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Ye Pan

Publications and source records attributed to Ye Pan.

At least 19 recordsLinked to original sources

SubtleTalk: Generating Controllable Weakly-correlated Facial Dynamics for 3D Talking Heads via Residual Flow Matching

Audio-driven 3D facial animation aims to synthesize realistic and temporally coherent motions from speech. Despite notable progress in lip synchronization, weakly correlated dynamics, including eyebrow movements, eye blinks, and head motion, which are essential to photorealistic facial animation, remain difficult to model faithfully and often appear static or unnaturally repetitive. We attribute this limitation to three factors: (a) insufficient conditioning for weakly correlated dynamics; (b) the limited ability of deterministic regression to capture diverse motion patterns; (c) data bottlenecks from unreliable upper-face pseudo-labels and limited dataset diversity. To address these issues, we propose SubtleTalk, a framework for generating natural and controllable weakly correlated facial dynamics via multi-condition modeling and residual flow matching. First, to compensate for the limited guidance of speech alone, we introduce interpretable controls, including prosody, regional intensity, and Valence-Arousal signals, to explicitly capture the timing, magnitude, and affective variation of weakly correlated dynamics. Second, to overcome the limited expressiveness of deterministic regression, we build residual flow matching based on a stable speech-driven motion prior, allowing the model to capture stochastic deviations beyond deterministic prediction. Third, to alleviate the data bottleneck, we construct SubtleTalk-Face, a large-scale 3D facial animation dataset comprising about 3,900 identities and 74 hours of data, built via a simple and scalable pseudo-labeling pipeline and featuring improved upper-face tracking and frame-level VA annotations. Extensive experiments demonstrate that our method significantly improves the realism and diversity of weakly correlated facial dynamics while preserving accurate lip synchronization.

cs.GR

Reinforcing Egocentric Spatial Perception in Multimodal Large Language Models via Ego Scene Augmentation

Egocentric Visual Question Answering (VQA) has attracted widespread attention as an important task for enabling Multimodal Large Language Models (MLLMs) to interact with the real world. However, existing MLLMs struggle to perform effective spatial reasoning in complex egocentric scenes due to their limited spatial perception capabilities. To this end, we introduce Ego Scene Augmentation (ESA), an egocentric spatial perception framework, which actively enhances the spatial perception capabilities from the egocentric perspective, powered by the proposed Ego-element Graph. Our core insight is leveraging the Ego-element Graph as an intermediary representation to augment the egocentric spatial perception of MLLMs via visual foundational models. Specifically, we 1) construct the Ego-element Graph, which encapsulates and integrates egocentric spatial features enabled by visual foundational models; 2) enhance the spatial perception capabilities of MLLMs via the Ego-element Graph for ego-perspective scenes. Our proposed ESA framework presents significant performance improvement on the EgoTextVQA benchmark. We achieve an 8.14% gain on the indoor setting and an 8.72% gain on the outdoor setting. Furthermore, our ESA shows the most impressive performance improvement in the shopping subset of the indoor setting. The project code is publicly available.

cs.CV

MetaWorld: Scaling Multi-Agent Video World Model from Single-view Video Data

Video world models are a foundational generative technology for embodied AI and the Metaverse, yet existing approaches are inherently limited to a single agent observing from a single perspective. Extending these models to multi-agent settings introduces two critical challenges: data scarcity (coordinated multi-view recordings are prohibitively expensive to collect for general open-domain scenarios) and world state alignment (independently generated video streams cannot ensure that shared physical environments and events evolve consistently across views). To address these challenges, we propose MetaWorld, a novel framework that scales multi-agent video world models to open-domain environments directly from single-view videos. First, we introduce Monocular World-State Unrolling (MWSU) to explicitly decompose monocular footage into the camera operator's ego-motion and the visible subject's spatial trajectory. This camera-trajectory decomposition naturally extracts synchronized multi-agent motion data within a shared 3D space, completely bypassing the need for multi-camera setups. Second, for precise visual control, we develop the Subject-Aware World Generator to enable appearance-driven simulation conditioned on per-agent identity images. Finally, to ensure both views are grounded in the identical physical reality, we propose World-State Alignment, a per-frame inter-branch cross-attention mechanism inserted at every transformer layer of the video DiT. By jointly synchronizing the denoising process, WSA enforces both static geometric consistency and dynamic motion consistency, encouraging that the shared 3D environment and physical events remain well-aligned across both egocentric views. Extensive experiments demonstrate that MetaWorld achieves superior cross-view consistency and identity fidelity, establishing a highly scalable, physics-driven paradigm for multi-agent video world modeling.

cs.CV

ActiveGlasses: Learning Manipulation with Active Vision from Ego-centric Human Demonstration

Large-scale real-world robot data collection is a prerequisite for bringing robots into everyday deployment. However, existing pipelines often rely on specialized handheld devices to bridge the embodiment gap, which not only increases operator burden and limits scalability, but also makes it difficult to capture the naturally coordinated perception-manipulation behaviors of human daily interaction. This challenge calls for a more natural system that can faithfully capture human manipulation and perception behaviors while enabling zero-shot transfer to robotic platforms. We introduce ActiveGlasses, a system for learning robot manipulation from ego-centric human demonstrations with active vision. A stereo camera mounted on smart glasses serves as the sole perception device for both data collection and policy inference: the operator wears it during bare-hand demonstrations, and the same camera is mounted on a 6-DoF perception arm during deployment to reproduce human active vision. To enable zero-transfer, we extract object trajectories from demonstrations and use an object-centric point-cloud policy to jointly predict manipulation and head movement. Across several challenging tasks involving occlusion and precise interaction, ActiveGlasses achieves zero-shot transfer with active vision, consistently outperforms strong baselines under the same hardware setup, and generalizes across two robot platforms.

cs.RO

EgoIntent: A Pre-Outcome Micro-Step Benchmark for Understanding What, Why, and Next

Egocentric video provides a natural modality for studying human behavior, but conventional visual understanding captures mainly observable scenes, objects, and actions rather than the latent goals that organize them. Existing intent benchmarks typically focus on coarse event-level goals and overlook how intent evolves across procedural steps. We introduce EgoIntent, a step-level intent-understanding benchmark comprising 3,014 pre-outcome micro-steps from 32 egocentric videos across 15 indoor and outdoor daily-life scenarios. Each step is manually annotated along three complementary dimensions: Local Intent (What), the immediate goal; Procedural Intent (Why), the role of the step in the broader procedure; and Next-Plan (Next), the action most likely to follow. Multiple rounds of human review refine temporal boundaries and annotation quality. We evaluate 15 multimodal large language models using reference-based scores and complementary reference-free diagnostics. Controlled studies on four representative models show that only one model gains significantly from correct temporal order, while a single boundary frame outperforms the full ordered clip for three models. Step-only input performs best for all four models, and adding 15 seconds of history significantly degrades three. Revealing the current outcome improves Local Intent by 7.81 points, while revealing the following step improves Next-Plan by 13.17 points. These findings indicate that current models can achieve strong intent-prediction scores through static boundary cues without robustly exploiting temporal order or procedural history.

cs.CV

CausalEmbed: Auto-Regressive Multi-Vector Generation in Latent Space for Visual Document Embedding

Although Multimodal Large Language Models (MLLMs) have shown remarkable potential in Visual Document Retrieval (VDR) through generating high-quality multi-vector embeddings, the substantial storage overhead caused by representing a page with thousands of visual tokens limits their practicality in real-world applications. To address this challenge, we propose an auto-regressive generation approach, CausalEmbed, for constructing multi-vector embeddings. By incorporating iterative margin loss during contrastive training, CausalEmbed encourages the embedding models to learn compact and well-structured representations. Our method enables efficient VDR tasks using only dozens of visual tokens, achieving a 30-155x reduction in token count while maintaining highly competitive performance across various backbones and benchmarks. Theoretical analysis and empirical results demonstrate the unique advantages of auto-regressive embedding generation in terms of training efficiency and scalability at test time. As a result, CausalEmbed introduces a flexible test-time scaling strategy for multi-vector VDR representations and sheds light on the generative paradigm within multimodal document retrieval. Our code is available at https://github.com/Z1zs/Causal-Embed.

cs.CL

ESGaussianFace: Emotional and Stylized Audio-Driven Facial Animation via 3D Gaussian Splatting

Most current audio-driven facial animation research primarily focuses on generating videos with neutral emotions. While some studies have addressed the generation of facial videos driven by emotional audio, efficiently generating high-quality talking head videos that integrate both emotional expressions and style features remains a significant challenge. In this paper, we propose ESGaussianFace, an innovative framework for emotional and stylized audio-driven facial animation. Our approach leverages 3D Gaussian Splatting to reconstruct 3D scenes and render videos, ensuring efficient generation of 3D consistent results. We propose an emotion-audio-guided spatial attention method that effectively integrates emotion features with audio content features. Through emotion-guided attention, the model is able to reconstruct facial details across different emotional states more accurately. To achieve emotional and stylized deformations of the 3D Gaussian points through emotion and style features, we introduce two 3D Gaussian deformation predictors. Futhermore, we propose a multi-stage training strategy, enabling the step-by-step learning of the character's lip movements, emotional variations, and style features. Our generated results exhibit high efficiency, high quality, and 3D consistency. Extensive experimental results demonstrate that our method outperforms existing state-of-the-art techniques in terms of lip movement accuracy, expression variation, and style feature expressiveness.

cs.CV

MienCap: Realtime Performance-Based Facial Animation with Live Mood Dynamics

Our purpose is to improve performance-based animation which can drive believable 3D stylized characters that are truly perceptual. By combining traditional blendshape animation techniques with multiple machine learning models, we present both non-real time and real time solutions which drive character expressions in a geometrically consistent and perceptually valid way. For the non-real time system, we propose a 3D emotion transfer network makes use of a 2D human image to generate a stylized 3D rig parameters. For the real time system, we propose a blendshape adaption network which generates the character rig parameter motions with geometric consistency and temporally stability. We demonstrate the effectiveness of our system by comparing to a commercial product Faceware. Results reveal that ratings of the recognition, intensity, and attractiveness of expressions depicted for animated characters via our systems are statistically higher than Faceware. Our results may be implemented into the animation pipeline, and provide animators with a system for creating the expressions they wish to use more quickly and accurately.

cs.GR

MEDTalk: Multimodal Controlled 3D Facial Animation with Dynamic Emotions by Disentangled Embedding

Audio-driven emotional 3D facial animation aims to generate synchronized lip movements and vivid facial expressions. However, most existing approaches focus on static and predefined emotion labels, limiting their diversity and naturalness. To address these challenges, we propose MEDTalk, a novel framework for fine-grained and dynamic emotional talking head generation. Our approach first disentangles content and emotion embedding spaces from motion sequences using a carefully designed cross-reconstruction process, enabling independent control over lip movements and facial expressions. Beyond conventional audio-driven lip synchronization, we integrate audio and speech text, predicting frame-wise intensity variations and dynamically adjusting static emotion features to generate realistic emotional expressions. Furthermore, to enhance control and personalization, we incorporate multimodal inputs-including text descriptions and reference expression images-to guide the generation of user-specified facial expressions. With MetaHuman as the priority, our generated results can be conveniently integrated into the industrial production pipeline. The code is available at: https://github.com/SJTU-Lucy/MEDTalk.

cs.CV

FixTalk: Taming Identity Leakage for High-Quality Talking Head Generation in Extreme Cases

Talking head generation is gaining significant importance across various domains, with a growing demand for high-quality rendering. However, existing methods often suffer from identity leakage (IL) and rendering artifacts (RA), particularly in extreme cases. Through an in-depth analysis of previous approaches, we identify two key insights: (1) IL arises from identity information embedded within motion features, and (2) this identity information can be leveraged to address RA. Building on these findings, this paper introduces FixTalk, a novel framework designed to simultaneously resolve both issues for high-quality talking head generation. Firstly, we propose an Enhanced Motion Indicator (EMI) to effectively decouple identity information from motion features, mitigating the impact of IL on generated talking heads. To address RA, we introduce an Enhanced Detail Indicator (EDI), which utilizes the leaked identity information to supplement missing details, thus fixing the artifacts. Extensive experiments demonstrate that FixTalk effectively mitigates IL and RA, achieving superior performance compared to state-of-the-art methods.

cs.CV

EmoFace: Audio-driven Emotional 3D Face Animation

Audio-driven emotional 3D face animation aims to generate emotionally expressive talking heads with synchronized lip movements. However, previous research has often overlooked the influence of diverse emotions on facial expressions or proved unsuitable for driving MetaHuman models. In response to this deficiency, we introduce EmoFace, a novel audio-driven methodology for creating facial animations with vivid emotional dynamics. Our approach can generate facial expressions with multiple emotions, and has the ability to generate random yet natural blinks and eye movements, while maintaining accurate lip synchronization. We propose independent speech encoders and emotion encoders to learn the relationship between audio, emotion and corresponding facial controller rigs, and finally map into the sequence of controller values. Additionally, we introduce two post-processing techniques dedicated to enhancing the authenticity of the animation, particularly in blinks and eye movements. Furthermore, recognizing the scarcity of emotional audio-visual data suitable for MetaHuman model manipulation, we contribute an emotional audio-visual dataset and derive control parameters for each frames. Our proposed methodology can be applied in producing dialogues animations of non-playable characters (NPCs) in video games, and driving avatars in virtual reality environments. Our further quantitative and qualitative experiments, as well as an user study comparing with existing researches show that our approach demonstrates superior results in driving 3D facial models. The code and sample data are available at https://github.com/SJTU-Lucy/EmoFace.

cs.CV

Cost-Effective RF Fingerprinting Based on Hybrid CVNN-RF Classifier with Automated Multi-Dimensional Early-Exit Strategy

While the Internet of Things (IoT) technology is booming and offers huge opportunities for information exchange, it also faces unprecedented security challenges. As an important complement to the physical layer security technologies for IoT, radio frequency fingerprinting (RFF) is of great interest due to its difficulty in counterfeiting. Recently, many machine learning (ML)-based RFF algorithms have emerged. In particular, deep learning (DL) has shown great benefits in automatically extracting complex and subtle features from raw data with high classification accuracy. However, DL algorithms face the computational cost problem as the difficulty of the RFF task and the size of the DNN have increased dramatically. To address the above challenge, this paper proposes a novel costeffective early-exit neural network consisting of a complex-valued neural network (CVNN) backbone with multiple random forest branches, called hybrid CVNN-RF. Unlike conventional studies that use a single fixed DL model to process all RF samples, our hybrid CVNN-RF considers differences in the recognition difficulty of RF samples and introduces an early-exit mechanism to dynamically process the samples. When processing "easy" samples that can be well classified with high confidence, the hybrid CVNN-RF can end early at the random forest branch to reduce computational cost. Conversely, subsequent network layers will be activated to ensure accuracy. To further improve the early-exit rate, an automated multi-dimensional early-exit strategy is proposed to achieve scheduling control from multiple dimensions within the network depth and classification category. Finally, our experiments on the public ADS-B dataset show that the proposed algorithm can reduce the computational cost by 83% while improving the accuracy by 1.6% under a classification task with 100 categories.

eess.SP

LR-FPN: Enhancing Remote Sensing Object Detection with Location Refined Feature Pyramid Network

Remote sensing target detection aims to identify and locate critical targets within remote sensing images, finding extensive applications in agriculture and urban planning. Feature pyramid networks (FPNs) are commonly used to extract multi-scale features. However, existing FPNs often overlook extracting low-level positional information and fine-grained context interaction. To address this, we propose a novel location refined feature pyramid network (LR-FPN) to enhance the extraction of shallow positional information and facilitate fine-grained context interaction. The LR-FPN consists of two primary modules: the shallow position information extraction module (SPIEM) and the contextual interaction module (CIM). Specifically, SPIEM first maximizes the retention of solid location information of the target by simultaneously extracting positional and saliency information from the low-level feature map. Subsequently, CIM injects this robust location information into different layers of the original FPN through spatial and channel interaction, explicitly enhancing the object area. Moreover, in spatial interaction, we introduce a simple local and non-local interaction strategy to learn and retain the saliency information of the object. Lastly, the LR-FPN can be readily integrated into common object detection frameworks to improve performance significantly. Extensive experiments on two large-scale remote sensing datasets (i.e., DOTAV1.0 and HRSC2016) demonstrate that the proposed LR-FPN is superior to state-of-the-art object detection approaches. Our code and models will be publicly available.

cs.CV

EDTalk: Efficient Disentanglement for Emotional Talking Head Synthesis

Achieving disentangled control over multiple facial motions and accommodating diverse input modalities greatly enhances the application and entertainment of the talking head generation. This necessitates a deep exploration of the decoupling space for facial features, ensuring that they a) operate independently without mutual interference and b) can be preserved to share with different modal input, both aspects often neglected in existing methods. To address this gap, this paper proposes a novel Efficient Disentanglement framework for Talking head generation (EDTalk). Our framework enables individual manipulation of mouth shape, head pose, and emotional expression, conditioned on video or audio inputs. Specifically, we employ three lightweight modules to decompose the facial dynamics into three distinct latent spaces representing mouth, pose, and expression, respectively. Each space is characterized by a set of learnable bases whose linear combinations define specific motions. To ensure independence and accelerate training, we enforce orthogonality among bases and devise an efficient training strategy to allocate motion responsibilities to each space without relying on external knowledge. The learned bases are then stored in corresponding banks, enabling shared visual priors with audio input. Furthermore, considering the properties of each space, we propose an Audio-to-Motion module for audio-driven talking head synthesis. Experiments are conducted to demonstrate the effectiveness of EDTalk. We recommend watching the project website: https://tanshuai0219.github.io/EDTalk/

cs.CV

An Efficient and Harmonized Framework for Balanced Cross-Domain Feature Integration

Despite significant advancements in image generation using advanced generative frameworks, cross-image integration of content and style remains a key challenge. Current generative models, while powerful, frequently depend on vague textual prompts to define styles--creating difficulties in balancing content semantics and style preservation. We propose a novel framework that utilizes customized models to learn style representations. It enhances content preservation through cross-model feature and attention modulation, leveraging the inherent semantic consistency across models. Additionally, we introduce fixed feature and adaptive attention fusion to achieve the desired balance between content and style. We further develop spatial (mask-guided localized) and temporal (multi-style compositional) multi-model combinations, enabling flexible fusion of models and styles. Extensive experiments demonstrate that our method outperforms state-of-the-art approaches in balancing content preservation and stylistic coherence.

cs.CV

Say Anything with Any Style

Generating stylized talking head with diverse head motions is crucial for achieving natural-looking videos but still remains challenging. Previous works either adopt a regressive method to capture the speaking style, resulting in a coarse style that is averaged across all training data, or employ a universal network to synthesize videos with different styles which causes suboptimal performance. To address these, we propose a novel dynamic-weight method, namely Say Anything withAny Style (SAAS), which queries the discrete style representation via a generative model with a learned style codebook. Specifically, we develop a multi-task VQ-VAE that incorporates three closely related tasks to learn a style codebook as a prior for style extraction. This discrete prior, along with the generative model, enhances the precision and robustness when extracting the speaking styles of the given style clips. By utilizing the extracted style, a residual architecture comprising a canonical branch and style-specific branch is employed to predict the mouth shapes conditioned on any driving audio while transferring the speaking style from the source to any desired one. To adapt to different speaking styles, we steer clear of employing a universal network by exploring an elaborate HyperStyle to produce the style-specific weights offset for the style branch. Furthermore, we construct a pose generator and a pose codebook to store the quantized pose representation, allowing us to sample diverse head motions aligned with the audio and the extracted style. Experiments demonstrate that our approach surpasses state-of-theart methods in terms of both lip-synchronization and stylized expression. Besides, we extend our SAAS to video-driven style editing field and achieve satisfactory performance.

cs.CV

Style2Talker: High-Resolution Talking Head Generation with Emotion Style and Art Style

Although automatically animating audio-driven talking heads has recently received growing interest, previous efforts have mainly concentrated on achieving lip synchronization with the audio, neglecting two crucial elements for generating expressive videos: emotion style and art style. In this paper, we present an innovative audio-driven talking face generation method called Style2Talker. It involves two stylized stages, namely Style-E and Style-A, which integrate text-controlled emotion style and picture-controlled art style into the final output. In order to prepare the scarce emotional text descriptions corresponding to the videos, we propose a labor-free paradigm that employs large-scale pretrained models to automatically annotate emotional text labels for existing audiovisual datasets. Incorporating the synthetic emotion texts, the Style-E stage utilizes a large-scale CLIP model to extract emotion representations, which are combined with the audio, serving as the condition for an efficient latent diffusion model designed to produce emotional motion coefficients of a 3DMM model. Moving on to the Style-A stage, we develop a coefficient-driven motion generator and an art-specific style path embedded in the well-known StyleGAN. This allows us to synthesize high-resolution artistically stylized talking head videos using the generated emotional motion coefficients and an art style source picture. Moreover, to better preserve image details and avoid artifacts, we provide StyleGAN with the multi-scale content features extracted from the identity image and refine its intermediate feature maps by the designed content encoder and refinement network, respectively. Extensive experimental results demonstrate our method outperforms existing state-of-the-art methods in terms of audio-lip synchronization and performance of both emotion style and art style.

cs.CV

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

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 flow-based 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.

cs.CV