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Audio Generation

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Weakly-Supervised Emotion Transition Learning for Diverse 3D Co-speech Gesture Generation

Xingqun Qi, Jiahao Pan, Peng Li, Ruibin Yuan, Xiaowei Chi, Mengfei Li, Wenhan Luo, Wei Xue, Shanghang Zhang, Qifeng Liu, Yike Guo

Generating vivid and emotional 3D co-speech gestures is crucial for virtual avatar animation in human-machine interaction applications. While the existing methods enable generating the gestures to follow a single emotion label they overlook that long gesture sequence modeling with emotion transition is more practical in real scenes. In addition the lack of large-scale available datasets with emotional transition speech and corresponding 3D human gestures also limits the addressing of this task. To fulfill this goal we first incorporate the ChatGPT-4 and an audio inpainting approach to construct the high-fidelity emotion transition human speeches. Considering obtaining the realistic 3D pose annotations corresponding to the dynamically inpainted emotion transition audio is extremely difficult we propose a novel weakly supervised training strategy to encourage authority gesture transitions. Specifically to enhance the coordination of transition gestures w.r.t. different emotional ones we model the temporal association representation between two different emotional gesture sequences as style guidance and infuse it into the transition generation. We further devise an emotion mixture mechanism that provides weak supervision based on a learnable mixed emotion label for transition gestures. Last we present a keyframe sampler to supply effective initial posture cues in long sequences enabling us to generate diverse gestures. Extensive experiments demonstrate that our method outperforms the state-of-the-art models constructed by adapting single emotion-conditioned counterparts on our newly defined emotion transition task and datasets. Our code and dataset will be released on the project page: https://xingqunqi-lab.github.io/Emo-Transition-Gesture/

SoundingActions: Learning How Actions Sound from Narrated Egocentric Videos

Changan Chen, Kumar Ashutosh, Rohit Girdhar, David Harwath, Kristen Grauman

We propose a novel self-supervised embedding to learn how actions sound from narrated in-the-wild egocentric videos. Whereas existing methods rely on curated data with known audio-visual correspondence our multimodal contrastive-consensus coding (MC3) embedding reinforces the associations between audio language and vision when all modality pairs agree while diminishing those associations when any one pair does not. We show our approach can successfully discover how the long tail of human actions sound from egocentric video outperforming an array of recent multimodal embedding techniques on two datasets (Ego4D and EPIC-Sounds) and multiple cross-modal tasks.

Seeing and Hearing: Open-domain Visual-Audio Generation with Diffusion Latent Aligners

Yazhou Xing, Yingqing He, Zeyue Tian, Xintao Wang, Qifeng Chen

Video and audio content creation serves as the core technique for the movie industry and professional users. Recently existing diffusion-based methods tackle video and audio generation separately which hinders the technique transfer from academia to industry. In this work we aim at filling the gap with a carefully designed optimization-based framework for cross-visual-audio and joint-visual-audio generation. We observe the powerful generation ability of off-the-shelf video or audio generation models. Thus instead of training the giant models from scratch we propose to bridge the existing strong models with a shared latent representation space. Specifically we propose a multimodality latent aligner with the pre-trained ImageBind model. Our latent aligner shares a similar core as the classifier guidance that guides the diffusion denoising process during inference time. Through carefully designed optimization strategy and loss functions we show the superior performance of our method on joint video-audio generation visual-steered audio generation and audio-steered visual generation tasks. The project website can be found at \href https://yzxing87.github.io/Seeing-and-Hearing/ https://yzxing87.github.io/Seeing-and-Hearing/ .

POPDG: Popular 3D Dance Generation with PopDanceSet

Zhenye Luo, Min Ren, Xuecai Hu, Yongzhen Huang, Li Yao

Generating dances that are both lifelike and well-aligned with music continues to be a challenging task in the cross-modal domain. This paper introduces PopDanceSet the first dataset tailored to the preferences of young audiences enabling the generation of aesthetically oriented dances. And it surpasses the AIST++ dataset in music genre diversity and the intricacy and depth of dance movements. Moreover the proposed POPDG model within the iDDPM framework enhances dance diversity and through the Space Augmentation Algorithm strengthens spatial physical connections between human body joints ensuring that increased diversity does not compromise generation quality. A streamlined Alignment Module is also designed to improve the temporal alignment between dance and music. Extensive experiments show that POPDG achieves SOTA results on two datasets. Furthermore the paper also expands on current evaluation metrics. The dataset and code are available at https://github.com/Luke-Luo1/POPDG.

Learning to Visually Localize Sound Sources from Mixtures without Prior Source Knowledge

Dongjin Kim, Sung Jin Um, Sangmin Lee, Jung Uk Kim

The goal of the multi-sound source localization task is to localize sound sources from the mixture individually. While recent multi-sound source localization methods have shown improved performance they face challenges due to their reliance on prior information about the number of objects to be separated. In this paper to overcome this limitation we present a novel multi-sound source localization method that can perform localization without prior knowledge of the number of sound sources. To achieve this goal we propose an iterative object identification (IOI) module which can recognize sound-making objects in an iterative manner. After finding the regions of sound-making objects we devise object similarity-aware clustering (OSC) loss to guide the IOI module to effectively combine regions of the same object but also distinguish between different objects and backgrounds. It enables our method to perform accurate localization of sound-making objects without any prior knowledge. Extensive experimental results on the MUSIC and VGGSound benchmarks show the significant performance improvements of the proposed method over the existing methods for both single and multi-source. Our code is available at: https://github.com/VisualAIKHU/NoPrior_MultiSSL

Holodeck: Language Guided Generation of 3D Embodied AI Environments

Yue Yang, Fan-Yun Sun, Luca Weihs, Eli VanderBilt, Alvaro Herrasti, Winson Han, Jiajun Wu, Nick Haber, Ranjay Krishna, Lingjie Liu, Chris Callison-Burch, Mark Yatskar, Aniruddha Kembhavi, Christopher Clark

3D simulated environments play a critical role in Embodied AI but their creation requires expertise and extensive manual effort restricting their diversity and scope. To mitigate this limitation we present Holodeck a system that generates 3D environments to match a user-supplied prompt fully automatedly. Holodeck can generate diverse scenes e.g. arcades spas and museums adjust the designs for styles and can capture the semantics of complex queries such as "apartment for a researcher with a cat" and "office of a professor who is a fan of Star Wars". Holodeck leverages a large language model (i.e. GPT-4) for common sense knowledge about what the scene might look like and uses a large collection of 3D assets from Objaverse to populate the scene with diverse objects. To address the challenge of positioning objects correctly we prompt GPT-4 to generate spatial relational constraints between objects and then optimize the layout to satisfy those constraints. Our large-scale human evaluation shows that annotators prefer Holodeck over manually designed procedural baselines in residential scenes and that Holodeck can produce high-quality outputs for diverse scene types. We also demonstrate an exciting application of Holodeck in Embodied AI training agents to navigate in novel scenes like music rooms and daycares without human-constructed data which is a significant step forward in developing general-purpose embodied agents.

From Audio to Photoreal Embodiment: Synthesizing Humans in Conversations

Evonne Ng, Javier Romero, Timur Bagautdinov, Shaojie Bai, Trevor Darrell, Angjoo Kanazawa, Alexander Richard

We present a framework for generating full-bodied photorealistic avatars that gesture according to the conversational dynamics of a dyadic interaction. Given speech audio we output multiple possibilities of gestural motion for an individual including face body and hands. The key behind our method is in combining the benefits of sample diversity from vector quantization with the high-frequency details obtained through diffusion to generate more dynamic expressive motion. We visualize the generated motion using highly photorealistic avatars that can express crucial nuances in gestures (e.g. sneers and smirks). To facilitate this line of research we introduce a first-of-its-kind multi-view conversational dataset that allows for photorealistic reconstruction. Experiments show our model generates appropriate and diverse gestures outperforming both diffusion- and VQ-only methods. Furthermore our perceptual evaluation highlights the importance of photorealism (vs. meshes) in accurately assessing subtle motion details in conversational gestures. Code and dataset available on project page.

FlowVQTalker: High-Quality Emotional Talking Face Generation through Normalizing Flow and Quantization

Shuai Tan, Bin Ji, Ye Pan

Generating emotional talking faces is a practical yet challenging endeavor. To create a lifelike avatar we draw upon two critical insights from a human perspective: 1) The connection between audio and the non-deterministic facial dynamics encompassing expressions blinks poses should exhibit synchronous and one-to-many mapping. 2) Vibrant expressions are often accompanied by emotion-aware high-definition (HD) textures and finely detailed teeth. However both aspects are frequently overlooked by existing methods. To this end this paper proposes using normalizing Flow and Vector-Quantization modeling to produce emotional talking faces that satisfy both insights concurrently (FlowVQTalker). Specifically we develop a flowbased coefficient generator that encodes the dynamics of facial emotion into a multi-emotion-class latent space represented as a mixture distribution. The generation process commences with random sampling from the modeled distribution guided by the accompanying audio enabling both lip-synchronization and the uncertain nonverbal facial cues generation. Furthermore our designed vector-quantization image generator treats the creation of expressive facial images as a code query task utilizing a learned codebook to provide rich high-quality textures that enhance the emotional perception of the results. Extensive experiments are conducted to showcase the effectiveness of our approach.

FaceTalk: Audio-Driven Motion Diffusion for Neural Parametric Head Models

Shivangi Aneja, Justus Thies, Angela Dai, Matthias Nießner

We introduce FaceTalk a novel generative approach designed for synthesizing high-fidelity 3D motion sequences of talking human heads from input audio signal. To capture the expressive detailed nature of human heads including hair ears and finer-scale eye movements we propose to couple speech signal with the latent space of neural parametric head models to create high-fidelity temporally coherent motion sequences. We propose a new latent diffusion model for this task operating in the expression space of neural parametric head models to synthesize audio-driven realistic head sequences. In the absence of a dataset with corresponding NPHM expressions to audio we optimize for these correspondences to produce a dataset of temporally-optimized NPHM expressions fit to audio-video recordings of people talking. To the best of our knowledge this is the first work to propose a generative approach for realistic and high-quality motion synthesis of volumetric human heads representing a significant advancement in the field of audio-driven 3D animation. Notably our approach stands out in its ability to generate plausible motion sequences that can produce high-fidelity head animation coupled with the NPHM shape space. Our experimental results substantiate the effectiveness of FaceTalk consistently achieving superior and visually natural motion encompassing diverse facial expressions and styles outperforming existing methods by 75% in perceptual user study evaluation

FaceChain-ImagineID: Freely Crafting High-Fidelity Diverse Talking Faces from Disentangled Audio

Chao Xu, Yang Liu, Jiazheng Xing, Weida Wang, Mingze Sun, Jun Dan, Tianxin Huang, Siyuan Li, Zhi-Qi Cheng, Ying Tai, Baigui Sun

In this paper we abstract the process of people hearing speech extracting meaningful cues and creating various dynamically audio-consistent talking faces termed Listening and Imagining into the task of high-fidelity diverse talking faces generation from a single audio. Specifically it involves two critical challenges: one is to effectively decouple identity content and emotion from entangled audio and the other is to maintain intra-video diversity and inter-video consistency. To tackle the issues we first dig out the intricate relationships among facial factors and simplify the decoupling process tailoring a Progressive Audio Disentanglement for accurate facial geometry and semantics learning where each stage incorporates a customized training module responsible for a specific factor. Secondly to achieve visually diverse and audio-synchronized animation solely from input audio within a single model we introduce the Controllable Coherent Frame generation which involves the flexible integration of three trainable adapters with frozen Latent Diffusion Models (LDMs) to focus on maintaining facial geometry and semantics as well as texture and temporal coherence between frames. In this way we inherit high-quality diverse generation from LDMs while significantly improving their controllability at a low training cost. Extensive experiments demonstrate the flexibility and effectiveness of our method in handling this paradigm. The codes will be released at https://github.com/modelscope/facechain.

EMAGE: Towards Unified Holistic Co-Speech Gesture Generation via Expressive Masked Audio Gesture Modeling

Haiyang Liu, Zihao Zhu, Giorgio Becherini, YICHEN PENG, Mingyang Su, You Zhou, Xuefei Zhe, Naoya Iwamoto, Bo Zheng, Michael J. Black

We propose EMAGE a framework to generate full-body human gestures from audio and masked gestures encompassing facial local body hands and global movements. To achieve this we first introduce BEAT2 (BEAT-SMPLX-FLAME) a new mesh-level holistic co-speech dataset. BEAT2 combines a MoShed SMPL-X body with FLAME head parameters and further refines the modeling of head neck and finger movements offering a community-standardized high-quality 3D motion captured dataset. EMAGE leverages masked body gesture priors during training to boost inference performance. It involves a Masked Audio Gesture Transformer facilitating joint training on audio-to-gesture generation and masked gesture reconstruction to effectively encode audio and body gesture hints. Encoded body hints from masked gestures are then separately employed to generate facial and body movements. Moreover EMAGE adaptively merges speech features from the audio's rhythm and content and utilizes four compositional VQ-VAEs to enhance the results' fidelity and diversity. Experiments demonstrate that EMAGE generates holistic gestures with state-of-the-art performance and is flexible in accepting predefined spatial-temporal gesture inputs generating complete audio-synchronized results. Our code and dataset are available. https://pantomatrix.github.io/EMAGE/

DiVAS: Video and Audio Synchronization with Dynamic Frame Rates

Clara Fernandez-Labrador, Mertcan Akçay, Eitan Abecassis, Joan Massich, Christopher Schroers

Synchronization issues between audio and video are one of the most disturbing quality defects in film production and live broadcasting. Even a discrepancy as short as 45 millisecond can degrade the viewer's experience enough to warrant manual quality checks over entire movies. In this paper we study the automatic discovery of such issues. Specifically we focus on the alignment of lip movements with spoken words targeting realistic production scenarios which can include background noise and music intricate head poses excessive makeup or scenes with multiple individuals where the speaker is unknown. Our model's robustness also extends to various media specifications including different video frame rates and audio sample rates. To address these challenges we present a model fully based on transformers that encodes face crops or full video frames and raw audio using timestamp information identifies the speaker and provides highly accurate synchronization predictions much faster than previous methods.

Cyclic Learning for Binaural Audio Generation and Localization

Zhaojian Li, Bin Zhao, Yuan Yuan

Binaural audio is obtained by simulating the biological structure of human ears which plays an important role in artificial immersive spaces. A promising approach is to utilize mono audio and corresponding vision to synthesize binaural audio thereby avoiding expensive binaural audio recording. However most existing methods directly use the entire scene as a guide ignoring the correspondence between sounds and sounding objects. In this paper we advocate generating binaural audio using fine-grained raw waveform and object-level visual information as guidance. Specifically we propose a Cyclic Locating-and-UPmixing (CLUP) framework that jointly learns visual sounding object localization and binaural audio generation. Visual sounding object localization establishes the correspondence between specific visual objects and sound modalities which provides object-aware guidance to improve binaural generation performance. Meanwhile the spatial information contained in the generated binaural audio can further improve the performance of sounding object localization. In this case visual sounding object localization and binaural audio generation can achieve cyclic learning and benefit from each other. Experimental results demonstrate that on the FAIR-Play benchmark dataset our method is significantly ahead of the existing baselines in multiple evaluation metrics (STFT\downarrow: 0.787 vs. 0.851 ENV\downarrow: 0.128 vs. 0.134 WAV\downarrow: 5.244 vs. 5.684 SNR\uparrow: 7.546 vs. 7.044).

CoDi-2: In-Context Interleaved and Interactive Any-to-Any Generation

Zineng Tang, Ziyi Yang, Mahmoud Khademi, Yang Liu, Chenguang Zhu, Mohit Bansal

We present CoDi-2 a Multimodal Large Language Model (MLLM) for learning in-context interleaved multimodal representations. By aligning modalities with language for both encoding and generation CoDi-2 empowers Large Language Models (LLMs) to understand modality-interleaved instructions and in-context examples and autoregressively generate grounded and coherent multimodal outputs in an any-to-any input-output modality paradigm. To train CoDi-2 we build a large-scale generation dataset encompassing in-context multimodal instructions across text vision and audio. CoDi-2 demonstrates a wide range of zero-shot and few-shot capabilities for tasks like editing exemplar learning composition reasoning etc. CoDi-2 surpasses previous domain-specific models on tasks such as subject-driven image generation vision transformation and audio editing and showcases a significant advancement for integrating diverse multimodal tasks with sequential generation.

C3Net: Compound Conditioned ControlNet for Multimodal Content Generation

Juntao Zhang, Yuehuai Liu, Yu-Wing Tai, Chi-Keung Tang

We present Compound Conditioned ControlNet C3Net a novel generative neural architecture taking conditions from multiple modalities and synthesizing multimodal contents simultaneously (e.g. image text audio). C3Net adapts the ControlNet architecture to jointly train and make inferences on a production-ready diffusion model and its trainable copies. Specifically C3Net first aligns the conditions from multi-modalities to the same semantic latent space using modality-specific encoders based on contrastive training. Then it generates multimodal outputs based on the aligned latent space whose semantic information is combined using a ControlNet-like architecture called Control C3-UNet. Correspondingly with this system design our model offers an improved solution for joint-modality generation through learning and explaining multimodal conditions involving more than just linear interpolation within the latent space. Meanwhile as we align conditions to a unified latent space C3Net only requires one trainable Control C3-UNet to work on multimodal semantic information. Furthermore our model employs unimodal pretraining on the condition alignment stage outperforming the non-pretrained alignment even on relatively scarce training data and thus demonstrating high-quality compound condition generation. We contribute the first high-quality tri-modal validation set to validate quantitatively that C3Net outperforms or is on par with the first and contemporary state-of-the-art multimodal generation. Our codes and tri-modal dataset will be released.

Bidirectional Autoregessive Diffusion Model for Dance Generation

Canyu Zhang, Youbao Tang, Ning Zhang, Ruei-Sung Lin, Mei Han, Jing Xiao, Song Wang

Dance serves as a powerful medium for expressing human emotions but the lifelike generation of dance is still a considerable challenge. Recently diffusion models have showcased remarkable generative abilities across various domains. They hold promise for human motion generation due to their adaptable many-to-many nature. Nonetheless current diffusion-based motion generation models often create entire motion sequences directly and unidirectionally lacking focus on the motion with local and bidirectional enhancement. When choreographing high-quality dance movements people need to take into account not only the musical context but also the nearby music-aligned dance motions. To authentically capture human behavior we propose a Bidirectional Autoregressive Diffusion Model (BADM) for music-to-dance generation where a bidirectional encoder is built to enforce that the generated dance is harmonious in both the forward and backward directions. To make the generated dance motion smoother a local information decoder is built for local motion enhancement. The proposed framework is able to generate new motions based on the input conditions and nearby motions which foresees individual motion slices iteratively and consolidates all predictions. To further refine the synchronicity between the generated dance and the beat the beat information is incorporated as an input to generate better music-aligned dance movements. Experimental results demonstrate that the proposed model achieves state-of-the-art performance compared to existing unidirectional approaches on the prominent benchmark for music-to-dance generation.