# emotioncontrollable_generalized_talking_face_generation__8bb62530.pdf Emotion-Controllable Generalized Talking Face Generation Sanjana Sinha1 , Sandika Biswas1 , Ravindra Yadav2 and Brojeshwar Bhowmick1 1TCS Research, India 2IIT Kanpur, India {sanjana.sinha, biswas.sandika, b.bhowmick}@tcs.com, ravin@iitk.ac.in Despite the significant progress in recent years, very few of the AI-based talking face generation methods attempt to render natural emotions. Moreover, the scope of the methods is majorly limited to the characteristics of the training dataset, hence they fail to generalize to arbitrary unseen faces. In this paper, we propose a one-shot facial geometry-aware emotional talking face generation method that can generalize to arbitrary faces. We propose a graph convolutional neural network that uses speech content feature, along with an independent emotion input to generate emotion and speech-induced motion on facial geometry-aware landmark representation. This representation is further used in our optical flow-guided texture generation network for producing the texture. We propose a two-branch texture generation network, with motion and texture branches designed to consider the motion and texture content independently. Compared to the previous emotion talking face methods, our method can adapt to arbitrary faces captured inthe-wild by fine-tuning with only a single image of the target identity in neutral emotion. 1 Introduction Audio-driven realistic talking face generation is a widely studied research problem, with diverse applications in animation, virtual assistant, telepresence, gaming etc. Most of the existing methods [Chung et al., 2017; Suwajanakorn et al., 2017; Chen et al., 2019; Das et al., 2020; Zhou et al., 2019; Sinha et al., 2020; Chen et al., 2020; Zhou et al., 2020; Zhou et al., 2021; Zhang et al., 2021] mainly focus on generating realistic lip synchronization, identity preservation, eye blinks or head motion in the synthesized talking face video. Very few of these methods can render realistic facial emotions (Table 1), due to the limited availability of annotated emotional audio-visual datasets. Some earlier methods [Vougioukas et al., 2019; Chen et al., 2020] have tried to learn the facial emotions implicitly from the audio. However, these Equal contribution Former intern at TCS Research Emotional Talking Face Generation Figure 1: Results of our proposed emotional talking face generation method on arbitrary faces. methods fail to control the facial emotion and often fail to produce realistic animation. Recently, MEAD [Wang et al., 2020] has proposed a method for emotional talking face generation with explicit emotion control and released the MEAD dataset [Wang et al., 2020] containing well-defined emotions at varying intensities, and a wide variety of sentences. This method [Wang et al., 2020] generates emotion only in the upper face (from external emotion control using one-hot emotion vector) and the lower part of the face is animated from audio independently, which results in inconsistent emotions over the face. A recent video editing method EVP [Ji et al., 2021] focuses on generating consistent emotions over the entire face using a disentangled emotion latent feature learned from the audio. However, all these methods rely on intermediate global landmarks (or edge maps) to generate the texture directly with emotions. To generalize the texture deformation for any unknown face for a given emotion, it is important to learn the relationship between the facial geometry and the emotion-induced local deformations within the face. None of these methods consider learning this relationship, hence show a limited scope of generalization to an arbitrary unknown target face (Fig. 3, Row 3 & 4, refer to the caption for evaluation details). Moreover, MEAD1 and EVP2 train target-specific texture models. 1 https://github.com/uni Bruce/Mead 2 https://github.com/jixinya/EVP Proceedings of the Thirty-First International Joint Conference on Artificial Intelligence (IJCAI-22) In this work, we propose a generalized one-shot learningbased emotional talking face generation method. Unlike the previous video-based method EVP (Table 1), for emotion rendering, we need only a single image of the target person, along with speech and an emotion vector as input. We want to achieve speech-independent emotion control so that the same audio can be animated using different emotions. We use features from a pre-trained automatic speech recognition model Deep Speech [Hannun et al., 2014] for disentangling emotion from speech content of audio. We first propose a graph neural network that encodes the desired emotion and speech content to render emotion and speech-induced motion on a geometry-aware graph representation of the facial landmarks. Unlike previous landmark-based talking face methods [Chen et al., 2019; Zhou et al., 2020; Chen et al., 2020; Ji et al., 2021; Zhang et al., 2021], we construct a graph representation of facial landmarks using [Delaunay et al., 1934] for capturing the spatial configuration of facial landmarks and their inter-dependencies during emotional speech. In the texture generation stage, we learn an emotion-guided optical flow map from the intermediate predicted landmarks to consider the facial structure and emotion-induced local deformations around the landmarks. Despite having high-quality, well-defined emotional speech videos, MEAD dataset has low variety in illumination, background, etc. We carefully design a two-branch texture generation network to disentangle the speech and emotion-induced motion from identityrelated texture content. At inference time, we propose oneshot learning for adapting the texture generation model to the identity of the input target face. This helps in generalization while generating emotions for any arbitrary target face. We demonstrate the generalization ability of our method by evaluating on different faces outside our training dataset MEAD (Fig.s 1, 4 and 5). To the best of our knowledge, this is the first work on emotional talking face generation that is generalized for any arbitrary face. Our contributions are summarized below: We propose a pipeline for facial geometry-aware oneshot emotional talking face generation from audio with independent emotion control. We propose a graph convolutional network for inducing speech and emotion on graph-representation of facial landmarks to preserve facial structure and geometry for emotion rendering. We propose an optical flow-guided texture generation network that renders emotional talking face animation from a single image of any arbitrary target face in neutral emotion. 2 Related Work Emotional Talking Face Generation. Recent methods in audio-driven talking face generation are listed in (Table 1). Video-based methods that generate only the mouth in a driving video of target [Thies et al., 2019; Song et al., 2020; Prajwal et al., 2020; Wen et al., 2020] are capable of generating photo-realistic facial animation. However, since the facial texture (except the mouth) is copied from the input Audio-driven Input Arbitrary Emotion Talking Face Methods Image/Video face generation [Das et al., 2020] Image Make It Talk [Zhou et al., 2020] Image [Zhang et al., 2021] Image [Wang et al., 2021] Image [Zhou et al., 2021] Image [Thies et al., 2019] Video [Song et al., 2020] Video Wav2Lip [Prajwal et al., 2020] Video [Wen et al., 2020] Video [Vougioukas et al., 2019]* Image [Chen et al., 2020]* Image [Eskimez et al., 2020] Image MEAD, [Wang et al., 2020] Image EVP, [Ji et al., 2021] Video Ours Image Table 1: Recent talking face generation methods. The emotional talking face methods cannot generalize to arbitrary faces. (*) Emotion is not learned explicitly in these methods, derived implicitly from audio. video frames, facial expressions and emotions in the upper part of the face cannot be manipulated using these methods. Our method uses a single image of the target for generating emotional talking faces without the need for a driving video. Some earlier methods [Vougioukas et al., 2019; Chen et al., 2020] render emotional talking face videos that learn the emotion implicitly from the audio. In contrast, we aim for an explicit control for generating consistent emotions in the talking face. Some recent methods MEAD, EVP, [Eskimez et al., 2020] have proposed methods with external control on emotion in the talking face. EVP learns a disentangled emotion latent feature representation from speech input and tries to generate varying emotions by interpolating the emotion latent space. However, the latent emotion representation in EVP depends on the accuracy of the audio-emotion disentanglement; hence it is difficult to achieve completely independent control of emotion from speech. In contrast to the previous methods MEAD, EVP, our method manipulates emotions in the entire face using an emotion control input that is fully independent of the audio. Generalized Arbitrary-Subject Talking Face. Talking face generation methods (Table 1) that can generalize to arbitrary faces are trained on large-scale audio-visual datasets such as Voxceleb [Chung et al., 2018] having a wide diversity of faces, illumination and background. However these methods cannot render animation in different emotions. Existing emotional talking face generation methods trained on emotional audio-visual datasets CREMA-D [Cao et al., 2014] and MEAD [Wang et al., 2020] have limited scope of generalization owing to lower diversity of these datasets. Previous methods [Vougioukas et al., 2019; Chen et al., 2020; Eskimez et al., 2020] which are trained on CREMA-D lack generalization to faces outside CREMA-D. Recently, MEAD and EVP have used a high quality emotional audio-visual dataset MEAD for training. However, they have trained target subject-specific texture generation models 1 2; hence they cannot generalize to arbitrary identities. On the other hand, our method is capable of generalization to any unknown target subject. Proceedings of the Thirty-First International Joint Conference on Artificial Intelligence (IJCAI-22) RNN Deep Speech Feature Emotion Encoder EE Audio Encoder EA Graph Encoder EG Neutral Landmark Graph Decoder DG Occlusion Map Optical Flow (OF) Image Decoder Image Encoder Identity Encoder ET Landmark Encoder EH Speech Content Emotion Encoder EE Target Identity Output Image IE Flow-Guided Texture Generation Network GT Speech and Emotion Driven Geometry-Aware Landmark Generation Network GL fl Eye Blinks One hot encoding Skip connections Skip connections Figure 2: Our proposed method for arbitrary-face emotional talking face generation. The Geometry-Aware Landmark Generation Network GL, encodes speech content of input speech S, neutral face landmark graph G, target emotion e (along with emotion intensity), and reconstructs landmark graph G containing speech and emotion. For realism spontaneous, eye blinks are added to the landmarks in G . In the Texture Generation stage, the heatmap difference of the target identity s facial landmarks, encoded identity face, and encoded target emotion are used to generate emotion-induced optical flow and occlusion map, which are subsequently decoded to generate the speech and emotion-induced facial texture image of the target identity. 3 Methodology Fig. 2 shows the detailed architecture of our network for generating emotion-controllable talking faces. For a given speech (S), an emotion input, and a single image of the target subject in neutral emotion (In), our method generates an animated face delivering the speech with desired emotion and intensity. 3.1 Speech and Emotion Driven Landmark Generation We propose facial geometry-aware speech and emotion generation (GL, Fig. 2) on facial landmarks using a graph neural network. Audio Encoder. EA is a recurrent neural network which creates an emotion-invariant speech embedding feature fa Rd (d = 128) from speech audio input S. For each audio window of size W corresponding to a video frame, features A = {at RW 29} are extracted from the output layer of a pre-trained Deep Speech network (before applying Softmax). The output layer of Deepspeech represents log probabilities of 29 characters; hence the features are emotion-independent. Emotion Encoder. EE encodes an emotion vector (e,i). e denotes six types of emotions i.e. happy, angry, sad, surprise, fear and disgust, at two types of intensity levels i (high or low) into a fixed feature representation fe Rd (d = 128). Graph Encoder. EG is a graph convolutional network that encodes the geometry of an ordered graph G = (V, E, A), where V = {vi} denotes the set of L = 68 facial landmark vertices, E = {eij} is the set of edges, computed using delaunay triangulation [Delaunay et al., 1934] on facial landmarks, A is the adjacency matrix of G. X = [Xij](Xij R2) is a matrix of vertex feature vectors, i.e, coordinates of the L = 68 facial landmarks of a neutral image (face in neutral emotion and with closed lips). We apply spectral graph convolution [Kipf and Welling, 2016] with a modified propagation rule including learnable edge weights [Yan et al., 2018] : fk+1 = σ( D 1 2 ω(A + I) D 1 2 fk Wk), (1) where I represents the identity matrix, Dii = P j(Aij + Iij), ω = {ωij} are learnable edge weights for determining the contribution of each edge in G, fk is the output of the kth layer, (f0 = X), Wk is a trainable weight matrix of the kth layer, σ( ) is the activation function. Since edges between landmark vertices of semantically connected regions of the face are more significant than the edges connecting two different facial regions, the learnable edge weight ω signifies the contribution of the vertex s feature to its neighboring vertices. Unlike lip movements, emotion has an effect over the entire face and not only a specific region. Inspired by [Cai et al., 2019] we apply a hierarchical local-to-global scheme for graph convolution to capture facial deformations. Graph pooling operation helps to aggregate feature level information in different facial regions, which helps local deformations caused by facial expressions. The face landmark graph structure is first divided into K subsets of vertices, each representing a facial region, e.g., eye, nose, etc. Hierarchical graph convolution (GCN) and pooling is done (as shown in Fig. 2) to generate feature fl Rd (d = 128) representing the entire graph. Graph Decoder. DG reconstructs the output landmark graph G = (V , E, A) from the concatenation of the feature vectors fa, fl, fe. It learns the mapping f : (fa, fl, fe) X , where X = X + δ represents the vertex positions of the reconstructed facial landmarks with generated displacements δ induced by speech and emotion. ˆX are the ground landmarks. The losses for training GL are as follows: Landmark vertex distance loss: Lver = ||ˆX (X + δ)||2 2. (2) Adversarial loss: A graph discriminator DL evaluates the realism of the facial expression in a generated graph G . GL Proceedings of the Thirty-First International Joint Conference on Artificial Intelligence (IJCAI-22) and DL are trained using the LSGAN loss function [Mao et al., 2017]: Lgan(DL) = E[(DL( ˆG, e) 1)2] + E[DL(G , e)2] /2 Lgan(GL) = E[(DL(G , e) 1)2]/2, (3) where G is the generated graph and ˆG is the ground truth graph. The combined loss function for training the landmark generation networks are: Llm = λver Lver + λgan Lgan, (4) where the loss hyperparameters λver = 1 and λgan = 0.5 are experimentally set using validation data. 3.2 Texture Generation Fig. 2 shows our proposed Texture Generation network GT that generates an emotional talking face from a single image In of the target identity subject in neutral expression and predicted landmarks G from GL. For realism, spontaneous eye blink displacements [Das et al., 2020] are added to the landmark vertices of G before texture generation. Image Encoder. ET encodes the target identity image In into identity feature ft, that is used for predicting the optical flow and occlusion map in the subsequent stage. The emotion feature fe is generated in a similar manner as presented in the landmark generation network GL. Heatmap Difference. A heatmap is generated by creating a Gaussian distribution centered at each of the vertices of the landmark graph. The heatmap representation captures the structural information of the face in the image space and the local deformations around the landmark vertices. The difference fh between heatmaps of input graph G and generated graph G models the motion of facial landmarks. Optical Flow and Occlusion Map Prediction. Optical flow (OF) captures the local deformations over different regions of the face due to speech and emotion induced motions. Whereas, occlusion map (OM) denotes the regions which need to be newly generated (e.g., inside the mouth region for happy emotion) in the final texture. OF and OM are learned in an unsupervised manner (Eqn. 5) and no groundtruth optical flow or occlusion map are used for supervision. At an intermediate stage the network generates OF and OM from heatmap difference, target identity image conditioned on emotion condition. The heatmap difference (fh) and the encoded target identity image feature (ft) are concatenated channel-wise and passed through an encoder network to produce fm. Further, to influence the facial motion by the necessary emotion, the encoded emotion feature fe is concatenated channel-wise with fm and decoded to produce the dense flow map (OF) and occlusion map (OM). Flowguided texture generation from heatmap differences of facial landmarks helps to learn the relationship between the face geometry and emotion-related deformations within the face. Final Animation Generation. The concatenated occlusion map and optical flow maps are given as input to the image decoder DT , which produces the final output image (IE) containing speech and emotion. IE = DT (OF OM, ft). (5) Skip connections are added between the layers of target identity encoder (ET ) and the decoder DT . The losses used for training the network are as follows: Reconstruction loss between predicted IE and GT image ˆI: Lrec = |IE ˆI|. (6) Perceptual loss between VGG16 features of IE and ˆI: Lper = |V GG16(Ie) V GG16(ˆI)|. (7) Adversarial loss with a frame discriminator D: Ladv = min G max D EˆI[log(D(ˆI))] + EIE[log(1 D(IE))]. (8) The total loss function for training GT : Limg = λrec Lrec + λper Lper + λadv Ladv, (9) where the loss hyperparameters λrec, λper, λadv are experimentally set to 1, 10, and 1 respectively. 4 Experiments and Training Details 4.1 Datasets We use 3 emotional audio-visual datasets MEAD [Wang et al., 2020], CREMA-D [Cao et al., 2014], and RAVDESS [Livingstone and Russo, 2018] for our experiments. We have selected 24 subjects of diverse ethnicity from MEAD for the training of our proposed pipeline, and our method is evaluated on test splits of MEAD, CREMA-D, RAVDESS and also arbitrary unknown faces and speech. 4.2 Implementation Details The Landmark Generation Network GL and Texture Generation Network GT are trained independently. The architectures of GL and GT are shown in Fig. 2. For training GL and GT , the ground-truth landmarks are extracted (at 30fps) using a combination of 3D landmarks from [Guo et al., 2020] and face parsing [Yu et al., 2018] for accurate mouth shapes. GT uses ground-truth landmarks during training, and predicted landmarks from GL during inference. We train both GL and GT using Pytorch on NVIDIA Quadro P5000 GPUs (16 GB) using Adam Optimizer, with a learning rate of 2e 4. Training of GL takes around a day with batch size 256 (2GB GPU usage), and the training of GT takes around 7 days (batch size 4 on 16GB GPU). One-shot learning. MEAD dataset contains a limited variety in illumination and background, which limits generalization to arbitrary target faces. By fine-tuning our texture generation network GT on a single image of any unseen target face in neutral emotion, we can generate emotional talking face generation for the target in different emotions. In order to adapt to the identity of the unknown target neutral, we only update the image encoder (ET ) and decoder (DT ) layer weights using the single image, while keeping the network weights for the rest of GT unchanged. One-shot learning helps bridge the color and illumination gap between the training and testing samples and adapt the generated texture to the identity of the target face while keeping the speech and emotion-induced motion intact. Proceedings of the Thirty-First International Joint Conference on Artificial Intelligence (IJCAI-22) Dataset Method Texture Quality Landmark quality Emotion accuracy Identity Lip Sync PSNR SSIM CPBD FID M-LD M-LVD F-LD F-LVD Emo Acc CSIM Syncconf MEAD MEAD [Wang et al., 2020] 28.61 0.68 0.29 22.52 2.52 2.28 3.16 2.01 76.00 0.86 1.83 EVP [Ji et al., 2021] 29.53 0.71 0.35 7.99 2.45 1.78 3.01 1.56 83.58 0.67 1.21 Ours 30.06 0.77 0.37 35.41 2.18 0.77 1.24 0.50 85.48 0.79 3.05 CREMA-D [Vougioukas et al., 2019] 23.57 0.70 0.22 71.12 2.90 0.42 2.80 0.34 55.26 0.51 1.12 [Eskimez et al., 2020] 30.91 0.85 0.39 218.59 6.14 0.49 5.89 0.40 65.67 0.75 4.38 Ours 31.07 0.90 0.46 68.45 2.41 0.69 1.35 0.46 75.02 0.75 3.53 Table 2: Quantitative comparison of our method with SOTA emotional talking face generation methods. [Eskimez et al., 2020; Vougioukas et al., 2019] have trained their models on CREMA-D dataset, while MEAD, EVP have trained on MEAD dataset. Our model is trained only on MEAD and evaluated on both MEAD and CREMA-D. EVP Ji et al. MEAD Wang et al. Make It Talk Zhou et al. Wav2Lip Prajwal et al. Happy Disgust Sad Figure 3: Qualitative comparison of our method with SOTA on MEAD dataset. Make It Talk and Wav2Lip do not render emotion. Since the publicly available pre-trained model for MEAD 4 is only trained for Subject 1 (left), their method is unable to generalize to other identities (in red box). Similarly for EVP, the publicly available target-specific pre-trained texture models 3 are available only for Subjects 1,2 (left and middle). Hence their method fails to generalize to Subject 3 (right) as shown in red box (Subject 3 evaluated using a pre-trained model for Subject 2). The white arrow shows inconsistent emotions at the mouth and eyebrow regions. 4.3 Quantitative Results We evaluate our animation results against the state-of-the-art (SOTA) emotional talking face generation methods for assessing all the essential attributes of a talking face, i.e., texture quality, lip sync, identity preservation, landmark accuracy, the accuracy of emotion generation, etc. We present the quantitative results in Table 2. The emotional talking face SOTA methods MEAD, EVP, [Eskimez et al., 2020; Vougioukas et al., 2019] are dataset-specific and do not generalize well for arbitrary identities outside the training dataset. For a fair comparison, the evaluation metrics of SOTA methods have been reported for the respective dataset on which they were trained. However, the performance of our method is not restricted to the training dataset. Our method is trained only on MEAD dataset, but evaluated on both MEAD and CREMA-D. Texture quality. We have used PSNR, SSIM [Wang et al., 2004], CPBD [Narvekar and Karam, 2009], and FID [Heusel et al., 2017] metrics for quantifying the texture quality of the synthesized image. Our method outperforms the SOTA methods in most of the texture quality metrics. EVP outperforms all the methods in FID because they train person-specific tex- ture models. Landmark quality. We use Landmark Distance (LD) and Landmark Velocity Difference (LVD) [Ji et al., 2021] to quantify the accuracy of lip displacements (M-LD and MLVD) and facial expressions (F-LD and F-LVD) with respect to the GT. On the CREMA-D dataset, although our velocity error metrics are slightly higher than SOTA methods, our landmark distance error metrics are much lower than the SOTA, indicating more accurate animation. Identity preservation. We compute CSIM (cosine similarity) between Arc Face features [Deng et al., 2019] of the predicted frame and the input identity face of the target. Our method outperforms MEAD. EVP outperforms our method in CSIM as they train texture models specific to each target identity. On the other hand, we use a single generalized texture model for all identities. Our one-shot learning helps to generalize on different subjects using only a single image of the target identity at inference time. Whereas EVP 3 and MEAD4 require sample images of the target in different emotions for 3https://github.com/jixinya/EVP 4https://github.com/uni Bruce/Mead Proceedings of the Thirty-First International Joint Conference on Artificial Intelligence (IJCAI-22) Generated output Target Identity Generated output Target Identity Generated output Target Identity Happy Sad Happy Angry Angry Happy Figure 4: Results in different emotions on arbitrary target faces with different backgrounds. Ground Truth Eskimez et al. 2020 Chen et al. 2020 Vougioukas et al. 2020 Happy Disgust Figure 5: Qualitative comparison on CREMA-D dataset. All the SOTA methods (except [Chen et al., 2020]) are trained on CREMAD, whereas our model is trained on MEAD. [Eskimez et al., 2020] is unable to generate significant emotion. [Chen et al., 2020] produces distorted textures. training their target-specific models. Emotion Accuracy. We have used the emotion classifier network in EVP [Ji et al., 2021] for quantifying the accuracy of generated emotions in the final animation. On both the MEAD and CREMA-D datasets, we achieve better emotion classification accuracy than that of the existing methods. Audio-Visual Synchronization. We use Sync Net [Chung and Zisserman, 2016] to estimate the audio-visual synchronization accuracy in the synthesized videos. Our method achieves better lip sync than both EVP and MEAD on MEAD dataset, and performs better than [Vougioukas et al., 2019] on CREMA-D. 4.4 Qualitative Evaluation Fig. 3 shows our final animation results on MEAD dataset compared to the recent SOTA methods MEAD, EVP, Makeit Talk[Zhou et al., 2020] and Wav2Lip[Prajwal et al., 2020]. MEAD and EVP are the most relevant works since they render emotion. We have evaluated MEAD using their publicly available pre-trained model 4, which is specific to subject 1 (First three columns) and fails to generalize for other subjects (column 4 to 9). EVP fails to preserve the identity of the target subject 3 (columns 7 to 9) without fine-tuning 3. Also, this method uses a latent feature learned from audio for emotion control, which makes the expressions inconsistent (happy emotion can be perceived as surprised or angry for subject 1, columns 1 to 3). Our method can produce bet- Methods M-LD M-LVD F-LD F-LVD Ours w/o Graph Encoder Ea 5.54 0.54 2.75 0.43 Ours w/o skip connections 5.54 0.54 2.75 0.43 Ours w/o edge weights ω 2.45 0.83 1.39 0.52 Ours w/o Lgan 2.52 0.86 1.42 0.53 Ours 2.18 0.77 1.24 0.5 Table 3: Ablation study for Landmark Generation. Methods PSNR CSIM Emotion Acc. Ours w/o emotion feature 29.83 0.885 45.00 Ours w/o emotional landmark 29.85 0.861 59.61 Ours w/o one-shot learning 29.89 0.767 84.00 Ours 30.06 0.789 85.48 Table 4: Ablation study for Texture Generation. ter emotion and preserve identity even with one-shot learning using only a single neutral face image of the target person. Fig. 5 shows the comparative results on CREMA-D. Our method can produce realistic emotions on identities from other datasets, such as RAVDESS (Fig. 1 upper face) as well as arbitrary faces (Fig. 1 lower face and Fig. 4). 4.5 Ablation Study Landmark Generation Network GL. An ablation study of GL is presented in Table 3. (1) Ours w/o Graph Encoder is a variation of our network GL with only Audio Encoder EA, Emotion Encoder EE and Graph Decoder DG. (2) Ours w/o skip connections is without skip connections between Graph Encoder EG and Graph Decoder DG (shown Fig. 2). (3) Ours w/o edge weights is without using the learnable edge weights ω in Eqn. 1. (4) Ours w/o Lgan is without adversarial learning. Our proposed network in Fig. 2 trained with the losses in Eqn. 4 leads to improved results (Table 3). In (1) and (2) due to negligible motion of landmarks, M-LVD and F-LVD are lower, but M-LD and F-LD are much higher. Texture Generation Network GT . An ablation study of GT is presented in Table 4. (1) Ours w/o emotion feature: Without input fe, the emotion accuracy highly degrades (Table 4) as the network cannot generate frowns, eyebrowraising or lowering from emotional landmarks only, as shown in Fig. 6 (second row). As CSIM is calculated between the predicted frame and the input neutral identity face of the target, the value of CSIM without emotion feature is higher. (2) Ours w/o emotional landmark: When the texture is generated from only speech-induced landmarks (without emotion) the emotion accuracy decreases. Learning emotion on landmarks helps generate facial expressions especially in the mouth region for emotions like happy, angry, sad, and disgust. Fig. 6 (top row) shows that without emotional landmark, emotion rendering is very restricted. (3) Ours w/o one-shot learning: Proceedings of the Thirty-First International Joint Conference on Artificial Intelligence (IJCAI-22) Target Identity Ours w/o emotional landmark Ours w/o emotion feature Ours w/o one-shot learning Figure 6: Qualitative Ablation for Texture Generation Network GT . One-shot learning helps to achieve better identity preservation. As can be seen in Fig. 6 (last row) the facial structure, skin color of the target subject are better captured in our final animation with one-shot learning. 4.6 User Study We have conducted a user study for subjective evaluation of our method against SOTA. 26 participants rate total 30 videos from [Vougioukas et al., 2019; Eskimez et al., 2020; Chen et al., 2020], MEAD, EVP and our method. Each video is evaluated for lip sync, identity preservation, and video realism. Additionally, the participants also classify the emotion perceived from the video. The results are shown in Fig. 7. Overall our method achieves comparable performance in lipsync and better performance over SOTA methods in identity preservation, emotion classification accuracy, and realism in video generation. 5 Conclusion We propose a speech-driven emotion-controllable generalized emotional talking face generation method that uses a single image of an arbitrary target person in neutral emotion to generate animation in different emotions. We use graph convolution for geometry-aware motion and emotion generation on facial landmarks. With one-shot learning, our emotionguided optical flow-based texture deformation network can generalize better for arbitrary target subjects when compared to existing SOTA methods. Our animation results on different benchmark datasets and for different celebrity faces show more realistic animation than SOTA methods. In future work, audio and emotion-driven head movements can be added for enhanced realism of emotional talking face animation. 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