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Dingzeyu Li

Publications and source records attributed to Dingzeyu Li.

25 records · Page 2Linked to original sources

MakeItTalk: Speaker-Aware Talking-Head Animation

We present a method that generates expressive talking heads from a single facial image with audio as the only input. In contrast to previous approaches that attempt to learn direct mappings from audio to raw pixels or points for creating talking faces, our method first disentangles the content and speaker information in the input audio signal. The audio content robustly controls the motion of lips and nearby facial regions, while the speaker information determines the specifics of facial expressions and the rest of the talking head dynamics. Another key component of our method is the prediction of facial landmarks reflecting speaker-aware dynamics. Based on this intermediate representation, our method is able to synthesize photorealistic videos of entire talking heads with full range of motion and also animate artistic paintings, sketches, 2D cartoon characters, Japanese mangas, stylized caricatures in a single unified framework. We present extensive quantitative and qualitative evaluation of our method, in addition to user studies, demonstrating generated talking heads of significantly higher quality compared to prior state-of-the-art.

cs.CV↗

Unified Multisensory Perception: Weakly-Supervised Audio-Visual Video Parsing

In this paper, we introduce a new problem, named audio-visual video parsing, which aims to parse a video into temporal event segments and label them as either audible, visible, or both. Such a problem is essential for a complete understanding of the scene depicted inside a video. To facilitate exploration, we collect a Look, Listen, and Parse (LLP) dataset to investigate audio-visual video parsing in a weakly-supervised manner. This task can be naturally formulated as a Multimodal Multiple Instance Learning (MMIL) problem. Concretely, we propose a novel hybrid attention network to explore unimodal and cross-modal temporal contexts simultaneously. We develop an attentive MMIL pooling method to adaptively explore useful audio and visual content from different temporal extent and modalities. Furthermore, we discover and mitigate modality bias and noisy label issues with an individual-guided learning mechanism and label smoothing technique, respectively. Experimental results show that the challenging audio-visual video parsing can be achieved even with only video-level weak labels. Our proposed framework can effectively leverage unimodal and cross-modal temporal contexts and alleviate modality bias and noisy labels problems.

cs.CV↗

Scene-Aware Audio Rendering via Deep Acoustic Analysis

We present a new method to capture the acoustic characteristics of real-world rooms using commodity devices, and use the captured characteristics to generate similar sounding sources with virtual models. Given the captured audio and an approximate geometric model of a real-world room, we present a novel learning-based method to estimate its acoustic material properties. Our approach is based on deep neural networks that estimate the reverberation time and equalization of the room from recorded audio. These estimates are used to compute material properties related to room reverberation using a novel material optimization objective. We use the estimated acoustic material characteristics for audio rendering using interactive geometric sound propagation and highlight the performance on many real-world scenarios. We also perform a user study to evaluate the perceptual similarity between the recorded sounds and our rendered audio.

cs.SD↗

Deep Audio Prior

Deep convolutional neural networks are known to specialize in distilling compact and robust prior from a large amount of data. We are interested in applying deep networks in the absence of training dataset. In this paper, we introduce deep audio prior (DAP) which leverages the structure of a network and the temporal information in a single audio file. Specifically, we demonstrate that a randomly-initialized neural network can be used with carefully designed audio prior to tackle challenging audio problems such as universal blind source separation, interactive audio editing, audio texture synthesis, and audio co-separation. To understand the robustness of the deep audio prior, we construct a benchmark dataset \emph{Universal-150} for universal sound source separation with a diverse set of sources. We show superior audio results than previous work on both qualitative and quantitative evaluations. We also perform thorough ablation study to validate our design choices.

cs.SD↗

Scene-Aware Audio for 360\textdegree{} Videos

Although 360\textdegree{} cameras ease the capture of panoramic footage, it remains challenging to add realistic 360\textdegree{} audio that blends into the captured scene and is synchronized with the camera motion. We present a method for adding scene-aware spatial audio to 360\textdegree{} videos in typical indoor scenes, using only a conventional mono-channel microphone and a speaker. We observe that the late reverberation of a room's impulse response is usually diffuse spatially and directionally. Exploiting this fact, we propose a method that synthesizes the directional impulse response between any source and listening locations by combining a synthesized early reverberation part and a measured late reverberation tail. The early reverberation is simulated using a geometric acoustic simulation and then enhanced using a frequency modulation method to capture room resonances. The late reverberation is extracted from a recorded impulse response, with a carefully chosen time duration that separates out the late reverberation from the early reverberation. In our validations, we show that our synthesized spatial audio matches closely with recordings using ambisonic microphones. Lastly, we demonstrate the strength of our method in several applications.

cs.GR↗

Interacting with Acoustic Simulation and Fabrication

Incorporating accurate physics-based simulation into interactive design tools is challenging. However, adding the physics accurately becomes crucial to several emerging technologies. For example, in virtual/augmented reality (VR/AR) videos, the faithful reproduction of surrounding audios is required to bring the immersion to the next level. Similarly, as personal fabrication is made possible with accessible 3D printers, more intuitive tools that respect the physical constraints can help artists to prototype designs. One main hurdle is the sheer amount of computation complexity to accurately reproduce the real-world phenomena through physics-based simulation. In my thesis research, I develop interactive tools that implement efficient physics-based simulation algorithms for automatic optimization and intuitive user interaction.

cs.HC↗

AirCode: Unobtrusive Physical Tags for Digital Fabrication

We present AirCode, a technique that allows the user to tag physically fabricated objects with given information. An AirCode tag consists of a group of carefully designed air pockets placed beneath the object surface. These air pockets are easily produced during the fabrication process of the object, without any additional material or postprocessing. Meanwhile, the air pockets affect only the scattering light transport under the surface, and thus are hard to notice to our naked eyes. But, by using a computational imaging method, the tags become detectable. We present a tool that automates the design of air pockets for the user to encode information. AirCode system also allows the user to retrieve the information from captured images via a robust decoding algorithm. We demonstrate our tagging technique with applications for metadata embedding, robotic grasping, as well as conveying object affordances.

cs.HC↗