# writeaspeaker_textbased_emotional_and_rhythmic_talkinghead_generation__2e93ff9f.pdf Write-a-speaker: Text-based Emotional and Rhythmic Talking-head Generation Lincheng Li,1 Suzhen Wang,1 Zhimeng Zhang,1 Yu Ding,1 Yixing Zheng,1 Xin Yu,2 Changjie Fan1 1 Netease Fuxi AI Lab 2 University of Technology Sydney {lilincheng, wangsuzhen, zhangzhimeng, dingyu01, zhengyixing01, fanchangjie}@corp.netease.com xin.yu@uts.edu.au In this paper, we propose a novel text-based talking-head video generation framework that synthesizes high-fidelity facial expressions and head motions in accordance with contextual sentiments as well as speech rhythm and pauses. To be specific, our framework consists of a speaker-independent stage and a speaker-specific stage. In the speaker-independent stage, we design three parallel networks to generate animation parameters of the mouth, upper face, and head from texts, separately. In the speaker-specific stage, we present a 3D face model guided attention network to synthesize videos tailored for different individuals. It takes the animation parameters as input and exploits an attention mask to manipulate facial expression changes for the input individuals. Furthermore, to better establish authentic correspondences between visual motions (i.e., facial expression changes and head movements) and audios, we leverage a high-accuracy motion capture dataset instead of relying on long videos of specific individuals. After attaining the visual and audio correspondences, we can effectively train our network in an end-to-end fashion. Extensive experiments on qualitative and quantitative results demonstrate that our algorithm achieves high-quality photorealistic talking-head videos including various facial expressions and head motions according to speech rhythms and outperforms the state-of-the-art. Introduction Talking-head synthesis technology aims to generate a talking video of a specific speaker with authentic facial animations from an input speech. The output talking-head video has been employed in many applications, such as intelligent assistance, human-computer interaction, virtual reality, and computer games. Due to its wide applications, talking-head synthesis has attracted a great amount of attention. Many previous works that take audios as input mainly focus on synchronizing lower facial parts (e.g., mouths), but often neglect animations of the head and upper facial parts (e.g., eyes and eyebrows). However, holistic facial expressions and head motions are also viewed as critical channels to deliver communicative information (Ekman 1997). For example, humans unconsciously use facial expressions and head movements to express their emotions (Mignault Equal contribution. Yu Ding is the corresponding author. Copyright c 2021, Association for the Advancement of Artificial Intelligence (www.aaai.org). All rights reserved. Input text: Get out! You shouldn t be here! Figure 1: Our method produces emotional, rhythmic and photo-realistic talking-head videos from input texts. and Chaudhuri 2003). Thus, generating holistic facial expressions and head motions will lead to more convincing person-talking videos. Furthermore, since the timbre gap between different individuals may lead the acoustic features in the testing utterances to lying outside the distribution of the training acoustic features, prior arts built upon the direct association between audio and visual modalities may also fail to generalize to new speakers audios (Chou et al. 2018). Consequently, the acoustic feature-based frameworks do not work well on input speeches from different people with distinct timbres or synthetic speeches (Sadoughi and Busso 2016). Unlike previous works, we employ time-aligned texts (i.e., text with aligned phoneme timestamps) as input features instead of acoustics features to alleviate the timbre gap issue. In general, time-aligned texts can be extracted from audios by speech recognition tools or generated by text-tospeech tools. Since the spoken scripts are invariant to different individuals, our text-based framework is able to achieve robust performance against different speakers. This paper presents a novel framework to generate holistic facial expressions and corresponding head animations according to spoken scripts. Our framework is composed of two stages, i.e., a speaker-independent stage and a speaker- The Thirty-Fifth AAAI Conference on Artificial Intelligence (AAAI-21) specific stage. In the speaker-independent stage, our networks are designed to capture generic relationships between texts and visual appearances. Unlike previous methods (Suwajanakorn, Seitz, and Kemelmacher-Shlizerman 2017; Taylor et al. 2017; Fried et al. 2019) that only synthesize and blend mouth region pixels, our method intends to generate holistic facial expression changes and head motions. Hence, we design three networks to map input texts into animation parameters of the mouth, upper face and head pose respectively. Furthermore, we employ a motion capture system to construct the correspondences between highquality facial expressions as well as head motions and audios as our training data. Thus, our collected data can be used for training our speaker-independent networks effectively without requiring long-time talking videos of specified persons. Since the animation parameters output by our speakerindependent networks are generic, we need to tailor the animation parameters to the specific input speaker to achieve convincing generated videos. In the speaker-specific stage, we take the animation parameters as input and then exploit them to rig a given speaker s facial landmarks. In addition, we also develop an adaptive-attention network to adapt the rigged landmarks to the speaking characteristics of the specified person. In doing so, we only require a much shorter reference video (around 5 minutes) of the new speaker, instead of more than one hour speaker-specific videos often requested by previous methods (Suwajanakorn, Seitz, and Kemelmacher-Shlizerman 2017; Fried et al. 2019). Overall, our method produces photo-realistic talking-head videos from a short reference video of a target performer. The generated videos also present rich details of the performer, such as realistic clothing, hair, and facial expressions. Related work Facial Animation Synthesis Facial animation synthesis pre-defines a 3D face model and generates the animation parameters to control the facial variation. LSTM (Hochreiter and Schmidhuber 1997) is widely used in facial animation synthesis for sequential modeling. Several works take Bi LSTM (Pham, Cheung, and Pavlovic 2017), CNN-LSTM (Pham, Wang, and Pavlovic 2017) or carefully-designed LSTM (Zhou et al. 2018) with regression loss, GAN loss (Sadoughi and Busso 2019) or multi-task training strategy (Sadoughi and Busso 2017) to synthesize full facial/mouth animation. However, LSTM tends to work slower due to the sequential computation. CNN is proven to have comparable ability to deal with sequential data (Bai, Kolter, and Koltun 2018). Some works employ CNN to animate mouth or full face from acoustic features (Karras et al. 2017; Cudeiro et al. 2019) or time-aligned phonemes (Taylor et al. 2017). Head animation synthesis focuses on synthesizing head pose from input speech. Some works direct regress head pose with Bi LSTM (Ding, Zhu, and Xie 2015; Greenwood, Matthews, and Laycock 2018) or the encoder of transformer (Vaswani et al. 2017). More precisely, head pose generation from speech is a one-to-many mapping, Sadoughi and Busso (2018) employ GAN (Goodfellow et al. 2014; Mirza and Osindero 2014; Yu et al. 2019b,a) to retain the diversity. Face Video Synthesis Audio-driven. Audio-driven face video synthesis directly generates 2D talking video from input audio. Previous works (Vougioukas, Petridis, and Pantic 2019; Chen et al. 2018; Zhou et al. 2019; Wiles, Sophia, and Zisserman 2018; Prajwal et al. 2020) utilize two sub-modules to compute face embedding feature and audio embedding feature for the target speaker, then fuse them as input to a talking-face generator. Another group of works decouple geometry generation and appearance generation into two stages. The geometry generation stage infers appropriate facial landmarks, which is taken as input by the appearance generation stage. Landmarks are inferred with speaker-specific model (Suwajanakorn, Seitz, and Kemelmacher-Shlizerman 2017; Das et al. 2020; Zhou et al. 2020) or linear principal components (Chen et al. 2019, 2020). Thies et al. (2020) generate expression coefficients of a 3D Morphable Model (3DMM), then employ a neural renderer to generate photo-realistic images. Fried et al. (2019) infer expression parameters by searching and blending existing expressions of the reference video, then employ a recurrent neural network to generate the modified video. Although also taking text as input, their method generates novel sentences inefficiently (10min-2h) due to the viseme search. Besides, both works fail to control the upper face and head pose to match the speech rhythm and emotion. Video-driven. Video-driven methods transfer expressions of one person to another. Several works (Ha et al. 2020; Zeng et al. 2020; Song et al. 2019; Siarohin et al. 2019) take a single image as the identity input. Other works take videos (Thies et al. 2015, 2018) as identity input to improve visual quality. Thies et al. (2016) reconstruct and renders a mesh model and fill in the inner mouth as output, the reconstructed face texture stays constant while talking. Some works directly generate 2D images with GAN instead of 3D rendering (Nirkin, Keller, and Hassner 2019; Zakharov et al. 2019; Wu et al. 2018; Thies, Zollh ofer, and Nießner 2019). Kim et al. (2019) preserve the mouth motion style based on sequential learning on the unpaired data of the two speakers. Alternatively, our work generates paired mouth expression data to make the style learning easier. Kim et al. (2018) also employs a 3DMM to render geometry information. Instead of transferring existing expressions, our method generates new expressions from text. Furthermore, our method preserves the speaker s mouth motion style and designs an adaptive-attention network to obtain higher image resolution and better visual quality. Text-based Talking-head Generation Our framework takes the time-aligned text as input and outputs the photo-realistic talking-head video. It can be generalized to a specific speaker with about 5 minutes of his/her talking video (reference video). Figure 2 illustrates the pipeline of our framework. Taking time-aligned text as input, Gmou, Gupp and Ghed separately generate speakerindependent animation parameters of mouth, upper face and Mouth Shape Time-aligned Text Synthetic Landmark Seq GM Synthetic Video Gupp Animation Param Seq Speaker-independent Speaker-specific Figure 2: Pipeline of our method. The speaker-independent stage takes the time-aligned text as input and generates head pose, upper face, and mouth shape animation parameters. The speaker-specific stage then produces synthetic talking-head videos from the animation parameters. Face camera Mo Cap helmet Microphone Figure 3: The collection of Mocap dataset. The recording is carried out by a professional actress wearing a helmet. Markers on the helmet offer information of head pose. The infrared camera attached to the helmet records accurate facial expressions. head pose. Instead of learning from the reference video, they take advantage of a Mocap dataset for higher accuracy. Since a small error in geometry inference may lead to obvious artifacts in appearance inference, we introduce a 3D face module Gldmk to incorporate the head and facial expression parameters and convert them to speaker-specific facial landmark sequence. Finally, Gvid synthesizes the speakerspecific talking-head video according to the facial landmark sequence by rendering the texture of hair, face, upper torso and background. Mocap Dataset To obtain high-fidelity full facial expressions and head pose, we record an audiovisual dataset relying on a motion capture (Mocap) system1 shown in Figure 3. The collected data includes the mouth parameter sequence mmou = {mmou t }T t=1 where mmou t R28, the upper face parameter sequence mupp = {mupp t }T t=1 where mupp t R23 and the head pose parameter sequence mhed = {mhed t }T t=1 where mhed t R6. T is the length of frames in an utterance. mmou and mupp are defined as blendshape weights following the definition of Faceshift. Each blendshape stands for some part of the face movement, e.g.eye-open, mouth-left. We record 865 emotional utterances of a professional actress in English (203 1Dynamixyz, http://www.dynamixyz.com Original sentence:(oh yeah, you don't want to tell me where she is.) ph = {ow, ow, ow, , sh, sh, sh, ih, ih, ih, z, z, z} Phoneme lookup table: Phoneme Embeddings: Res1D layer Res1D layer Stacked Res1D layers Res1D layer Output Output (Kernel size: 5) (Stride: 1) (Pad: 2) Conv1D Skip-connection (12 layers) Original sentence:(oh yeah, you don't want to tell me where she is.) ph = {ow, ow, ow, , sh, sh, sh, ih, ih, ih, z, z, z} Phoneme lookup table: Phoneme Embeddings: Res1D layer Stacked Res1D layers Res1D layer (Kernel size: 5) (Stride: 1) (Pad: 2) Conv1D Skip-connection (12 layers) Figure 4: Mouth animation generator. surprise, 273 anger, 255 neutral and 134 happiness), each of which lasts from 3 to 6 seconds. A time alignment analyzer 2 is employed to compute the duration of each phoneme and each word from audio. According to the alignment result, we represent the word sequence and phoneme sequence as w = {wt}T t=1 and ph = {pht}T t=1 separately, where wt and pht are the word and phoneme uttered at the t-th frame. In this way, we build a high-fidelity Mocap dataset including mmou, mupp, mhed, w and ph, which is then used to train the speaker-independent generators. Another Chinese dataset (925 utterances from 3 to 6 seconds) is similarly built. Both datasets are released for research purposes3. Mouth Animation Generator Since the mouth animation mainly contributes to uttering phonemes instead of semantic structures, Gmou learns a mapping from ph to mmou ignoring w, as shown in Figure 4. The first step is to convert ph from phoneme space into the embedding vectors Eph in a more flexible space. We construct a trainable lookup table (Tang et al. 2014) V ph to meet the goal, which is randomly initialized and updated 2qdreamer.com 3https://github.com/Fuxi Virtual Human/Write-a-Speaker w ={oh, oh, oh, yeah, ..., where, she, she, she, is, is} Text lookup table Text embedding Res1D layer Encoder Emotion lookup table Emotion embedding Upsample & conv (4 upsample & conv) (upsample:x2) (conv:kernel=5, stride=1,pad=2) (kernel=5, stride=2) Conv: :128 :128 :23 :23 Upsample & conv Linear interpolation Upsample Upsample Conv Conv Relu Relu o (4 Res1D layers) Original sentence:(oh yeah, you don't want to tell me where she is.) w ={oh, oh, oh, yeah, ..., where, she, she, she, is, is} Text lookup table Text embedding Res1D layer Encoder Emotion lookup table Emotion embedding Upsample & conv (4 upsample & conv) (upsample:x2) (conv:kernel=5, stride=1,pad=2) (kernel=5, stride=2) Conv: :128 :23 Upsample & conv Linear interpolation Upsample Conv Relu o (4 Res1D layers) Original sentence:(oh yeah, you don't want to tell me where she is.) Figure 5: Upper facial expression generator. in the training stage. Afterwards, The stacked Res1D layers take Eph as input and output synthetic mouth parameter sequence ˆmmou according to co-articulation effects. We design the structure based on CNN instead of LSTM for the benefits of parallel computation. We apply L1 loss and LSGAN loss (Mao et al. 2017) for training Gmou. The L1 loss is written as i=1 ( mmou i ˆmmou i 1), (1) where mmou i and ˆmmou i are the real and generated vector of the ith frame separately. The adversarial loss is denoted as Lmou adv = arg min Gmou max Dmou LGAN(Gmou, Dmou). (2) Inspired by the idea of patch discriminator (Isola et al. 2017), Dmou is applied on temporal trunks of blendshape which also consists of stacked Res1D layers. The objective function is written as L(Gmou) = Lmou adv + λmou Lmou 1 . (3) Upper Face/Head Pose Generators While mouth motions contribute to speech co-articulation, upper facial expressions and head motions tend to convey emotion, intention, and speech rhythm. Therefore, Gupp and Ghed are designed to capture longer-time dependencies from w instead of ph. They share the same network and differ from that of Gmou, as illustrated in Figure 5. Similar to V ph, a trainable lookup table V txt maps w to embedding vectors Etxt. In order to generate mupp with consistent emotion, an emotion label (surprise, anger, neutral, happiness) is either detected by a text sentiment classifier (Yang et al. 2019), or explicitly assigned for the specific emotion type. Another trainable lookup table V emo projects the emotion label to embedding vectors Eemo. Etxt and Eemo are fed to an encoder-decoder network to synthesize mupp. Benefits from the large receptive field, the encoder-decoder structure captures long-time dependencies between words. Since synthesizing mupp from text is a one-to-many mapping, the L1 loss is replaced with SSIM loss (Wang et al. 2004). SSIM simulates the human visual perception and has benefit of extracting structural information. We extend SSIM to perform on each parameter respectively, namely SSIMSeq loss, formulated as Lupp S = 1 1 (2µiˆµi + δ1)(2covi + δ2)) (µ2 i + ˆµ2 i + δ1)(σ2 i + ˆσ2 i + δ2)). (4) µi/ ˆµi and σi/ ˆσi represent the mean and standard deviation of the i dimension of real/synthetic mupp, and covi is the covariance. δ1 and δ2 are two small constants. The GAN loss is denoted as Lupp adv = arg min Gupp max Dupp LGAN(Gupp, Dupp). (5) where Dupp shares the same structure with Dmou. The objective function is written as L(Gupp) = Lupp adv + λupp Lupp S . (6) Ghed shares the same network and loss but ignores V emo to generate mhed, as the variation of head poses in different emotions is less significant than that of facial expressions. Style-Preserving Landmark Generator Gldmk reconstructs the 3D face from the reference video, then drive it to obtain speaker-specific landmark images. A multi-linear 3DMM U(s, e) is constructed with shape parameters s R60 and expression parameters e R51. The linear shape basis are taken from LSFM (Booth et al. 2018) and scaled by the singular values. We sculpture 51 facial blendshapes on LSFM as the expression basis following the definition of Mocap dataset, so that e is consistent with (mupp t , mmou t ). A 3DMM fitting method is employed to estimate s of the reference video. Afterwards, we drive the speaker-specific 3D face with generated ˆmhed, ˆmmou and ˆmupp to get the landmark image sequence. Our earlier experiments show that videos generated from the landmark images and rendered dense mesh are visually indifferent, we therefore choose landmark images to cut down a renderer. Furthermore, speakers may use different mouth shapes to pronounce the same word, e.g. some people tend to open their mouths larger than others, and people are sensitive to the mismatched styles. Meanwhile, the generic ˆmupp and ˆmhed work fine among different people in practice. Hence, we retarget ˆmmou to preserve the speaker s style while leaving ˆmupp and ˆmhed unchanged. On one hand, we extract time-aligned text from the reference video and generate ˆmmou using Gmou. On the other hand, we estimate personalized mmou from the reference video using 3DMM. In this way, we obtain paired mouth shapes pronouncing the same phonemes. With the paired data, the style-preserving mapping from ˆmmou to mmou is easily learnt. A two-layer fullyconnected network with MSE loss works well in our experiments. We use the mapped mmou to produce the landmark images. 𝑁𝑓𝑒𝑎𝑡 𝑁𝑟𝑒𝑛𝑑 downsample layers upsample layers residual blocks Figure 6: Photo-realistic video generator. Photo-realistic Video Generator Gvid produces the talking-head video {ˆIt}T t=1 frame by frame from the landmark images. ˆIt depicts the speaker s full facial expression, hair, head and upper torso poses, and the background at the t-th frame. Considering the high temporal coherence, we construct the conditional space-time volume V as input of Gvid by stacking the landmark images in a temporal sliding window of length 15. Although typical image synthesis networks (Isola et al. 2017; Wang et al. 2018; Yu and Porikli 2016, 2017a,b) are able to produce reasonable head images, their outputs tend to be blurry on areas with high-frequency movements, especially the eye and mouth regions. The possible explanation is that the movements of eye and mouth are highly correlated with landmarks while the torso pose and background are less, so it is not the best solution to treat all parts as a whole. Motivated by the observation, we design an adaptiveattention structure. As shown in Figure 6, Gvid is composed by a feature extraction network N feat and self-attention rendering network N rend. To extract features from high resolution landmark images, N feat consists of two pathways of different input scales. The extracted features of the two pathways are element-wise summed. N rend renders talkinghead images from the latent features. To model the different correlations of body parts, we design a composite of three parallel sub-networks. N rend face produces the target face ˆIface. N rend clr is expected to compute the global color map ˆIcolor, with hair, upper body, background and so on. N rend mask produces the adaptive-attention fusion mask M that focus on the high-frequency-motion regions. The final generated image ˆIt is given by ˆIt = M ˆIface + (1 M) ˆIcolor. (7) Figure 7 shows the details of our attention mask. We follow the discriminators of pix2pix HD (Wang et al. 2018), consisting of 3 multi-scale discriminators Dvid 1 , Dvid 2 and Dvid 3 . The inputs of them are ˆIt/It and V , where It is the real frame. The adversarial loss is defined as: Lvid adv = min Gvid max Dvid 1 ,Dvid 2 ,Dvid 3 i=1 LGAN(Gvid, Dvid i ), (8) generated face mask global color map fusion result Figure 7: Sample outputs of our photo-realistic video generator. It shows that the adaptive-attention mask is able to distinguish the region of mouth and eyes from other regions. To capture the fine facial details we adopt the perceptual loss (Johnson, Alahi, and Fei-Fei 2016), following Yu et al. (2018) 1 Wi Hi Ci Fi(It) Fi(ˆIt) 1, (9) where Fi RWi Hi Ci is the feature map of the i-th layer of VGG-19 (Simonyan and Zisserman 2014). Matching both lower-layer and higher-layer features guides the generation network to learn both fine-grained details and a global part arrangement. Besides, we use L1 loss to supervise the generated ˆIface and ˆIt: Limg 1 = It ˆIt 1, Lface 1 = Iface t ˆIface t 1. (10) Iface is cropped from It according to the detected landmarks (Baltrusaitis et al. 2018). The overall loss is defined as: L(Gvid) = αLperc + βLimg 1 + γLface 1 + Lvid adv. (11) Experiments and Results We implement the system using Py Torch on a single GTX 2080Ti. The training of the speaker-independent stage takes 3 hours on the Mocap dataset. The training of the speakerspecific stage takes one day on a 5 mins reference video. Our method produces videos of 512 512 resolution at 5 frames per second. More implementation details are introduced in the supplementary material. We compare the proposed method with state-of-the-art audio/video driven methods, and evaluate the effectiveness of the submodules. Video comparisons are shown in the supplementary video. Comparison to Audio-driven Methods We first compare our method with Neural Voice Puppetry (NVP) (Thies et al. 2020) and Text-based Editing (TE) (Fried et al. 2019), which achieve state-of-the-art visual quality by replacing and blending mouth region pixels of the reference video. As shown in Figure 8, while achieving similar visual quality on non-emotional speech, our method additionally controls the upper face and head motion to match Ours (zoomed) NVP TE Ours Figure 8: Comparison with NVP and TE. Our approach matches the sentiment and rhythm of emotional audios. -1/8.616/5.146 -1/9.471/5.174 1/6.476/4.351 1/9.806/3.465 Figure 9: Comparison with Wav2Lip. Metrics of Sync Net are listed below (offset/distance/confidence). the sentiment and rhythm of emotional audios. In contrast, NVP and TE do not have mechanisms to model sentiments of audio. We then compare our method with Wav2Lip (Prajwal et al. 2020) in Figure 9, which only requires a reference video of a few seconds. Metrics of Sync Net (Chung and Zisserman 2016) are listed below each image. Although their method produces accurate lip shapes from audio, we can observe the obvious artifacts in the inner mouth. Our method is compared to ATVGNet (Chen et al. 2019) in Figure 10, which produces talking head videos from a single image. Their method focuses on low resolution cropped front faces while our method generates high-quality full head videos. Considering their method learns identity information from one image instead of a video, the visual quality gap is as expected. Comparison to Video-driven Methods We also compare our method with Deep Video Portrait (DVP) (Kim et al. 2018), whose original intention is expression transfer. We reproduce DVP and replace their detected animation parameters with our generated animation parameters for fair comparison. Results are shown in Figure 11. Although our method uses sparse landmarks instead of rendered dense mesh, we synthesize better details on mouth and eye regions. -2/10.122/4.657 1/11.097/4.343 Figure 10: Comparison with ATVGNet. Metrics of Sync Net are listed below (offset/distance/confidence). Figure 11: Comparison with DVP. Evaluation of Submodules In order to evaluate Gmou and Gupp, we reproduce the stateof-the-art facial animation synthesis works (Karras et al. 2017; Pham, Wang, and Pavlovic 2017; Sadoughi and Busso 2017; Taylor et al. 2017; Cudeiro et al. 2019; Sadoughi and Busso 2019). For fair comparison, their input features and network structures are retained and the output is replaced with facial expression parameters. To further evaluate the loss terms, we additionally conduct an experiment by removing the GAN loss in Equation 3 and 6 (Ours w/o GAN). The groundtruth test data is selected from the high accuracy Mocap dataset. For mouth parameters, we measure MSE of mmou and lips landmark distance (LMD) on 3D face mesh. LMD is measured on 3D face mesh instead of 2D images to avoid the effect of head pose variation. For upper face parameters, we measure SSIM of mupp. Results are shown in Table 1. Both Gmou and Gupp perform better than the above methods. To prove the superiority of Gvid, we compare Gvid with pix2pix (Isola et al. 2017), pix2pix HD (Wang et al. 2018) and photo-realistic rendering network of DVP (denoted as DVPR). To evaluate the results, we apply multiple metrics including SSIM, Fr echet Inception Distance (FID) (Heusel et al. 2017), Video Multimethod Assessment Fusion (VMAF) and Cumulative Probability of Blur Detection (CPBD) (Narvekar and Karam 2011). For fair comparison, we take the same space-time volume as the input of all networks and train them on the same datasets. Table 2 shows the quantitative results, and Figure 12 shows the qualitative MSE LMD SSIM (Karras et al. 2017) 88.75 0.0690 0.0931 (Pham, Wang, and Pavlovic 2017) 109.02 0.0742 0.0889 (Sadoughi and Busso 2017) 103.34 0.0721 0.0793 (Taylor et al. 2017) 89.59 0.0699 (Cudeiro et al. 2019) 91.22 0.0713 (Sadoughi and Busso 2019) 89.29 0.0694 Ours w/o GAN 89.21 0.0693 0.1879 Ours 87.24 0.0684 0.2655 Table 1: Quantitative evaluattion Gmou and Gupp. SSIM FID VMAF CPBD pix2pix 0.9466 0.1279 62.75 0.1233 pix2pix HD 0.9455 0.02711 65.42 0.2517 DVPR 0.9371 0.02508 57.75 0.2607 Ours 0.9490 0.01452 66.68 0.2682 pix2pix 0.9026 0.04360 60.32 0.1083 pix2pix HD 0.8998 0.01883 60.37 0.2572 DVPR 0.9031 0.009456 62.27 0.2859 Ours 0.9042 0.003252 63.76 0.2860 pix2pix 0.9509 0.04631 72.15 0.2467 pix2pix HD 0.9499 0.005940 74.64 0.3615 DVPR 0.9513 0.005232 71.12 0.3642 Ours 0.9514 0.003262 74.76 0.3661 Table 2: Quantitative evaluation of Gvid. comparison. Our approach is able to produce higher quality of images, especially on teeth and eyes regions. Ablation Study We perform an ablation study to evaluate other components of our framework, results are shown in Figure 13. We remove or replace several submodules to construct the input of Gvid. The first condition removes Gldmk and directly input animation parameters to Gvid (w/o LDMK). Due to the lack of explicit geometry constraint, the output contains some twisted and jittered face regions. The second condition uses Gldmk but removes the mouth style mapping (w/o MM). The speaker in the output video opens his mouth smaller than in the reference video for pronunciation, preserving the mismatched style of the actress of the Mocap dataset. The third condition additionally replaces the sparse landmarks with dense 3D face mesh (dense). The visual quality of the output is visually indifferent with that of our method, indi- Ground Truth pix2pix pix2pix HD DVPR Ours Figure 12: Comparison of Gvid and the state-of-the-arts. Ours w/o LDMK Ours w/o MM Ours full Dense Figure 13: Results of different conditions. Ground Truth L1 L1+Ladv Full Figure 14: Results from different loss terms of Gvid. cating that the sparse geometry constraint is good enough for Gvid. Figure 14 shows another ablation study to evaluate the effectiveness of each loss terms in Gvid. All loss terms contribute to the visual quality. User Study We further conduct an online user study to evaluate the quality of the output videos. We compare our method with groundtruth videos (GT), ours with extracted mupp and mhed from reference videos instead of generated (Ours w/o E&H), DVP, Wav2Lip. We generate 5 sentences of the same speaker in the same resolution for each method, to obtain 5 5 = 25 video clips. The audios are extracted from the reference video. 60 participants are asked to rate the realism of each video clip. Results are listed in Table 3 (60 5 = 300 ratings for each method). Only 91% of GT are judged as real, indicating that participants are overcritical when trying to detect synthesized videos. Even with the comparison of real videos, our results are judged as real in 52% of the cases. our method outperforms all compared methods significantly (p < 0.001) in both mean score and judged as real proportion. Results of Ours w/o E&H contain expression and head motion that do not match the speech sentiment and rhythm. The difference between Ours and Ours w/o E&H validates the effectiveness of our generated emotional upper face expressions and rhythmic head motions. The main reason of lower scores of DVP and Wav2Lip may be the artifacts in the inner mouth. Limitations Our work has several limitations. The proposed method takes advantage of a high-quality Mocap dataset. Our approach is restricted to produce speakers uttering in English or Chinese, because we have only captured Mocap datasets 1 2 3 4 5 Mean real (4+5) GT 0% 1% 8% 37% 54% 4.45 91.3% Wav2Lip 11% 29% 28% 30% 3% 2.85 32.3% DVP 11% 29% 42% 17% 1% 2.67 18.0% Ours w/o E&H 3% 22% 43% 26% 7% 3.13 33.0% Ours 1% 9% 38% 37% 15% 3.56 51.7% Table 3: Results of the user study. Participants are asked to rate the videos by 1-completely fake, 2-fake, 3-uncertain, 4real, 5-completely real. Percentage numbers are rounded. Figure 15: Failure cases from extreme parameters, including (a) upper facial expression; (b) mouth expression; (c) head rotation; (d) head translation. of the two languages. The amount of Mocap data is also insufficient to capture more detailed correspondences of motions and semantic and syntactic structures of text input. In the near future, we will record Mocap data of more languages and release them for the research purpose. Our rendering network cannot tackle with dynamic background and complex upper torso movements, such as shrugging, swinging arms, hunching back, extreme head poses an so on. The generated videos will degenerate if the expected expression or head motion is beyond the scope of the reference video. The effect of emotion is ignored on the generated lip and head animations. Figure 15 shows some failure cases. In the future, we will be devoted to addressing the above problems. This paper presents a text-based talking-head video generation framework. The synthesized video displays the emotional full facial expressions, rhythmic head motions, the upper torso movements, and the background. The generation framework can be adapted to a new speaker with 5 minutes of his/her reference video. Our method is evaluated through a series of experiments, including qualitative evaluation and quantitative evaluation. The evaluation results show that our method can generate high-quality photorealistic talking-head videos and outperforms the state-ofthe-art. To the best of our knowledge, our work is the first to produce full talking-head videos with emotional facial expressions and rhythmic head movements from the timealigned text representation. Ethical Consideration To ensure proper use, we firmly require that any result created using our algorithm must be marked as synthetic with watermarks. As part of our responsibility, for the positive applications, we intend to share our dataset and source code so that it can not only encourage efforts in detecting manip- ulated video content but also prevent the abuse. Our textbased talking head generation work can contribute to many positive applications, and we encourage further discussions and researches regarding the fair use of synthetic content. Appendix 3DMM Fitting We select Nk = 30 keyframes and aim to find the optimal variable set X = (s, mhed 1 , e1, ..., mhed Nk , e Nk), where mhed k and ek are the pose and expression parameters of the k-th keyframe. We focus on the Nl = 68 facial landmark consistency by minimizing the following energy function: i=1 Dis(pk,i, P(U(s, ek)(i), mhed k )) +λe ek 2 2) + λs s 2 2 , where pk,i is the coordinate of the i-th landmark detected from the k-th keyframe (Baltrusaitis et al. 2018), and U (i) is the i-th 3D landmark on mesh U. P(U (i), mhed k ) projects U (i) with pose mhed k into image coordinates. Dis( , ) measures the distance of the projected mesh landmark and the detected image landmark. The regularization weights are set to λe = 10 4 and λs = 10 4. We employ the Levenberg Marquard algorithm for the optimization. Network Structure and Training The size of V ph is 41 128, where 41 is the number of phonemes and 128 is the phoneme embedding size. The row vectors of Eph RT 128 are picked up from V ph according to the phoneme indexes. The size of V txt is 1859 128, where 1859 means 1858 words and one unknown flag for all other words, and 128 is the word embedding size. The size of V emo is 4 128. Each row of V emo represents an emotion embedding. N rend face and N rend mask share the first 3 residual blocks. The top layer of N rend face /N rend clr is activated by tanh and that of N rend mask is done by sigmoid. The loss weights are set to λmou = 50, λupp = 100, α = 10, β = 100, and γ = 100. We use the Adam (Kingma and Ba 2014) optimizer for all networks. For training Gmou, Gupp and Ghed, we set β1 = 0.5, β2 = 0.99, ϵ = 10 8, batch size of 32, and set the initial learning rate as 0.0005 for the generators and 0.00001 for the discriminators. The learning rates of Gmou stay fixed in the first 400 epoches and linearly decay to zero within another 400 epoches. 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