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EMO2: End-Effector Guided Audio-Driven Avatar Video Generation

Linrui Tian, Siqi Hu, Qi Wang, Bang Zhang, Liefeng Bo

2025-01-22

EMO2: End-Effector Guided Audio-Driven Avatar Video Generation

Summary

This paper talks about a new way to create animated talking heads that can show emotions and hand gestures based on audio input. The researchers developed a system called EMO2 that makes digital avatars more expressive and natural-looking when they speak.

What's the problem?

Current methods for creating animated talking heads from audio aren't great at making the whole body move naturally. They struggle to connect the sound of someone's voice with realistic full-body movements, especially when it comes to hand gestures and facial expressions. This makes the animated characters look stiff or unnatural when they talk.

What's the solution?

The researchers came up with a two-step process to solve this problem. First, they created a system that figures out how the hands should move based just on the audio. Then, they use a special AI technique called a diffusion model to create video frames. This second step takes the hand movements from the first step and uses them to create realistic facial expressions and body movements that match the audio. By breaking it down this way, they were able to make more natural and expressive animations.

Why it matters?

This matters because it could make digital characters in video games, movies, and virtual assistants look and feel more real. Imagine talking to a virtual character that moves its hands and face just like a real person would - it would make the interaction feel much more natural and engaging. This technology could be used to create better animated movies, more realistic video game characters, or even more lifelike virtual tutors or assistants. It's a big step towards making digital interactions feel more human-like and less robotic.

Abstract

In this paper, we propose a novel audio-driven talking head method capable of simultaneously generating highly expressive facial expressions and hand gestures. Unlike existing methods that focus on generating full-body or half-body poses, we investigate the challenges of co-speech gesture generation and identify the weak correspondence between audio features and full-body gestures as a key limitation. To address this, we redefine the task as a two-stage process. In the first stage, we generate hand poses directly from audio input, leveraging the strong correlation between audio signals and hand movements. In the second stage, we employ a diffusion model to synthesize video frames, incorporating the hand poses generated in the first stage to produce realistic facial expressions and body movements. Our experimental results demonstrate that the proposed method outperforms state-of-the-art approaches, such as CyberHost and Vlogger, in terms of both visual quality and synchronization accuracy. This work provides a new perspective on audio-driven gesture generation and a robust framework for creating expressive and natural talking head animations.