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Baiqin Wang

Publications and source records attributed to Baiqin Wang.

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Relightable 3D Avatar Reconstruction with Semantic-Adaptive Motion-Illumination Responses

Reconstructing expressive and relightable 3D head avatars from monocular videos remains challenging in computer vision, as it requires accurate modeling of both non-rigid facial motion and illumination-dependent appearance. Existing Gaussian avatar methods commonly rely on globally coupled representations, in which Gaussian primitives share a unified motion or illumination response model. Such uniform modeling neglects the distinct motion patterns and material/reflectance properties of different facial semantic regions, thereby limiting fine-grained animation accuracy and reducing relighting plausibility. To address this limitation, we propose SAMIRA, a 3D Gaussian avatar framework for semantic-adaptive motion-illumination response modeling. For motion response modeling, the Semantic-Adaptive Motion Response module rasterizes current-to-reference mesh displacements into a topology-consistent UV space and leverages facial semantics to route displacement features through semantic-specific modulators, predicting localized Gaussian geometric residuals beyond coarse mesh binding. For illumination response modeling, the Semantic-Adaptive Illumination Response module learns compact diffuse and specular response factors for each facial region, allowing Gaussians in different regions to adapt their illumination responses to novel environment lighting. These response factors are incorporated into deferred physically based shading, providing a lightweight approximation of semantic-dependent illumination effects. Extensive experiments on self-reenactment, cross-reenactment, and relighting demonstrate that SAMIRA improves both fine-grained expression reconstruction and relighting realism over existing methods.

cs.CV

Towards Flexible, Natural, Efficient Interaction for Conversational Talking Face Generation

Conversational talking face generation has recently attracted increasing attention, aiming to synthesize interactive talking videos where characters speak, listen, and respond dynamically to each other. This task presents three core challenges: 1) Flexibility: enabling multi-round dialogues with an arbitrary number of participants; 2) Naturalness: maintaining coherent motion and appropriate non-verbal feedback throughout the interaction; and 3) Efficiency: achieving real-time generation and low computation overhead for long-term continuous online conversation. Despite recent advances, existing methods still fall short in balancing all three requirements. To bridge this gap, we introduce InterTalk, a novel and efficient framework designed for highly interactive conversational talking face generation. Built upon a motion-based architecture, InterTalk supports real-time conversation synthesis. Our method achieves strong flexibility by explicitly modeling multi-round conversational dynamics among each participant, eliminating constraints on their numbers. To enhance interactivity, we incorporate motion feedback from multiple participants and introduce an iterative generation strategy for more natural behaviors. Besides, we disentangle motion into several facial components, enabling targeted refinements for natural response such as precise lip sync and realistic eye blinking. Finally, we construct a new multi-person conversational dataset and enrich it with 3D face-based data augmentation. Extensive experiments demonstrate that InterTalk achieves superior interaction quality while maintaining real-time performance at 30 FPS.

cs.CV

PC-Talk: Precise Facial Animation Control for Audio-Driven Talking Face Generation

Recent advancements in audio-driven talking face generation have made great progress in lip synchronization. However, current methods often lack sufficient control over facial animation such as speaking style and emotional expression, resulting in uniform outputs. In this paper, we focus on improving two key factors: lip-audio alignment and emotion control, to enhance the diversity and user-friendliness of talking videos. Lip-audio alignment control focuses on elements like speaking style and the scale of lip movements, whereas emotion control is centered on generating realistic emotional expressions, allowing for modifications in multiple attributes such as intensity. To achieve precise control of facial animation, we propose a novel framework, PC-Talk, which enables lip-audio alignment and emotion control through implicit keypoint deformations. First, our lip-audio alignment control module facilitates precise editing of speaking styles at the word level and adjusts lip movement scales to simulate varying vocal loudness levels, maintaining lip synchronization with the audio. Second, our emotion control module generates vivid emotional facial features with pure emotional deformation. This module also enables the fine modification of intensity and the combination of multiple emotions across different facial regions. Our method demonstrates outstanding control capabilities and achieves state-of-the-art performance on both HDTF and MEAD datasets in extensive experiments.

cs.CV

3D Face Reconstruction with the Geometric Guidance of Facial Part Segmentation

3D Morphable Models (3DMMs) provide promising 3D face reconstructions in various applications. However, existing methods struggle to reconstruct faces with extreme expressions due to deficiencies in supervisory signals, such as sparse or inaccurate landmarks. Segmentation information contains effective geometric contexts for face reconstruction. Certain attempts intuitively depend on differentiable renderers to compare the rendered silhouettes of reconstruction with segmentation, which is prone to issues like local optima and gradient instability. In this paper, we fully utilize the facial part segmentation geometry by introducing Part Re-projection Distance Loss (PRDL). Specifically, PRDL transforms facial part segmentation into 2D points and re-projects the reconstruction onto the image plane. Subsequently, by introducing grid anchors and computing different statistical distances from these anchors to the point sets, PRDL establishes geometry descriptors to optimize the distribution of the point sets for face reconstruction. PRDL exhibits a clear gradient compared to the renderer-based methods and presents state-of-the-art reconstruction performance in extensive quantitative and qualitative experiments. Our project is available at https://github.com/wang-zidu/3DDFA-V3 .

cs.CV