inference. To address these challenges, we propose a flow matching based streaming binaural speech synthesis framework called BinauralFlow. We consider binaural rendering to be a generation problem rather than a regression problem and design a conditional flow matching model to render high-quality audio. Moreover, we design a causal U-Net architecture that estimates the current audio frame solely based on past information to tailor generative models for streaming inference. Finally, we introduce a continuous inference pipeline incorporating streaming STFT/ISTFT operations, a buffer bank, a midpoint solver, and an early skip schedule to improve rendering continuity and speed. Quantitative and qualitative evaluations demonstrate the superiority of our method over SOTA approaches. A perceptual study further reveals that our model is nearly indistinguishable from real-world recordings, with a $42\%$ confusion rate.

SDApr 8, 2025
SoundVista: Novel-View Ambient Sound Synthesis via Visual-Acoustic Binding

Mingfei Chen, Israel D. Gebru, Ishwarya Ananthabhotla et al.

We introduce SoundVista, a method to generate the ambient sound of an arbitrary scene at novel viewpoints. Given a pre-acquired recording of the scene from sparsely distributed microphones, SoundVista can synthesize the sound of that scene from an unseen target viewpoint. The method learns the underlying acoustic transfer function that relates the signals acquired at the distributed microphones to the signal at the target viewpoint, using a limited number of known recordings. Unlike existing works, our method does not require constraints or prior knowledge of sound source details. Moreover, our method efficiently adapts to diverse room layouts, reference microphone configurations and unseen environments. To enable this, we introduce a visual-acoustic binding module that learns visual embeddings linked with local acoustic properties from panoramic RGB and depth data. We first leverage these embeddings to optimize the placement of reference microphones in any given scene. During synthesis, we leverage multiple embeddings extracted from reference locations to get adaptive weights for their contribution, conditioned on target viewpoint. We benchmark the task on both publicly available data and real-world settings. We demonstrate significant improvements over existing methods.

CVOct 17, 2025
Embody 3D: A Large-scale Multimodal Motion and Behavior Dataset

Claire McLean, Makenzie Meendering, Tristan Swartz et al.

The Codec Avatars Lab at Meta introduces Embody 3D, a multimodal dataset of 500 individual hours of 3D motion data from 439 participants collected in a multi-camera collection stage, amounting to over 54 million frames of tracked 3D motion. The dataset features a wide range of single-person motion data, including prompted motions, hand gestures, and locomotion; as well as multi-person behavioral and conversational data like discussions, conversations in different emotional states, collaborative activities, and co-living scenarios in an apartment-like space. We provide tracked human motion including hand tracking and body shape, text annotations, and a separate audio track for each participant.

ASJun 10, 2024
EARS: An Anechoic Fullband Speech Dataset Benchmarked for Speech Enhancement and Dereverberation

Julius Richter, Yi-Chiao Wu, Steven Krenn et al.

We release the EARS (Expressive Anechoic Recordings of Speech) dataset, a high-quality speech dataset comprising 107 speakers from diverse backgrounds, totaling in 100 hours of clean, anechoic speech data. The dataset covers a large range of different speaking styles, including emotional speech, different reading styles, non-verbal sounds, and conversational freeform speech. We benchmark various methods for speech enhancement and dereverberation on the dataset and evaluate their performance through a set of instrumental metrics. In addition, we conduct a listening test with 20 participants for the speech enhancement task, where a generative method is preferred. We introduce a blind test set that allows for automatic online evaluation of uploaded data. Dataset download links and automatic evaluation server can be found online.