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Fa-Ting Hong

Publications and source records attributed to Fa-Ting Hong.

At least 19 recordsLinked to original sources

EfficientSync: Real-Time Lip Synchronization via Deformation-Based Reference Texture Mixing

Audio-driven lip synchronization manipulates the mouth region of a talking-face video to match the driving audio while preserving head pose, identity, and background. Although the task is inherently local editing, prevailing approaches reconstruct the entire lower face with heavy GAN- or diffusion-based decoders, incurring substantial latency and, more critically, hallucinating intra-oral details such as teeth and lip wrinkles instead of preserving authentic textures. We contend that the bottleneck in identity preservation is not the scarcity of reference frames, but the lack of a mechanism that faithfully transfers the genuine textures they already contain. We therefore present EfficientSync, a real-time deformation-based framework that retains reference textures rather than resynthesizing them. First, the Dynamic Texture Mixer reformulates multi-reference fusion as channel-wise selection, evaluating each spatially aligned reference in a global context and aggregating them by channel-wise weighted summation, preserving textural integrity at low cost. Second, Spatio-Temporal Shifted Adaptive Masking decomposes the source frame into lip-generation conditions and an independent background prior, suppressing lower-face leakage while blending the synthesized mouth seamlessly into the background. Third, STAR Sampling, a zero-overhead pre-processing step, retrieves the sharpest and most topologically diverse reference frames. Experiments on HDTF and VFHQ show state-of-the-art visual quality and identity preservation at 166 FPS on a single GPU. Video demos: https://alunaticat.github.io/EfficientSync/index.html.

cs.CV

SplitAvatar: One-shot Head Avatar with Autoregressive Gaussian Splitting

3D Gaussian Splatting (3DGS) provides an efficient method for high-quality scene reconstruction using anisotropic Gaussians. Recently, 3DGS-based methods have significantly improved the rendering quality of human avatars while enabling real-time performance. However, existing methods suffer from a magnitude mismatch in the number of Gaussians generated by image-based and 3DMM-based approaches. This discrepancy results in reconstructed expressions that lack fine-grained detail. In this paper, we introduce a novel method for reconstructing an animatable head avatar from a single image. We propose a Graph splitting network to progressively generate Gaussians from coarse to fine using an autoregressive architecture. To address the graph inconsistency caused by split Gaussians, we employ a mesh topology extension method to align the GNN's connectivity with the increased Gaussian count. Furthermore, we introduce a novel density control method that includes a gating mechanism that generates soft masks for Gaussians, preventing over-densification after the splitting operation. This allows for dynamic control over Gaussian density across different facial regions. For smooth and rapid training, we employ a delayed filtering strategy to avoid re-computing the graph topology during training. Experimental results demonstrate that our autoregressive structure effectively improves expression representation ability by progressively splitting Gaussians. This process, enabled by the GNN-guided splitting, synthesizes more precise facial details and achieves higher reconstruction quality.

cs.CV

AtomicMotion: Learning Human Motion From Different Human Parts

Accurately reconstructing full-body poses from sparse head and hand trajectories is a foundational challenge for immersive AR/VR telepresence. Current methods often struggle with error accumulation and unnatural joint coordination, primarily because they treat the human body as a monolithic entity, thereby failing to capture the fine-grained ``atomic intents'' embedded in subtle signal variations and overlooking the inherent structural topology. To bridge this gap, we present AtomicMotion, a framework designed to decouple and re-integrate body dynamics through three core innovations. First, we introduce a logical body partitioning scheme that decomposes the skeleton into five distinct clusters based on functional intent; this ensures that each partition preserves internal joint synergies while isolating local motion primitives. Second, to robustly map sparse inputs to high-dimensional poses, we employ a masked full-body pre-conditioning strategy during training, forcing the model to internalize global skeletal topology and latent kinematic constraints. Finally, addressing the limitations of vanilla spatial attention, which often ignores fixed physiological connectivity, we propose Kinematic Attention. By embedding the classical kinematic tree structure into the attention mechanism, we ensure biological plausibility in the synthesized motions. Extensive evaluations on the AMASS dataset demonstrate that AtomicMotion significantly outperforms existing baselines, yielding higher reconstruction fidelity and superior biomechanical realism.

cs.CV

PhysiGen: Integrating Collision-Aware Physical Constraints for High-Fidelity Human-Human Interaction Generation

Despite substantial progress in text-driven 3D human motion synthesis, generating realistic multi-person interaction sequences remains challenging. Notably, body inter-penetration is a pervasive issue from both data acquisition to the generated results, which significantly undermines the realism and usability. Previous generative models either ignored this issue or introduced computationally expensive mesh-level loss functions to alleviate inter-body collisions. In this paper, we propose a general-purpose and computationally efficient optimization strategy named PhysiGen to explicitly integrate collision-aware physical constraints for human-human interaction generation. Specifically, we simplify the high-resolution human body mesh into geometric primitives to greatly reduce the cost of inter-person collision detection. Moreover, we identify the collision regions as the guidance of the optimization directions. PhysiGen is plug-and-play and can be readily integrated into existing human interaction generation models. Extensive cross-dataset and cross-model experiments show that our method can effectively reduce interpenetration and significantly improve visual coherence and physical plausibility compared to the state-of-the-art methods.

cs.CV

Audio-visual Controlled Video Diffusion with Masked Selective State Spaces Modeling for Natural Talking Head Generation

Talking head synthesis is vital for virtual avatars and human-computer interaction. However, most existing methods are typically limited to accepting control from a single primary modality, restricting their practical utility. To this end, we introduce \textbf{ACTalker}, an end-to-end video diffusion framework that supports both multi-signals control and single-signal control for talking head video generation. For multiple control, we design a parallel mamba structure with multiple branches, each utilizing a separate driving signal to control specific facial regions. A gate mechanism is applied across all branches, providing flexible control over video generation. To ensure natural coordination of the controlled video both temporally and spatially, we employ the mamba structure, which enables driving signals to manipulate feature tokens across both dimensions in each branch. Additionally, we introduce a mask-drop strategy that allows each driving signal to independently control its corresponding facial region within the mamba structure, preventing control conflicts. Experimental results demonstrate that our method produces natural-looking facial videos driven by diverse signals and that the mamba layer seamlessly integrates multiple driving modalities without conflict. The project website can be found at https://harlanhong.github.io/publications/actalker/index.html.

cs.CV

Video Motion Graphs

We present Video Motion Graphs, a system designed to generate realistic human motion videos. Using a reference video and conditional signals such as music or motion tags, the system synthesizes new videos by first retrieving video clips with gestures matching the conditions and then generating interpolation frames to seamlessly connect clip boundaries. The core of our approach is HMInterp, a robust Video Frame Interpolation (VFI) model that enables seamless interpolation of discontinuous frames, even for complex motion scenarios like dancing. HMInterp i) employs a dual-branch interpolation approach, combining a Motion Diffusion Model for human skeleton motion interpolation with a diffusion-based video frame interpolation model for final frame generation. ii) adopts condition progressive training to effectively leverage identity strong and weak conditions, such as images and pose. These designs ensure both high video texture quality and accurate motion trajectory. Results show that our Video Motion Graphs outperforms existing generative- and retrieval-based methods for multi-modal conditioned human motion video generation. Project page can be found at https://h-liu1997.github.io/Video-Motion-Graphs/

cs.CV

FireEdit: Fine-grained Instruction-based Image Editing via Region-aware Vision Language Model

Currently, instruction-based image editing methods have made significant progress by leveraging the powerful cross-modal understanding capabilities of vision language models (VLMs). However, they still face challenges in three key areas: 1) complex scenarios; 2) semantic consistency; and 3) fine-grained editing. To address these issues, we propose FireEdit, an innovative Fine-grained Instruction-based image editing framework that exploits a REgion-aware VLM. FireEdit is designed to accurately comprehend user instructions and ensure effective control over the editing process. Specifically, we enhance the fine-grained visual perception capabilities of the VLM by introducing additional region tokens. Relying solely on the output of the LLM to guide the diffusion model may lead to suboptimal editing results. Therefore, we propose a Time-Aware Target Injection module and a Hybrid Visual Cross Attention module. The former dynamically adjusts the guidance strength at various denoising stages by integrating timestep embeddings with the text embeddings. The latter enhances visual details for image editing, thereby preserving semantic consistency between the edited result and the source image. By combining the VLM enhanced with fine-grained region tokens and the time-dependent diffusion model, FireEdit demonstrates significant advantages in comprehending editing instructions and maintaining high semantic consistency. Extensive experiments indicate that our approach surpasses the state-of-the-art instruction-based image editing methods. Our project is available at https://zjgans.github.io/fireedit.github.io.

cs.CV

HunyuanPortrait: Implicit Condition Control for Enhanced Portrait Animation

We introduce HunyuanPortrait, a diffusion-based condition control method that employs implicit representations for highly controllable and lifelike portrait animation. Given a single portrait image as an appearance reference and video clips as driving templates, HunyuanPortrait can animate the character in the reference image by the facial expression and head pose of the driving videos. In our framework, we utilize pre-trained encoders to achieve the decoupling of portrait motion information and identity in videos. To do so, implicit representation is adopted to encode motion information and is employed as control signals in the animation phase. By leveraging the power of stable video diffusion as the main building block, we carefully design adapter layers to inject control signals into the denoising unet through attention mechanisms. These bring spatial richness of details and temporal consistency. HunyuanPortrait also exhibits strong generalization performance, which can effectively disentangle appearance and motion under different image styles. Our framework outperforms existing methods, demonstrating superior temporal consistency and controllability. Our project is available at https://kkakkkka.github.io/HunyuanPortrait.

cs.CV

Identity-Preserving Video Dubbing Using Motion Warping

Video dubbing aims to synthesize realistic, lip-synced videos from a reference video and a driving audio signal. Although existing methods can accurately generate mouth shapes driven by audio, they often fail to preserve identity-specific features, largely because they do not effectively capture the nuanced interplay between audio cues and the visual attributes of reference identity . As a result, the generated outputs frequently lack fidelity in reproducing the unique textural and structural details of the reference identity. To address these limitations, we propose IPTalker, a novel and robust framework for video dubbing that achieves seamless alignment between driving audio and reference identity while ensuring both lip-sync accuracy and high-fidelity identity preservation. At the core of IPTalker is a transformer-based alignment mechanism designed to dynamically capture and model the correspondence between audio features and reference images, thereby enabling precise, identity-aware audio-visual integration. Building on this alignment, a motion warping strategy further refines the results by spatially deforming reference images to match the target audio-driven configuration. A dedicated refinement process then mitigates occlusion artifacts and enhances the preservation of fine-grained textures, such as mouth details and skin features. Extensive qualitative and quantitative evaluations demonstrate that IPTalker consistently outperforms existing approaches in terms of realism, lip synchronization, and identity retention, establishing a new state of the art for high-quality, identity-consistent video dubbing.

cs.CV

Free-viewpoint Human Animation with Pose-correlated Reference Selection

Diffusion-based human animation aims to animate a human character based on a source human image as well as driving signals such as a sequence of poses. Leveraging the generative capacity of diffusion model, existing approaches are able to generate high-fidelity poses, but struggle with significant viewpoint changes, especially in zoom-in/zoom-out scenarios where camera-character distance varies. This limits the applications such as cinematic shot type plan or camera control. We propose a pose-correlated reference selection diffusion network, supporting substantial viewpoint variations in human animation. Our key idea is to enable the network to utilize multiple reference images as input, since significant viewpoint changes often lead to missing appearance details on the human body. To eliminate the computational cost, we first introduce a novel pose correlation module to compute similarities between non-aligned target and source poses, and then propose an adaptive reference selection strategy, utilizing the attention map to identify key regions for animation generation. To train our model, we curated a large dataset from public TED talks featuring varied shots of the same character, helping the model learn synthesis for different perspectives. Our experimental results show that with the same number of reference images, our model performs favorably compared to the current SOTA methods under large viewpoint change. We further show that the adaptive reference selection is able to choose the most relevant reference regions to generate humans under free viewpoints.

cs.CV

Synergizing Motion and Appearance: Multi-Scale Compensatory Codebooks for Talking Head Video Generation

Talking head video generation aims to generate a realistic talking head video that preserves the person's identity from a source image and the motion from a driving video. Despite the promising progress made in the field, it remains a challenging and critical problem to generate videos with accurate poses and fine-grained facial details simultaneously. Essentially, facial motion is often highly complex to model precisely, and the one-shot source face image cannot provide sufficient appearance guidance during generation due to dynamic pose changes. To tackle the problem, we propose to jointly learn motion and appearance codebooks and perform multi-scale codebook compensation to effectively refine both the facial motion conditions and appearance features for talking face image decoding. Specifically, the designed multi-scale motion and appearance codebooks are learned simultaneously in a unified framework to store representative global facial motion flow and appearance patterns. Then, we present a novel multi-scale motion and appearance compensation module, which utilizes a transformer-based codebook retrieval strategy to query complementary information from the two codebooks for joint motion and appearance compensation. The entire process produces motion flows of greater flexibility and appearance features with fewer distortions across different scales, resulting in a high-quality talking head video generation framework. Extensive experiments on various benchmarks validate the effectiveness of our approach and demonstrate superior generation results from both qualitative and quantitative perspectives when compared to state-of-the-art competitors.

cs.CV

DreamHead: Learning Spatial-Temporal Correspondence via Hierarchical Diffusion for Audio-driven Talking Head Synthesis

Audio-driven talking head synthesis strives to generate lifelike video portraits from provided audio. The diffusion model, recognized for its superior quality and robust generalization, has been explored for this task. However, establishing a robust correspondence between temporal audio cues and corresponding spatial facial expressions with diffusion models remains a significant challenge in talking head generation. To bridge this gap, we present DreamHead, a hierarchical diffusion framework that learns spatial-temporal correspondences in talking head synthesis without compromising the model's intrinsic quality and adaptability.~DreamHead learns to predict dense facial landmarks from audios as intermediate signals to model the spatial and temporal correspondences.~Specifically, a first hierarchy of audio-to-landmark diffusion is first designed to predict temporally smooth and accurate landmark sequences given audio sequence signals. Then, a second hierarchy of landmark-to-image diffusion is further proposed to produce spatially consistent facial portrait videos, by modeling spatial correspondences between the dense facial landmark and appearance. Extensive experiments show that proposed DreamHead can effectively learn spatial-temporal consistency with the designed hierarchical diffusion and produce high-fidelity audio-driven talking head videos for multiple identities.

cs.MM

Learning Online Scale Transformation for Talking Head Video Generation

One-shot talking head video generation uses a source image and driving video to create a synthetic video where the source person's facial movements imitate those of the driving video. However, differences in scale between the source and driving images remain a challenge for face reenactment. Existing methods attempt to locate a frame in the driving video that aligns best with the source image, but imprecise alignment can result in suboptimal outcomes. To this end, we introduce a scale transformation module that can automatically adjust the scale of the driving image to fit that of the source image, by using the information of scale difference maintained in the detected keypoints of the source image and the driving frame. Furthermore, to keep perceiving the scale information of faces during the generation process, we incorporate the scale information learned from the scale transformation module into each layer of the generation process to produce a final result with an accurate scale. Our method can perform accurate motion transfer between the two images without any anchor frame, achieved through the contributions of the proposed online scale transformation facial reenactment network. Extensive experiments have demonstrated that our proposed method adjusts the scale of the driving face automatically according to the source face, and generates high-quality faces with an accurate scale in the cross-identity facial reenactment.

cs.CV

Implicit Identity Representation Conditioned Memory Compensation Network for Talking Head video Generation

Talking head video generation aims to animate a human face in a still image with dynamic poses and expressions using motion information derived from a target-driving video, while maintaining the person's identity in the source image. However, dramatic and complex motions in the driving video cause ambiguous generation, because the still source image cannot provide sufficient appearance information for occluded regions or delicate expression variations, which produces severe artifacts and significantly degrades the generation quality. To tackle this problem, we propose to learn a global facial representation space, and design a novel implicit identity representation conditioned memory compensation network, coined as MCNet, for high-fidelity talking head generation.~Specifically, we devise a network module to learn a unified spatial facial meta-memory bank from all training samples, which can provide rich facial structure and appearance priors to compensate warped source facial features for the generation. Furthermore, we propose an effective query mechanism based on implicit identity representations learned from the discrete keypoints of the source image. It can greatly facilitate the retrieval of more correlated information from the memory bank for the compensation. Extensive experiments demonstrate that MCNet can learn representative and complementary facial memory, and can clearly outperform previous state-of-the-art talking head generation methods on VoxCeleb1 and CelebV datasets. Please check our \href{https://github.com/harlanhong/ICCV2023-MCNET}{Project}.

cs.CV

DaGAN++: Depth-Aware Generative Adversarial Network for Talking Head Video Generation

Predominant techniques on talking head generation largely depend on 2D information, including facial appearances and motions from input face images. Nevertheless, dense 3D facial geometry, such as pixel-wise depth, plays a critical role in constructing accurate 3D facial structures and suppressing complex background noises for generation. However, dense 3D annotations for facial videos is prohibitively costly to obtain. In this work, firstly, we present a novel self-supervised method for learning dense 3D facial geometry (ie, depth) from face videos, without requiring camera parameters and 3D geometry annotations in training. We further propose a strategy to learn pixel-level uncertainties to perceive more reliable rigid-motion pixels for geometry learning. Secondly, we design an effective geometry-guided facial keypoint estimation module, providing accurate keypoints for generating motion fields. Lastly, we develop a 3D-aware cross-modal (ie, appearance and depth) attention mechanism, which can be applied to each generation layer, to capture facial geometries in a coarse-to-fine manner. Extensive experiments are conducted on three challenging benchmarks (ie, VoxCeleb1, VoxCeleb2, and HDTF). The results demonstrate that our proposed framework can generate highly realistic-looking reenacted talking videos, with new state-of-the-art performances established on these benchmarks. The codes and trained models are publicly available on the GitHub project page at https://github.com/harlanhong/CVPR2022-DaGAN

cs.CV

Weakly-Supervised Temporal Action Localization by Progressive Complementary Learning

Weakly Supervised Temporal Action Localization (WSTAL) aims to localize and classify action instances in long untrimmed videos with only video-level category labels. Due to the lack of snippet-level supervision for indicating action boundaries, previous methods typically assign pseudo labels for unlabeled snippets. However, since some action instances of different categories are visually similar, it is non-trivial to exactly label the (usually) one action category for a snippet, and incorrect pseudo labels would impair the localization performance. To address this problem, we propose a novel method from a category exclusion perspective, named Progressive Complementary Learning (ProCL), which gradually enhances the snippet-level supervision. Our method is inspired by the fact that video-level labels precisely indicate the categories that all snippets surely do not belong to, which is ignored by previous works. Accordingly, we first exclude these surely non-existent categories by a complementary learning loss. And then, we introduce the background-aware pseudo complementary labeling in order to exclude more categories for snippets of less ambiguity. Furthermore, for the remaining ambiguous snippets, we attempt to reduce the ambiguity by distinguishing foreground actions from the background. Extensive experimental results show that our method achieves new state-of-the-art performance on two popular benchmarks, namely THUMOS14 and ActivityNet1.3.

cs.CV

Depth-Aware Generative Adversarial Network for Talking Head Video Generation

Talking head video generation aims to produce a synthetic human face video that contains the identity and pose information respectively from a given source image and a driving video.Existing works for this task heavily rely on 2D representations (e.g. appearance and motion) learned from the input images. However, dense 3D facial geometry (e.g. pixel-wise depth) is extremely important for this task as it is particularly beneficial for us to essentially generate accurate 3D face structures and distinguish noisy information from the possibly cluttered background. Nevertheless, dense 3D geometry annotations are prohibitively costly for videos and are typically not available for this video generation task. In this paper, we first introduce a self-supervised geometry learning method to automatically recover the dense 3D geometry (i.e.depth) from the face videos without the requirement of any expensive 3D annotation data. Based on the learned dense depth maps, we further propose to leverage them to estimate sparse facial keypoints that capture the critical movement of the human head. In a more dense way, the depth is also utilized to learn 3D-aware cross-modal (i.e. appearance and depth) attention to guide the generation of motion fields for warping source image representations. All these contributions compose a novel depth-aware generative adversarial network (DaGAN) for talking head generation. Extensive experiments conducted demonstrate that our proposed method can generate highly realistic faces, and achieve significant results on the unseen human faces.

cs.CV

Cross-modal Consensus Network for Weakly Supervised Temporal Action Localization

Weakly supervised temporal action localization (WS-TAL) is a challenging task that aims to localize action instances in the given video with video-level categorical supervision. Both appearance and motion features are used in previous works, while they do not utilize them in a proper way but apply simple concatenation or score-level fusion. In this work, we argue that the features extracted from the pretrained extractor, e.g., I3D, are not the WS-TALtask-specific features, thus the feature re-calibration is needed for reducing the task-irrelevant information redundancy. Therefore, we propose a cross-modal consensus network (CO2-Net) to tackle this problem. In CO2-Net, we mainly introduce two identical proposed cross-modal consensus modules (CCM) that design a cross-modal attention mechanism to filter out the task-irrelevant information redundancy using the global information from the main modality and the cross-modal local information of the auxiliary modality. Moreover, we treat the attention weights derived from each CCMas the pseudo targets of the attention weights derived from another CCM to maintain the consistency between the predictions derived from two CCMs, forming a mutual learning manner. Finally, we conduct extensive experiments on two common used temporal action localization datasets, THUMOS14 and ActivityNet1.2, to verify our method and achieve the state-of-the-art results. The experimental results show that our proposed cross-modal consensus module can produce more representative features for temporal action localization.

cs.CV